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Algaron

Beta Test Lead [BTL]
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Posts posted by Algaron

  1. I was wondering if we could double the actual range for max fold space and summon enemy from 6.5k to 13k or 15k. The reason for this request is pretty simple as fold space is used to escape damage from a mob when being overwhelmed. Most notably once your PSI shield has failed and you need to get out of range of mobs to recast PSI shield, or recharge reactor.

    Folding only 6.5k doesn't necessarily mean you fold 6.5k away from a mob. For example a mob is 2.5k away from you - you use fold space and it plops you 4k away from the mob. That still leaves you within range of beams, ml or pl of most high level mobs. Fold space should be able to teleport you far enough away to escape damage. It would be most helpful in a group doing a raid when things go bad, the JD could fold away and use summon friendly group to pull everyone to safety, regroup and heal, and go back at the mob. As it is now - 6.5k will not get you out of danger. Even using Area Teleport will not get the entire group out of danger. I know these were the values in Live but as I have been told many times. This isnt live :) So let's make Fold Space actually useful.

    I would like to hear from hard core JDs on what they think - none of you part time ten'shao with a PW main either :)
  2. Clear As Mud. :blink:

    Ok I will take it as a given your multipliers are correct altho not sure where you got the formula. The description is pretty convoluted and as I read it if I increase an amount by x to y or say for eg. "increase by 76 to 3610" that would be the same as saying that I started off with a base of 3534 and it increased by 76 or (3534 +76) to an amount of 3610. Or in the example of an Aegis," Increase by 7500 to 10500" I would start with a base of 3000. The phrase "increase by" doesn't really seem to imply that it is (y-x). Hence my confusion.

    Or another way to interpret this would be to read it as meaning increases by 7500 at Psionic Barrier level and 10500 at Psionic Invulnerability level with Lesser Psionic at 8100, Psionic Shield at 8700 and Greater Psionic Shield at 9500 - or some such numbers, if you get my drift.
  3. I was wondering if we could get some numbers from the devs to explain how much damage is absorbed by Psionic shield. I am not completely sure I understand how exactly this is calculated. Example max Psi at L7 states it absorbs 1440 per skill level. So does this mean Psi Invunerability will absorb a total of 10080 damage (unbuffed) before it dissipates? And more importantly how is the Improved Psionic Shield buff calculated?

    The buff on the Defender's Pride for example states "Increases Psionic Shield Damage absorption by 76 to 3610, depending on ability used".

    -L1 Psi 30 Absorption so +76 = 116 per skill level ?
    -L2 Psi 60 +76 = 136
    -L3 Psi 90 +76 = 166
    -L4 Psi 180 +76 = 256
    -L5 Psi 360 +76 = 436
    -L6 Psi 720 +76 = 796
    -L7 Psi 1440+76=1516

    Is this 3610 max per level? In which case how did I get that number? Seems I would never get 3610 if I only added 76 absorption, so why have 76 added at all if at that buff adds 3610? Or is 76 for L1 but adds 3610 at L7 psi? And what are the numbers in between? Perhaps that buff adds 3610 to all levels?

    So the way I read the buff, it's 3610 at max psi x 7 = 25270 damage absorption? The maximum mount of damage absorption that can be attained?
    Any insight as to how this is calculated would be appreciated.
  4. Is there any possible way to make my jenquai ship to auto orientate itself while following a fast moving mob?

    Here is the problem currently. I am following a fast moving mob - say Oni for example. The oni will zip around and perhaps head straight up forcing my ship to follow. Now I am looking directly up from below at the Oni. The mob will then head over top behind me causing my ship to be inverted upside down. Is there any way that once my ship passes zenith it will flip itself right side up? As well Z-axis is still a bit messed up. If I disengage follow my ship is stuck in the same orientation, all sideways or upside down. Pretty hard to fight when you have motion sickness. :blink:

    The reason I ask about Jens only in the thread title is that Terrans and Progens do not have to follow mobs to use their ML/PL.

    I am not quite sure what the issue with follow is at the moment but its no where near as good as Live. I have trouble following any fast moving mobs. They tend to go in a circle and while following the mob in this circle, my beams can not get in alignment enough to actually fire since I need to be within a certain angle for my beams to fire. I don't expect my beams to fire off at 90 degree angles, and I am not sure what the devs have in mind for actual Field of View to be able to fire. Is it 45 degrees either side of Zero?

    The irritating part is that mobs like Oni or Blackbeard Minions will do this circling thing 3 or 4 times, with my beams just out of the FOV to fire. It's a cool AI for those mobs I am sure, has no bearing on Missiles or Projectiles users - but for those that use beams its awful.

    I do not remember it being this way in Live. Back then I could get in behind a mob and stay on its butt through out the entire battle. Are JD ships slower now? Do they not turn as fast as they should now?
  5. I have found that Mordana seem to have the ability to See cloak - at least that how it appears on my Cloaked JD as they are pummelling me. As for breaking cloak it should take some considerable damage in order to break or interrupt cloak. Not just some random critical hit they happen to fire off, but real damage.
    For a skill that takes a minimum of 3 seconds to activate fully enough to mitigate damage, it should be sturdy enough to take any hits from just one mob including boss mobs. However if more than one mob is firing at you, than that would be enough to break cloak. Eg Blackbeard Minions or Mordana. When 4 or 5 of these mobs fire on a cloaked ship, cloak is broken. It happens currently and is working fine.
    Lets not go nuts and make cloak so useless that JD's can't even use it. Remember cloak is or should be a jenquai's defensive skill as well as offensive skill. Other classes use HDC or whatever to mitigate their damage... and they don't have to cast it nor does it get interrupted.

    Also while we are talking about Combat Cloak - could we also have a look at Stealth Strike. Any Improved Cloaking buff should increase Stealth Strike time double the normal 5 secs. Currently it is only 5 seconds regardless of the buff on my Ghost Edge for example. Some JD actually try to use the full length of Stealth Strike. It would be great if we could make that work as intended.
    • Upvote 2
  6. As Vandam had already explained he was killing Bogeril Militia Capt'n - there are no Bogeril Militia Captains - just Capt'ns and he has already found them. The problem may be that the quest is looking for Captains where none exist - only Capt'n. Perhaps the spelling is causing the problem. I had to forfeit this quest a couple times before it update. This a bug with the quest and could probably be moved to that section.
  7. Yes thanks Will, I read your analysis before. I was hoping for a Dev to give a definitive response about how the critical targeting is calculated, whether it is stacking additively or not, and what is the protocol for stacking. Critical targeting is a passive skill - like navigate or prospect. Why are some buffs to passive skills calculated as a percentage and some are additive.
    I mean I don't need another class to buff my passive prospect skill - why would I need a TE's rally to augment my passive critical targeting skill.

    Also you mentioned you think the Critical targeting is turned off. Can this be confirmed by a dev, and what if any, is the projected amount of time before it is turned back on again?

    thanks
  8. Just noticed this as well - when in a group (and in formation within 1k) and the JE uses group Cloak - he will get the group cloak icon where the rest of the group gets not only the group Cloak icon but the Group Stealth Icon as well (Silence).
    It does not appear on the JE just everyone else.
  9. Found another problem with group cloak not working correctly - or is it?

    Seems when my JE uses Group Cloak away from the group and then gets within 1k range for the skill to work, the rest of the group does not get the full affect of Group Cloak but instead only gets Group Stealth.

    The JE get the Group Cloak icon whereas my JD for example only gets the 'Silence' icon and is not fully cloaked.

    Another issue I have observed is that sometimes while in group for a while, lag or some other problem tends to separate the group apart. They will appear to be in form and close together. However if not leader and you leave Formation while stopped, you will find yourself perhaps as much as 6k away from the group without having moved at all. I find this happens a lot when gating especially. The leader will gate and I will find myself some distance from the gate and will have to thrust within range to gate. This happens a lot when raiding as well. If you accidently leave formation, you may find yourself suddenly some distance away and unable to use skills on the group. This may not be totally related to cloaking but is still an issue.
  10. [color=#282828][font=helvetica, arial, sans-serif][size=3]Intolerance VIII (equip)[/size][/font][/color]
    [color=#282828][font=helvetica, arial, sans-serif][size=3]The buffs at 200% should be 39.9% for all 3 buffs. This seems to be correct for 200% Intolerance which are equipped on Terrans or Progens. For some reason the buffs remain at 30% for each on my Jenquai at 200%. The Intolerance in question was built by my Jenquai Defender. [/size][/font][/color][color=#282828][font=helvetica, arial, sans-serif][size=3]Can anyone else confirm that Intolerance either equipped or built by jenquai only go to 30% buff? Thanks[/size][/font][/color]
  11. In reference to Terrell's question about critical targeting skill, it still has not been answered. The Class planner for JD currently shows Critical Targeting skill at level 5. Is this an error with the web page, or is this a premeditated attempt to 'balance' the class with PWs. The critical targeting on Jenquai Defenders has always been maxxed at lvl 7. It was lvl 7 in Live, and was lvl 7 until very recently like 3 month ago.

    I was going to link the planner from www.earthandbeyond.com to show how JD's have always have crit 7, but unfortunately this site is now inaccessible. Anyone who has ever played a JD for any amount of time would know this and can corroborate that JD's have always had crit 7.
    So my question remains. Why are you planning reduce the CT from 7 to 5?

    As for balancing our damage output with a progen, please realize we do damage differently.

    A PW will start out slowly when damaging a mob, continuously firing non stop increasing their damage as time goes on, and producing more damage overall. They have lvl 9 shields and skills to mitigate damage, much different than a Defender. On Boss mobs a PW will own, on smaller mobs a JD will own.

    The JD on the other hand doesn't fire continuously, must cloak for stealth strike (that's another issue) to get our damage, and has only level 8 shields. We put all of our damage into one volley, then we must stop firing to CC, and wait 3 seconds before we can start firing again.

    We do not have great damage over time, but we do have great damage per shot. That is why critical targeting on a JD is so important. I must also point out as well that PWs also get critical targeting 7. Please do not try to lump JD's in with the other warrior classes - they are apples and oranges.

    If this is an error on the web class planner, please correct so there is no confusion. If this is intentional, please reconsider this change as it is ill advised. The original devs and their huge resources from EA had it right in Live.

    Thanks
  12. The Jenquai Defender is supposed to do sick damage. That's what we do. In a group with all classes taking down bosses that's our bread and butter. We are glass cannons, or are supposed to be with level 8 shields and skills to avoid being owned in one shotted by high level bosses. I do not get this fascination with terrans and progens that somehow we need to have class balance and we should be doing similiar damage. If you want similiar damage then let me have lvl 9 shields. Actually I don't want that - I want to play a glass cannon. That's why I play a JD and always have.If you want sick damage play the appropiate class, but don't try to make JD's more like a cloaked terran or progen.
  13. I am just curious as to what dev actually plays a JD as their main all the time? Does the lead jenquai dev Kenu play a JD? All of the content devs I see show their main as a JE or some other class - which is a totally different animal than a JD. I understand devs are busy people and time constraints are placed on each and every one of them. It would be good to have someone who loves to play a JD and could fix specific concerns like follow and crit targeting for example.
    As to the OP about what works for a JD and what doesn't, I have noticed that Critical targeting doesn't seem to be working properly. Any JD with max crit and a DG's 29% added Crit buff - should always be showing critical hits and miss maybe once or twice in 100 shots. This is not how it is currently working. This is a main skill set of the Defender. Sounds like it may be a calculation problem, not adding the DG's buff or something. If I have a 99% chance to crit - should I miss 30% of the time?
  14. I was wondering if someone could confirm how critical targeting works on a JD. The max critical targeting skill adds a 70% chance to inflict a critical hit on a mob. Is the Improved Critical Targeting buff on say a Devastating Gaze at 200% (29%) added to the passive critical targeting skill to give 99% chance to inflict a critical hit, or is there a max cap on the amount of critical hit chance?

    I was doing some beam damage testing on the Shield Combat test Drone at Vasen'or Prospect in Jupiter Sector. I had no devices installed and only 2 beams. I used a Ghost Edge energy beam to test the damage and only had the DG installed for the crit targeting buff and didnt use it to fire in the test. Out of 10 shots I would see 2,3 and even 4 regular damage shots (Yellow for energy) and not the red critical hits I should be seeing.

    Now I was thinking that because my Critical targeting is at 99% (if this is how it works) I should only ever see a regular damage hit once maybe twice in 100 shots. This wasn't the case.

    Is anyone able to confirm 1) my test results and 2) that critical targeting has no cap, in which case the bonus from additional critical targeting buffs are broken?
  15. Well I was not talking about the tethering/grouping aspect of the mob AI but whatever changes were made to the scuttlebugs and nags had unintentional consequences of tethering the mob to the player. I am not sure if you have tried it with your JE or had another JD test it, but since the changes 4 days ago when you follow certain mobs, lvl 56 Killinger in Moto for example, the mob will maintain distance until you cloak and then it turbos away, when you fire and uncloak, it immediately reverses and nitros backwards towards the player, it doesn't turn at all.

    As for the scan range there was no cap in live - I could get over 35k scan range with Scan and a telescope 9. It was the same in EMU until about one month ago when my scan range was 34k. I am not sure if that has something to do with the JE scan bug or not but just saying there was no cap before.

    I have heard no rumours about any changes - this is from observations and playing the game from how it used to be not long ago and how it is now.
  16. I am not sure what the reason for changing the new mob AI to include zipping around like they do, but it changes the playing style of my JD once again. I understand most mobs do not stay in one spot when attacked especially ones with hulls and make it even more important to get in behind the mob and attack from the rear to avoid their beam damage. As it is now, once a JD cloaks the mob zips forward 1-2k, uncloak and fire and the mobs immediately reverses direction and zip backwards the same distance, it doesn't turn around - it moves straight backwards causing the player ship to waltz right over top of it when following. No ship in a space battle acts this way - why would the mobs? This only happens to cloaking classes as terran and progens can sit in one spot and fires their weapons. Zippy mobs are of no concern to them as they can fire from anywhere.
    Jenquai play a different way but now I am forced to sit in one spot and turn to face the mob and fire, just like a terran..

    Jenquai Defenders used to be a ninja in live. See a mob from a distance, engage follow, cloak and get in close behind the mob. Fire all your beams and cloak again to sneak in behind the mob once more. We rely on being very close to the mob and our CC for maximum damage.

    - Now we have had our max scan range capped at 30k. Whats the reason for this and why bother with a telescope 9 now.

    - Follow is a huge problem. Most mobs can see an uncloaked JD at the distance we need to be within to engage follow. Couldnt we extend the follow range to 7,8 or even 10k away where we would be able to cloak , engage follow and close the distance that way instead of having to cloak, thrust within range to engage follow. I see a mob 25k away. I warp to the mob and try to stop short of it scan range in order to cloak, then engage thrust to get within follow range. It was better when I could see a mob 25k away warp to 10k away out of their scan range, cloak and engage follow to suck me close into the mob. Personally I feel if I can see it on my scan I should be able to engage follow from that distance. Makes it way more fun to play.

    - Another problem with follow is when actually fighting the mob. Try following a mob in say XT, one of the oni's. These mobs are very agile of course and can move vertically as fast as they can horizontally. It never used to be a problem as my ship could turn on a dime (as it should) to stay on it's tail. Now it seems my ship is as slow as a progen when turning and instead of closing the degree of separation of say 90 degrees by turning into the mob , my ship will turn in the complete opposite direction and try to close the gap of 270 degrees, and there have been occasions where my ship will turn into the mob 2 or 3 complete times like 720 degrees before lining up behind the mob. It's brutal.

    Please let Jenquai Defenders be agile and stealthy again. Please let them play like JDs and not some cloaked up terran.
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