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Old Apr 15, 2006, 07:41 PM // 19:41   #21
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SS looks like a DoT because PvE mobs are dumb enough to attack right through it every time, all the while sticking together close enough to put a huge strain on the collision-detection system.
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Old Apr 15, 2006, 07:58 PM // 19:58   #22
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Ok well if I'm ignored then you'll miss my apology. It was not my intention to "flame you." I'm sorry if it came off that way. I was simply trying to add some valid , at least I think it's valid, input into this discussion. I can be abrasive but that's just the way I am. I'm not trying to get personal with you or anything.
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Old Apr 15, 2006, 09:36 PM // 21:36   #23
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I think barrage shouldnt trigger the AOE effect. Why? Because you have to press the button every time.

In this logic, single burst AOE should be fixed for AI. Ie: Flameburst and fireball wont trigger them running away.

Now for SS.

SS isnt really an AOE, its a shutdown, self activating hex similar to:

Empathy, Diversion, Ineptitude, Insideous Parasite, Guilt, Clumsiness, Spirit of Failure, Spirit Shackles, Price of Failure.

All these hexes have 1 thing in common. If you follow the specified condition of the hex (usually attacking) while the hex is on you, then something happens to you AND if you dont follow the specified condition of the hex, nothing happens.

Simple.

The real problem with SS, is unlike all those other hexes, it can hurt your fellow teammates. It is an AOE shutdown skill. The damage that results from SS can be considered a side effect, or bonus to the shut down properties. The damage is not a direct result by the enemy hexing you, but rather by the target who is hexed. This is what makes it very powerful. This is also the reason why some people are crying foul, because it achieves similar effect to firestorm (and such), but doesnt trigger the AOE reaction.

But looking at HOW the hex works, its very obvious that SS is a different in application to a spell like Firestorm. Firestorm's purpose is to cause damage to a large number of targets. Wether or not you choose to get out of the way is irrelavant, because firestorm is meant to cause damage to you. While you have SS on you,you can do two things. Keep going and take damage, or stop attacking, etc. Either way, SS has done its job.

So what to do about it? Nerf the skill? Modify mob AI?

I think the best viable thing to do is to make the target who has SS on it to stop attacking.

Last edited by lyra_song; Apr 15, 2006 at 09:38 PM // 21:38..
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Old Apr 15, 2006, 09:42 PM // 21:42   #24
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Quote:
Originally Posted by Str0b0
Firestorm and SS are not DoT in the classic sense of the term. DoT implies there is a constant and consistent degeneration of health. A DoT can be tracked and will always do the same damage in the same amount of time.
So by your definition I can't stand in Firestorm and get the same Damage/Time that I will always get? I think you're wrong about Firestorm. It's damage is constant over time and thoroughly repeatable. The only thing that limits damage is movement out of the AoE. SS, on the otherhand has damage that is directly related to how many actions and attacks the target performs. These are highly variable and I doubt if any two applications of SS will produce the same result. Hence my belief that SS is not truly a DoT skill while Firestorm is. I guess if you really want to limit the definition even further you could say things like Poison are only DoT, but these can be stopped prematurely as well with skills like Mend Ailment.

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Old Apr 15, 2006, 10:38 PM // 22:38   #25
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Originally Posted by MelechRic
So by your definition I can't stand in Firestorm and get the same Damage/Time that I will always get? I think you're wrong about Firestorm. It's damage is constant over time and thoroughly repeatable. The only thing that limits damage is movement out of the AoE. SS, on the otherhand has damage that is directly related to how many actions and attacks the target performs. These are highly variable and I doubt if any two applications of SS will produce the same result. Hence my belief that SS is not truly a DoT skill while Firestorm is. I guess if you really want to limit the definition even further you could say things like Poison are only DoT, but these can be stopped prematurely as well with skills like Mend Ailment.
I don't think that's entirely correct either, that would be like assuming everything used on you that causes damage over a certain amount of time is concidered a DoT. Yes, DoT's can end prematurely (by mend ailment), or being set on fire could be counteracted with a HoT spell called healing breaze(for 10 seconds ally recieves +9 health regen = 90 health+divine bonus also removed by mend ailment I believe), draining somebody's health away with life transfer can be countered if not removed by hex removal. To me, firestorm is just an AoE with varying damage potential (and it's a classic AoE), and a DoT is something you're stuck with until removed or countered. Sometimes being set on fire only lasts 2-3 seconds, but during that time you recieve like -10 health degen or something (not really warranting a counter or mend bacause of the short time period) . Being stuck with something like disease (in other games I've played, not sure with GW) would be able to be cured, but you couldn't heal yourself during the duration of it, and it would slowly cause damage over time. Nobody to cure it or mend ailment it? Well, your stuck with it till it runs it's course, kind of like poison coursing through ones veins. You can self heal all you want in some circumstances, but it's gonna cause the same amount of damage everytime, and maybe even kill you if the duration is long enough.
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Old Apr 15, 2006, 11:01 PM // 23:01   #26
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Quote:
Originally Posted by lyra_song
I think barrage shouldnt trigger the AOE effect. Why? Because you have to press the button every time.

In this logic, single burst AOE should be fixed for AI. Ie: Flameburst and fireball wont trigger them running away.
maybe that would be logical thing to do, but it would leave barrage as is, which is not good.
I mean seriously there is no good reason why mobs shouldnt run from it, but if they would it only means that Barrager profession would actually require some *gasp* skill... timing Barrage, combining it with other bow attacks, instead of mindless wtfpwnage thru jerking single skill button.

Quote:
The real problem with SS, is unlike all those other hexes, it can hurt your fellow teammates. It is an AOE shutdown skill. The damage that results from SS can be considered a side effect, or bonus to the shut down properties. The damage is not a direct result by the enemy hexing you, but rather by the target who is hexed. This is what makes it very powerful. This is also the reason why some people are crying foul, because it achieves similar effect to firestorm (and such), but doesnt trigger the AOE reaction.

But looking at HOW the hex works, its very obvious that SS is a different in application to a spell like Firestorm. Firestorm's purpose is to cause damage to a large number of targets. Wether or not you choose to get out of the way is irrelavant, because firestorm is meant to cause damage to you. While you have SS on you,you can do two things. Keep going and take damage, or stop attacking, etc. Either way, SS has done its job.

So what to do about it? Nerf the skill? Modify mob AI?

I think the best viable thing to do is to make the target who has SS on it to stop attacking.
Think about it. What you suggesting will make SS utterly useless in PvE. Im not trying to kill SS necros, Im trying to bring SS inline with other spells, so that it doesnt dominate PvE so freakin much for the cost of two slots on your skillbar.
Thats why the best in my opinion thing to do is to make monsters run from AoE of SS. There is no reason why hexed guy should run or stop attacking or whatever - same way as with empathy etc. But there is a good reason for his buddies that get hit by AoE to run.
That will have little effect on melee (provided you using tank with book/gear trick), but will make it much harder to kill rangers and casters (which is exactly what you will see in RA if you use SS).
This change would both make perfect sense, be inline with current AI, and alter SS just enough to not make it useless but rather require some tactics to use.

Last edited by Ira Blinks; Apr 15, 2006 at 11:09 PM // 23:09..
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Old Apr 15, 2006, 11:33 PM // 23:33   #27
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Quote:
Originally Posted by Ira Blinks
maybe that would be logical thing to do, but it would leave barrage as is, which is not good.
I mean seriously there is no good reason why mobs shouldnt run from it, but if they would it only means that Barrager profession would actually require some *gasp* skill... timing Barrage, combining it with other bow attacks, instead of mindless wtfpwnage thru jerking single skill button.
I think with barrage, it should be left the way it is, because for one, it's an attack skill. Barrage does take some skill to use if you want to fire up to 6 arrows everytime, but sometimes it's just 1-3 maybe 4 arrows on a single use, and isn't that overpowering. I don't think it should cause scatter because you actually have to prepare it, that takes time, then use it, then wait for the recharge, and use it again. If it hits up to 6 enemies, great, but most of the time it doesn't, so it's pretty much a waste of energy if you're not hitting 6 targets with it. Things that stay in large numbers, and all stand together, like imps for example, then you'll fire off 6 arrows. But that's only 6 arrows, and it's not hitting the entire group standing there, so it shouldn't cause scatter imo. If that's the way of thinking though, might as well go after cyclone axe and hundred blades.

Plus, it really seems like anything I've tried to explain in here is a big waste of time, it's like talking to a brick wall. If you want to create new definitions for DoT and AoE damage or combine both, and talk semantics then go ahead, I'm done posting in this thread. Makes no sense at all to me. I've already said I agree with SS being an AoE, although having to be triggered, and that's about it. Just like with empathy, minus the AoE.

Last edited by Matsumi; Apr 16, 2006 at 12:16 AM // 00:16..
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Old Apr 16, 2006, 12:56 AM // 00:56   #28
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Actually I took DOT definition exactly as described by the link you posted, compared it to SS and it matched perfectly. And you said no, and started making up new conditions on how its being triggered/removed and constant intervals... So if anyone making up new definitions it is you.
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Old Apr 16, 2006, 01:09 AM // 01:09   #29
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Quote:
Actually I took DOT definition exactly as described by the link you posted, compared it to SS and it matched perfectly. And you said no, and started making up new conditions on how its being triggered/removed and constant intervals... So if anyone making up new definitions it is you.
No, as already been explained frequently in this thread, Spiteful Spirit is a hex triggered through the monster's actions. To top it off, running away from either Spiteful Spirit or Barrage would be retarded, simply because it doesn't solve the issue. In my frank and humble opinion, you are being incredibly stubborn about this.

Besides that, nerfing Barrage would be taking away practically the only thing Rangers have in PvE anymore.

It is obviously not a AoE DoT in the eyes of AreaNet, or it would already have been covered by the nerf. Whether it is truely or not makes no difference, because AreaNet have apparently decided already.

If you want Spiteful Spirit to be nerfed, fine, maybe it is overpowered. But don't go trying to say it should have been nerfed before along with the update.
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Old Apr 16, 2006, 02:55 AM // 02:55   #30
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Quote:
Originally Posted by lyra_song
I guess my question is what is the end resulted wanted for all this semantics?

To nerf Barrage (A bow attack) and SS (A self triggering hex) so that bad guys run from it the same as they do from AOE spells?
Either that or un-nerf the ele and smite spells. At the very least let me chain cast *different* spells and change the cost of the DOT AOE spells. I thought that would occur pretty fast and it really hasn't (hrmm - balth's aura anyone?)

I think some rangers and necros are starting to understand how us fire ele's and the handful of smite monks (some, like me, were using them in standard PvE as an interesting alternative to ele's, not as 105/55 farmers, though nothing wrong with the farmers) felt upon first seeing the enemies scatter. In time rangers and necros will most likely learn what it feels to have to cast a spell, count to three, cast next one, count to three, cast next and so on to keep from triggering the AOE damage. Or, even worse, see your favorite skill suddenly become totally useless, or heaven forbid you get the direct damage smite monk treatment and take an unpopular build with one or two good skills and make those totally worthless.

I suspect that they will get the same AI treatment at some point. Anet is obviously happy with the AoE stuff with the other spells and these fly in the face of that decision. I don't think it was ever really a skill reduction but (as they said - I see no reason for them to lie about it) an attempt to have PvE more like PvP. I just figure that casting through backfire, attacking under SS or empathy, and a host of other idiotic things mobs do will eventually be done away with but with factions coming out it is very low on thier list (after they get an expansion or two done lots of little bugs should be worked out and more time spent on stuff like this).
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Old Apr 16, 2006, 03:08 AM // 03:08   #31
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I think the main difference between mark of pain and spitefull spirit is WHO is doing the damage, SS it basicly is your teammate dealing the damage, he attacks, you take damage, whereas mark of pain triggers on taking (physical) damage

also, DoT is not like firestorm, DoT is damage over time, the same amount of damage over the same amount of time, witout inteferance, firestorms damage can be reduced, as can most other elemental/physical semi-DoT spells be, SS depends on the rate of attacking/skill-using, and isn't a set amount either.

degen spells allways do the same amount of damage over the same time-period no matter what you are doing and what the target is doing

as far as barage goes. it should trigger the AI AoE panic in the sense that it does damage like mark of pain does. but i guess the monsters don't have a thing to run away from, there is no Hex, no place, no nothing to run away from, and it is targeted at an enemy, so you can just switch enemy and do it again, so the AI does not have anything to run from

Last edited by Viruzzz; Apr 16, 2006 at 03:10 AM // 03:10..
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Old Apr 16, 2006, 04:54 AM // 04:54   #32
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Quote:
Originally Posted by Jagflame
No, as already been explained frequently in this thread, Spiteful Spirit is a hex triggered through the monster's actions.
and as I already answered many times that makes no difference to AoE side of SS

Quote:
To top it off, running away from either Spiteful Spirit or Barrage would be retarded, simply because it doesn't solve the issue. In my frank and humble opinion, you are being incredibly stubborn about this.
oh yes it does, and I already explained why. Care to explain where exactly im being wrong about it?

Quote:
Besides that, nerfing Barrage would be taking away practically the only thing Rangers have in PvE anymore.
which is what? Absence of skill?
Im pretty sure I explained that already as well. Your ignorace does not make things the way you like them.

Quote:
It is obviously not a AoE DoT in the eyes of AreaNet, or it would already have been covered by the nerf. Whether it is truely or not makes no difference, because AreaNet have apparently decided already.

If you want Spiteful Spirit to be nerfed, fine, maybe it is overpowered. But don't go trying to say it should have been nerfed before along with the update.
thats a most retarded argument i ever heard
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Old Apr 16, 2006, 05:27 AM // 05:27   #33
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Maybe we should petition ANet to make the AI such that whenever it takes damage/pain it runs away. That's the logical end of this thread which I believe is a lot more about the AoE nerf than it is about SS.

SS usage would go completely unnoticed if it weren't for the prior changes to Elementalist/Monk AoE.

Overall, I don't see the value in changing monster AI to be more human like. This game's PvE is really a tutorial for the PvP portion of the game at the end. Thus, the AI in the PvE should be less smart than the intelligence the average human player will display in PvP. The game already does a fairly good job of increasing the difficulty as a player's character progresses through the storyline. In classical MMO/RPG style Guild Wars uses more monsters with deadlier skill combos and higher level to offset fairly typical AI.

Ira,

It's obvious that you're upset about SS Necros and B/P Rangers farming places like SF and UW2. I know it's hard to get a group there because these skills seem like the only ones in demand. However, I think you're going at it from the wrong angle. Instead of asking for a nerf on more skills (which only leads to more people upset in the player base) it's better to ask for improved level design. Levels that are well designed are much harder to develop cookie-cutter groups for. Most players when given the choice would choose to have levels that required mixed/balanced groups.

Hope I don't go on your ignore list over this last comment. (Though you wouldn't be the first person to put me there.)

Cheers!

Last edited by MelechRic; Apr 16, 2006 at 05:33 AM // 05:33..
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Old Apr 16, 2006, 06:41 AM // 06:41   #34
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Quote:
Originally Posted by strcpy
I think some rangers and necros are starting to understand how us fire ele's and the handful of smite monks (some, like me, were using them in standard PvE as an interesting alternative to ele's, not as 105/55 farmers, though nothing wrong with the farmers) felt upon first seeing the enemies scatter. In time rangers and necros will most likely learn what it feels to have to cast a spell, count to three, cast next one, count to three, cast next and so on to keep from triggering the AOE damage. Or, even worse, see your favorite skill suddenly become totally useless, or heaven forbid you get the direct damage smite monk treatment and take an unpopular build with one or two good skills and make those totally worthless.

I'm telling you triggering a chicken run on SS won't do anything but add ten annoying seconds to my kill times. The strategy of using SS is very simple. You hit one enemy with it then move on to the next then the next until the entire group has the hex cast on them. The mob AI will scatter, probably try to heal if capable and end up taking more damage at which point they will regroup for the attack and in turn they will take another huge damage spike and then scatter again, try to heal if able, take more damage regroup and then kill themselves in the next huge damage spike. Your only other alternative is to have them stop all action and run like a human player most likely would in the absense of hex removal. In which case all you do is turn the basic strategy into mass pacifism. What you will end up creating are warrior groups that take advantage of speed buffs and the increased damage taken by fleeing enemies to mow down entire groups who are fleeing and doing nothing with SS on them or you end up with ranger groups bringing SS along so they can take advantage of some Hunter's Shot nastiness on the enemies who are fleeing according to the suggest AI alterations. In fact the latter group would be highly effective if the AI was altered to make enemies with SS on them cease all actions and flee. You get +13 damage and 21 seconds of bleeding which they will not heal because of the AI forbidding actions while SS is cast. A single necro, or better still an SS necro and a battery could shut down entire enemy groups from all action whatsoever creating invinci groups where as before you just had single invinci characters. SS necros will never feel the sting of these nerfs because our skill isn't dependent on keeping them close togther. It works better but it still works if they run. In essence what you are asking for is pointless because it won't change anything aside from the time it takes to take out an enemy group. I hope my above comments have also demonstrated the one factor everyone who complains about these things always forgets. What you take away at one end you pay for at the other. You nerf a skill a loophole will be found. Because of the alterations you made in the nerf the loophole requires even more sweeping alterations to "fix". In fact this very situation you are so up in arms about is a result of them nerfing the 55 monk's damaging ability with enchant removals. Before a 55 monk could solo things. Now that they have to swap SoJ for Spell Breaker they need a partner to deal damage. That's where the SS Necro comes in. It took away their ability to solo but not their ability to function and to dominate certain environments. Now if this "fix" is ever implmented as you suggest then it will create an even worse epidemic. Now there will be groups that could dominate in any environment, that is if you follow the standard tradition in making the mob AI more in line with human AI. Eventually it becomes an issue of the exploits requiring so much nerfing to fix that the game itself becomes tedious. I think ANet realizes that sometimes you just have to let some things go.

Last edited by Str0b0; Apr 16, 2006 at 06:49 AM // 06:49..
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Old Apr 16, 2006, 08:38 AM // 08:38   #35
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/quote
Damage Over Time

Damage Over Time (otherwise known as DOT) are interesting because they aren’t exactly classed as taking damage. Whilst they aren’t complicated, they do deserve mention because of a few rather interesting properties.

While DOTs do deal damage to a player, most spell effects that revolve around a target taking damage are not triggered by the DOT damage type because the property it uses isn’t classed as damage.

A DOTs strength is measured in pips of regen. Each pip signifies 2 health per second. If you have negative pips (pips in the left direction) you are loosing life, whilst if you have possitive pips you are gaining life. The total amount of pips in either direction is capped at a maximum of 10. This cap is after all the additions of possitive and negative pips have been made.

For example, if someone has life siphon (-2), life transfer (-7 pips) and conjure phantom (-5) and mending (+3) on them, they will have a total of -11 pips. However due to the cap, the player will only suffer -10 pips (which is -20 life per second). The extra 1 pip isn’t lost, but is simply not applied.
/end quote

http://gwvault.ign.com/View.php?view...s.Detail&id=86

http://gwvault.ign.com/View.php?view....Detail&id=298

/quote
For example, a warrior/mesmer which heavily relies on DoT damage, using Conjure Phantasm and Sever Artery to do 8 pips of health degeneration. And you're so "lucky" to meet a warrior/monk who carries healing breeze.
/end quote

All taken from definitions found by doing a search in google "Guild Wars DoT damage over time". Still confused about what exactly a DoT is? I found thousands of definitions on google, and I can keep putting them up here for you if needed. None of these definitions are being made up by me, in fact, I knew what the classification of a DoT was a long time ago. But I guess obviously ALOT of people don't really know what a DoT is, otherwise they would of pointed this out to you first off. Because it sort of weakens your argument a bit when you don't have the classification or definition correct to begin with. This is only being put up by me to help strengthen your argument by the way, not meant to attack or annoy you. If you write up a suggestion to Anet about DoT AoE's, then they probably won't know what the heck your talking about for a while at first. Hexes fall into a seperate category but can be also concidered as DoT's, like conjure phantasm, phantom pain, life transfer, life siphon, suffering (a Dot AoE), etc. Necros have always been famous for DoT spells in alot of games, but Spiteful Spirit is in no way a DoT, hex, but not a DoT.

I was also reading in your suggestion thread, and it seems nobody there really had any idea of what a DoT was either. One guy even thought Meteor Shower was a DoT. But for me making up definitions, how about a big "how about no?" to that. Do it yourself once, and look at all the definitions and articles what not mentioning what DoT's are pertaining to Guild Wars, and you'll see I'm not making up anything at all. Another good way to tell if your inflicted by a DoT in game is to look at the color of your health bar. It turns hot pink when effected by a hex DoT, turns green when effected with disease or poison, turns dark red when effected by sever artery or when bleeding occurs, etc.

Oh, I guess I lied about not posting again, but I don't make up definitions about things. Did you read this part on my first definition giving the most common examples?

Examples

There are many ways a DoT comes into use during the course of a role-playing game. Here are a few practical examples. Keep in mind that Damage Over Time is not limited to these examples; the creativity of players and role-playing game designers allows for far more variations beyond these. The ones listed are the most common types.

* Burning: For character classes that are spellcasters, a DoT might take place when a flame spell strikes a target and causes that target to be set on fire, causing burn damage every second. The target may take damage from the initial strike of the spell.
* Bleeding: A non-caster such as a weapon-wielding “Melee” class may strike the target with a sword, causing the target to bleed, losing life either incrementally or at a steady rate.
* Draining: A spell may be cast for no other reason than to inflict damage slowly.
* Stealing: The target may have its life taken away to be given to the enemy who attacked it.
* Poisoning: The target may be the victim of a poisoning attack which remains until the poison is removed or the effect reaches its predetermined length.

Last edited by Matsumi; Apr 16, 2006 at 09:41 AM // 09:41..
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Old Apr 16, 2006, 09:15 AM // 09:15   #36
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The way I see it, the reaction of the AI to SS and Mark of Pain is inconsistent. (Won't be the only inconsistency in the game by a long shot.)

An ally of a foe hexed with SS or MoP sees: repeated AoE damage at a rate faster than once every two seconds (or some similar threshold).

In the case of MoP, this ally flees.

In the case of SS, this ally does not flee.

Inconsistent!

The point about SS being internal and MoP external doesn't enter into it. To the ally of the hexed foe, they're both external!

As regard to what I think should be done about this, I'd be satisfied with either making allied mobs flee from SS'd foes (making SS like MoP), or making allies not flee from MoP (making MoP like SS).

By the way, I fully support any updates to the AI that make them behave like somewhat skilled PvP opponents. Thus, for example, I have no problem with them spreading out to make Barrage ineffective.
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Old Apr 16, 2006, 09:24 AM // 09:24   #37
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Quote:
Originally Posted by Matsumi
...Stuff about the definition of DoT...
Just one question. What would you call skills that damage a foe at equal increments, then? Skills like, say, Symbol of Wrath?

I was always under the impression they were DoTs, but with the definition you posted, it doesn't seem like it. I always thought that any skill or spell that had a specific function to deal damage at equivalent intervals and/or drain health, as opposed to dealing damage all at once, were called DoTs.

Which, by the way, SS is definately not. The 'equivalent intervals' rules it out right away as it is simply 'triggered' when circumstances are met.

SS != DoT

Edit:
Quote:
Originally Posted by Stabber
As regard to what I think should be done about this, I'd be satisfied with either making allied mobs flee from SS'd foes (making SS like MoP), or making allies not flee from MoP (making MoP like SS).

By the way, I fully support any updates to the AI that make them behave like somewhat skilled PvP opponents. Thus, for example, I have no problem with them spreading out to make Barrage ineffective.
I completely agree with this. Regardless as to the 'why' of it happening, the AI just simply needs to get smarter. Make it happen, Scatter with SS, attempt to space out (not scatter) with Barrage. Make it look like they panic a little when SS is hitting them.

Last edited by arcanemacabre; Apr 16, 2006 at 09:29 AM // 09:29..
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Old Apr 16, 2006, 09:30 AM // 09:30   #38
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Originally Posted by arcanemacabre
Just one question. What would you call skills that damage a foe at equal increments, then? Skills like, say, Symbol of Wrath?

I was always under the impression they were DoTs, but with the definition you posted, it doesn't seem like it. I always thought that any skill or spell that had a specific function to deal damage at equivalent intervals and/or drain health, as opposed to dealing damage all at once, were called DoTs.

Which, by the way, SS is definately not. The 'equivalent intervals' rules it out right away as it is simply 'triggered' when circumstances are met.

SS != DoT
Things like Symbol of wrath, are not DoT's because the type of damage they do, which is direct AoE damage at timed intervals to surrounding creatures. AoE being where the caster of Symbol of Wrath is standing. Direct Damage or DD being the key phrase here combined with an AoE. Another thing to notice is type of damage, holy in this case.

Last edited by Matsumi; Apr 16, 2006 at 09:46 AM // 09:46..
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Old Apr 16, 2006, 09:51 AM // 09:51   #39
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Originally Posted by Matsumi
Things like Symbol of wrath, are not DoT's because the type of damage they do, which is direct AoE damage at timed intervals to surrounding creatures. AoE being where the caster of Symbol of Wrath is standing. Direct Damage or DD being the key phrase here combined with an AoE. Another think to notice is type of damage, holy in this case.
OK... but I was asking what would you, or rather we call it? I suppose your answer (taking out the AoE, because it was just an example), is "Direct Damage at Timed Intervals"? So perhaps, DDaTI?

I guess it could use it's own classification to seperate itself from standard DoTs.

Symbol of Wrath = DDaTIPBAoE (forgot that Point Blank addition, there)
Fire Storm = DDaTIAoE
Well of Suffering = DoTAoE
Spiteful Spirit = Just a damn Hex!
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Old Apr 16, 2006, 10:01 AM // 10:01   #40
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Originally Posted by arcanemacabre
OK... but I was asking what would you, or rather we call it? I suppose your answer (taking out the AoE, because it was just an example), is "Direct Damage at Timed Intervals"? So perhaps, DDaTI?

I guess it could use it's own classification to seperate itself from standard DoTs.

Symbol of Wrath = DDaTIPBAoE (forgot that Point Blank addition, there)
Fire Storm = DDaTIAoE
Well of Suffering = DoTAoE
Spiteful Spirit = Just a damn Hex!
lol, no, I wouldn't go that far, it's just an AoE causing direct damage at timed intervals to creatures within the area of effect. So, I guess if you need to call it something you could just call it an AoE, because that's what it is. So, for a given area, if you cast fire storm, it might be the equivalent to say, lobbing a fire ball at all the enemies there, but instead put into one spell. A hex spell like SS has AoE damage consequences if the creature or person attacks or uses a skill. Like I said, these definitions were already there before I began playing rpg/pve type games, so it really doesn't matter what I want you to refer to it as, it's just the way it is.

Hey, ya, well of suffering IS a DoT AoE... another example, lol.

Last edited by Matsumi; Apr 16, 2006 at 10:10 AM // 10:10..
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