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Old Dec 09, 2008, 06:23 PM // 18:23   #1
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Default Enhance the Master of Damage

I searched and checked the sticky and didnt see anything similar to this so here goes.

I'd like to see a damage-over-time graph for the MoD. I imagine it would look something like the current Score Chart except it would be the amount of damage done to the MoD over the amount of time you attacked. Time, in seconds, along the X-Axis and amount of damage you did for each second along the Y-Axis. And maybe an option to see the MoD's HP along the Y-Axis instead so you can see exactly when death occured.

As for where to put it, either just add it as an option on the MoD himself and you can just talk to him to pop it up or an NPC nearby.

It would be useful to see how often and how much damage your spikes actually do and how long they take to get off since since the current system doesnt do that too well. Also, if your spike needs a hex or something to start it that throws off the average DPS.

Overall, I think its a fairly minor change that would be useful in various situations and I can't imagine its that hard to program in since the game already needs to keep track of how much dmg you do each second in order to tell you the average. You would simply be putting that data into graph form.
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Old Dec 09, 2008, 08:53 PM // 20:53   #2
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or you could just use it on people and see how fast they die
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Old Dec 09, 2008, 09:12 PM // 21:12   #3
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Maybe he doesn't have a buddy/friend he can test it with


/signed
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Old Dec 09, 2008, 10:09 PM // 22:09   #4
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Originally Posted by Evil Eye View Post
or you could just use it on people and see how fast they die
Then why do we even have the Master of Damage? Um maybe because some people like to test their builds in ideal conditions where they dont have to worry about who else is attacking/healing their target or have to deal with hexes.
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Old Dec 09, 2008, 10:14 PM // 22:14   #5
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I'd rather see the MoD attack/cast spells without dealing damage, etc. so ALL build types can be tested. Skills like Empathy and Backfire do significant damage when used properly. However, the MoD doesn't allow someone to test those skills out. Until the MoD is FULLY functional, I don't see much point in doing ANYTHING with him.

/unsigned
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Old Dec 09, 2008, 10:54 PM // 22:54   #6
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Quote:
Originally Posted by MagmaRed View Post
I'd rather see the MoD attack/cast spells without dealing damage, etc. so ALL build types can be tested. Skills like Empathy and Backfire do significant damage when used properly. However, the MoD doesn't allow someone to test those skills out. Until the MoD is FULLY functional, I don't see much point in doing ANYTHING with him.

/unsigned
/signed as long as you can pick the frequency of said skills. [[Sloth Hunter's Shot] does leet damage against MoD, but against other people you have to use it more carefully. But, most builds include [[savage shot] which requires a spell being cast to get the full + damage. Sorry for the ranger bias.
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Old Dec 10, 2008, 12:05 AM // 00:05   #7
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the mast of damage is pretty incomplete, but again they probably wont fix it but of they do /signed
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Old Dec 10, 2008, 02:21 AM // 02:21   #8
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[empathy][backfire][clumsiness][ineptitude][signet of clumsiness][cry of frustration][wandering eye][power spike][wastrel's worry][wastrel's demise][visions of regret][overload]

That is just from one class, and it probably misses some skills. There are a TON of skills that don't get used properly against the MoD, and there is no way you can fit them all in effectively. I'd hate to be the programmer trying to fit all those skills in.
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Old Dec 10, 2008, 05:55 PM // 17:55   #9
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Hmm good points.

Alright so what about something like this as well: You can talk to the MoD and pick a set build from a list and he will play that build but do no damage however the affects of the skills are still seen (like hammer bash would still knock you down just do no dmg or something). Or I suppose if you wanted even more depth they could make it so you could make his build but idk if that would work. Also, a button to select AL might be nice.

Tbh though I'm not even sure any of this extra stuff is needed. I mean the primary purpose of the MoD is a place to test your skills and get a dps number. Bars that use skills like every single one posted above do not care much about dps so the only thing you really need to test is whether you can kill a caster, meele or whatever with it. There are other masters for that.

Only problem I see there is that they might kill you, but if you are running a dmg build that loses to an NPC it needs work anyways.

In any case, anyone got any other ideas?

Last edited by Khasar; Dec 10, 2008 at 06:04 PM // 18:04..
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Old Dec 10, 2008, 07:07 PM // 19:07   #10
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Quote:
Originally Posted by Khasar View Post
Hmm good points.
Tbh though I'm not even sure any of this extra stuff is needed. I mean the primary purpose of the MoD is a place to test your skills and get a dps number. Bars that use skills like every single one posted above do not care much about dps so the only thing you really need to test is whether you can kill a caster, meele or whatever with it. There are other masters for that.
I only want to be able to select MoD's Armor (Like 60, 80 and 100 armor dummies), and to be able to (de)activate those dummies with him.
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Old Dec 10, 2008, 07:54 PM // 19:54   #11
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mod is used to be a guide for your damage. its a gw version of the dyno test for cars.

and with that, mod works correctly. i dont understand why you want visions of regret to work on MoD. how can you say thats a test if your foe dosnt use a skill with VoR on him? damage from vor will be the same as masters of damage.
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Old Dec 10, 2008, 08:32 PM // 20:32   #12
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How about a slightly different suggestion? There are more masters out there than MoD, they do use skills and spells.
How about adding a damage chart for each of those accessible from a central NPC.
(That either tells you about the last one you damaged or lets you chose which one you want too see your results on)

I've never really liked the way MoD dumps the info in the chat, especially now when I want to see what chaining my spike build does.
The code for logging damage is there, easiest would be to just add it too all the masters hostile on the island.

I'd like to test my damage against the master of protection, to see what happens against a PvP monk(95% of which have [[protective spirit])as well as against one of the warrior masters.
Better would be to implement the score chart to track damage and health, as the OP suggested, only applied to all the other masters.

It would allow all builds to be properly tested... except healers.

Last edited by System_Crush; Dec 10, 2008 at 08:35 PM // 20:35..
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Old Dec 10, 2008, 10:15 PM // 22:15   #13
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Quote:
Originally Posted by Stupid Shizno View Post
mod is used to be a guide for your damage. its a gw version of the dyno test for cars.

and with that, mod works correctly. i dont understand why you want visions of regret to work on MoD. how can you say thats a test if your foe dosnt use a skill with VoR on him? damage from vor will be the same as masters of damage.
Monsters in PvE do not stop using skills because they have a hex like SS or VoR on them. People in PvP are not always smart enough to stop using skills. VoR does do damage, as do MANY other skills, but only based on what the target does. Since MoD does nothing, those skills do not reflect damage the build would provide. If I wanted to test what VoR does to an opponent that doesn't use skills, I'd just go use the 60AL dummy.
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Old Dec 12, 2008, 05:38 PM // 17:38   #14
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Yea but finding a dps for conditional skills is still useless as that number will change with every monster and every opponent you face.

But regardless, I like Sytem Crush's idea to expand mine to cover all masters. Maybe just add a few new masters spaced around the isle (so you dont need to run too far to get your data) that let you check all this stuff.

Master of Statistics perhaps?
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