Ixion2011-08-22 23:07:51
Perhaps, but the better gold areas are limited not by hunting speed but by respawn timer so I'd doubt it would increase much, except perhaps way off peak when someone could loop a bunch of things exclusively.
Xenthos2011-08-22 23:10:47
QUOTE (Janalon @ Aug 22 2011, 07:03 PM) <{POST_SNAPBACK}>
Perhaps the real concern should be whether this buff inflate cost per credit on the open market. How long until we see 12k gold per?
...? What does damage carrying over have to do with a lack of credit supply?
That's the driver of credit prices right now. Credit prices were even going up during the massive gold sink that was curios, just because there are so few credits going on the market.
Razenth2011-08-22 23:27:30
*considers buying all credits on market and resell for 100k per*
Ixion2011-08-23 00:25:54
QUOTE (Xenthos @ Aug 22 2011, 07:10 PM) <{POST_SNAPBACK}>
...? What does damage carrying over have to do with a lack of credit supply?
That's the driver of credit prices right now. Credit prices were even going up during the massive gold sink that was curios, just because there are so few credits going on the market.
That's the driver of credit prices right now. Credit prices were even going up during the massive gold sink that was curios, just because there are so few credits going on the market.
Her logic was as you say actually- more gold to spend from one's personal budget on credits will remove even more from the market, ergo, driving prices up some. If the average person makes more gold per unit time they can be in realms it's a decent projection.
Enyalida2011-08-23 00:31:10
I actually have no clue what to do with most of my gold, so it sits around slowly dwindling as I get too lazy to bash. I have no interest in spending on a manse, so it's mostly gold for giving gifts to novices.
Unknown2011-08-23 09:20:41
I have around 1.5 million gold still (after buying an aethership and a manse, plus transing Discipline), but a measly amount of 50 credits. There's so much gold in-game but so few credits.
More gold sinks pls (curios).
More gold sinks pls (curios).
Janalon2011-08-23 11:52:09
Yeah. My basic assumption was the increased bashing speed would lead to increased credits being bought which would in turn lead to driving up credit prices. Xen, I completely agree with regarding the lack of credits going on the market. Just want to point out:
Granted, this is at non-peak hours, but it does demonstrate that 12k per credit is not out of the realm of possibility.
CODE
Credits currently available for purchase:
      21 credits at 10998 gold per credit.
      12 credits at 10999 gold per credit.
      4 credits at 11000 gold per credit.
    100 credits at 11747 gold per credit.
Total credits for sale: 137 shown (137 total)Â Â (Average sale price: 10098)
Use CREDITS BUY AT to purchase.
      21 credits at 10998 gold per credit.
      12 credits at 10999 gold per credit.
      4 credits at 11000 gold per credit.
    100 credits at 11747 gold per credit.
Total credits for sale: 137 shown (137 total)Â Â (Average sale price: 10098)
Use CREDITS BUY
Granted, this is at non-peak hours, but it does demonstrate that 12k per credit is not out of the realm of possibility.
Lendren2011-08-23 12:17:05
That happened well before either of those changes went into effect.
Janalon2011-08-23 14:02:22
QUOTE (Lendren @ Aug 23 2011, 08:17 AM) <{POST_SNAPBACK}>
That happened well before either of those changes went into effect.
Heh. Guess I am only noticing now. Last I checked, prices were 9k.
Daraius2011-08-23 14:07:38
They were still around 6000 when the last artifact auction started and have been increasing since.
Ardmore2011-08-23 14:53:48
QUOTE (Malarious @ Aug 22 2011, 06:30 PM) <{POST_SNAPBACK}>
Ok, this was enlightening. Glad I did some testing. I have put all these in Damage Per Second because for instance warriors had the weakest hit but the fastest speed so heres what I got. Warrior DPS assumes both hits, monk DPS assumes all hits.
Monk 253.5
Bard 257.6
Mage 231.7
Instit 248.5
Wicca 192 (eq recovery was 4.5)
Illum 298.1
BM 323.4
So.... we got...
BM > illum > bard > monk > institute > mage > wiccan
These numbers are soft testing, I did not enforce conditions as that would be unrealistic to grab random people and all have the same blessings. It is worth noting however that magic runes can play a part here. So in a 1 to 1 hit ratio thats the line up. One someone crits its all out of whack. For instance if the bard gets a crit I have to crit on all 3 attacks to be below it. So while this information is confusing, interpretive, and odd... it did give me a fair bit of a picture.
Warriors hit really really fast (2.3s bal recovery). Illuminati hit like trains. And its a balancing act of quantity versus quality of crits. At the moment I will rest my case as I really do not want to get into the math of everyone. Again the above data was imperfect and inherently flawed but gave a general enough idea.
Enyalida, with actual numbers on the board we use 25% of our damage potential if we raze in form. since a hit is about 200 and kick is about 400.
Monk 253.5
Bard 257.6
Mage 231.7
Instit 248.5
Wicca 192 (eq recovery was 4.5)
Illum 298.1
BM 323.4
So.... we got...
BM > illum > bard > monk > institute > mage > wiccan
These numbers are soft testing, I did not enforce conditions as that would be unrealistic to grab random people and all have the same blessings. It is worth noting however that magic runes can play a part here. So in a 1 to 1 hit ratio thats the line up. One someone crits its all out of whack. For instance if the bard gets a crit I have to crit on all 3 attacks to be below it. So while this information is confusing, interpretive, and odd... it did give me a fair bit of a picture.
Warriors hit really really fast (2.3s bal recovery). Illuminati hit like trains. And its a balancing act of quantity versus quality of crits. At the moment I will rest my case as I really do not want to get into the math of everyone. Again the above data was imperfect and inherently flawed but gave a general enough idea.
Enyalida, with actual numbers on the board we use 25% of our damage potential if we raze in form. since a hit is about 200 and kick is about 400.
Just to note, I was the BM that did the testing and I had every damage buff I could think of stacked up, so I don't know how accurate that number actually is.
Calixa2011-08-23 15:10:34
QUOTE (Daraius @ Aug 23 2011, 04:07 PM) <{POST_SNAPBACK}>
They were still around 6000 when the last artifact auction started and have been increasing since.
This. Too much things taking credits out, not enough things bringing credits in. Increase of gold making certainly has a hand in it, but I'd say only 30% of what is causing it at best. I've seen there being more credits at some point, two weeks ago or so it was, and then the prices dropped.
Malarious2011-08-23 15:56:11
Mob who sells credits at a sell limit please? Also, dingbat/credit promotion with new dingbat artys! I need more things to buy!
Maybe a 1 week period you can also get retired artys!
Maybe a 1 week period you can also get retired artys!
Unknown2011-08-23 16:07:58
I think the credit drought comes from a lack of people buying credits for cash and/or the combination of promotions right now. We've had both Lesson and Artifact packages for a few months, which have prevented people from buying actual credits when there's a more economical method of credit purchases, plus the wheel was very generous with both Bound and Free credits. Also have to take into account a down economy, and probably more people taking the Elite method (which is cash but results in bound credits).
I do think there's some minor manipulation going on though because all the sudden, all the credits disappeared, and then they were about 2,000 higher. So somebody had an interest in increasing the price suddenly, but whether that's a good or bad thing I can't say.
I do think there's some minor manipulation going on though because all the sudden, all the credits disappeared, and then they were about 2,000 higher. So somebody had an interest in increasing the price suddenly, but whether that's a good or bad thing I can't say.
Xenthos2011-08-23 16:35:38
QUOTE (Janalon @ Aug 23 2011, 10:02 AM) <{POST_SNAPBACK}>
Heh. Guess I am only noticing now. Last I checked, prices were 9k.
That was a while ago.
They've been increasing, slowly but surely, for some time.
Lerad2011-08-23 17:48:05
QUOTE (Ixion @ Aug 23 2011, 06:33 AM) <{POST_SNAPBACK}>
Any dps test you can come up with is ultimately a tangential scope and not going to 'prove' anything overarching, FYI.
Edit: The real test is go do runs of something you have timed before, and see the difference over a long duration (hour seems to be a good benchmark). If you notice a decent gain in hunting time, I would suggest a simple thank you, and to move on. i.e. before clearing xx took yy time, now clearing xx takes <
Edit: The real test is go do runs of something you have timed before, and see the difference over a long duration (hour seems to be a good benchmark). If you notice a decent gain in hunting time, I would suggest a simple thank you, and to move on. i.e. before clearing xx took yy time, now clearing xx takes <
Just to nudge the derail from credit prices back to damage shift.
I don't get your logic, Ixion. A dps test is the very thing that is going to be able to let you make an overarching statement about a class' bashing capabilities as compared to another class'. A personal time-run is the last thing that gives a reliable indicator of how balanced the bashing scene in lusternia is. Even putting aside artifacts, many things affect bashing speed, from your system, to your autosipper, to your human reaction time, to how jaded you are at the point in time etc. The same person doing the same run can have very different time based on a large range of factors - there is no reliable way to say anything about how fast you finish killing creatures.
A dps test is different. Your damage over time is a hardcoded aspect of the game that cannot be affected by how much crack you smoked last night. You can down 30 barrels of steroids and your max dps will still be the same. Of course, there are other factors that come into play when you think dps: one is razing. Another is split attacks and crit dynamics. Here is where damageshift and beast razing helps to even the field.
In the past, onehanders and monks had an unreasonable advantage. Whenever they killed a mobile, they are able to transfer unused damage to the next mobile. This is more true for warriors than monks due to the usage of kata forms, though of course, a monk can still not use forms to have the same effect. This advantage is exacerbated by criticals. When you killed a mobile with a critical, if you were a caster, you wasted a great deal of extra damage. Whereas as a one-hander or monk, there's a chance you might have wasted less damage. The higher the crit, the more the difference. It made it a headache to figure out who was the better basher, but whatever the truth was, the fact remains that casters and twohanders were getting gimped out of a great deal of crit damage over time.
Now, with damageshift, all that has disappeared. Theoretically, there is no longer any wasted damage, as long as you kill with a crit. There is wasted damage when your last hit is not a crit, of course, and onehanders and monks still hold the advantage here, but the difference now has been restricted to non-crit hits. It is now possible to do straight comparisons of the dps of different classes and make a definitive statement about bashing capabilities that are more accurate, since the damage wasted has been lowered significantly across the board, for everyone.
Beast razing also helps casters with one of the age old problems of bashing mobs that shield. While it's not a no cool-down raze, it certainly allows casters an option to break a shield and attack at the same time instead of waiting for the mob.
Summary: Both these changes make it viable to use dps as a more accurate gauge of inter-class bashing balance. Where before monk/1handed crits were less strong and thus wasted less damage when they killed a mob, now the damage being shifted means that all classes can save the wasted damage, large or small.
Now, regarding monk bashing getting worse. That's a misnomer. We didn't get any worse than we did before. Like everyone else, we got better. We did get the short end of the stick, though, because we didn't benefit as much (no one likes it when they get only a 10% discount while their neighbour gets 20%).
- Unless a monk kills a mobile on their third hit of the form, they waste additional damage, in the worst case scenario up to ~75% of their normal damage (assuming 1 kick = 2 punches).
- The faster you kill a mob, the more likely chance you will not get to your top speed (-2 momentum every mob death). So, damage shift makes us kill things faster... which can lower our speed and thus make us kill things slower...
Neither of these are very big maluses. In fact, they have been persistent problems from since before the mob health upgrade. Overall, the increased efficiency from damageshift more than offsets any slowdown due to momentum mechanics. The crux of the matter is whether or not a monk was already so good at bashing that this decreased effect from the changes is warranted. Many people insist that it is so, and even some of the admin seem to think so.
I may disagree, but that's actually irrelevant, because now that the variables that affect dps are lowered so much due to damage shift, it is possible to once again look at each class/guild's individual dps and tweak it from there to address any egregrious imbalances. The admin will never agree to an across-the-board standardization. That just reduces flavour. As long as no one class is heads and shoulders above the others, they are unlikely make any overt changes.
My concern is primarily with how monks and warriors have been gimped out of flavourful and interesting damagetype options from since the mob damage resistance changes. With these changes giving classes a level playing field across the board, the way is open for these changes to come our way too. And I certainly hope they will.
Ssaliss2011-08-23 18:04:16
One of the problems with DPS tests is that it's very hard to enforce the same buffs, artifacts, stats and any other thing that can affect DPS. If it's a completely controlled environment, sure, then DPS is the ruler, but it very rarely is. As has been stated before, the BM in this situation had all damage buffs conceivable. Would it be possible that the monk in the test didn't, and perhaps wasn't as optimised for bashing as the BM? In that case, it shows a very distorted picture indeed. I'm reasonably sure that I, as an SD, wouldn't have the same damage output as the one who helped with the DPS test.
Unknown2011-08-23 18:14:18
The other notable thing with monks is that their razing forms are slower than their pure damage forms. I'm not sure why, but it does get a bit aggravating at times, and has encouraged me to wait for the mob to hit again while it is shielding instead of performing a raze form that might not crit (thus resulting in reshielding and repeating the scenario over again).
So if anything, I'd suggest this: monk raze speed should be based off of your weapon speed, not arbitrarily made fist speed or whatever.
Also, any high level monk who feels like their bash speed is flailing should put the kick first in all their damage forms, I think. The kick has the fastest recovery time, so if you kill something with the first hit of your form, you will always recover more quickly than if you needed to wait on weapon recovery. This may or may not apply to those with racial bonuses and level 3 stat runes, this is just what I've noticed with max speed and level 2 stats.
So if anything, I'd suggest this: monk raze speed should be based off of your weapon speed, not arbitrarily made fist speed or whatever.
Also, any high level monk who feels like their bash speed is flailing should put the kick first in all their damage forms, I think. The kick has the fastest recovery time, so if you kill something with the first hit of your form, you will always recover more quickly than if you needed to wait on weapon recovery. This may or may not apply to those with racial bonuses and level 3 stat runes, this is just what I've noticed with max speed and level 2 stats.
Janalon2011-08-23 19:10:03
QUOTE (Vendetta Morendo @ Aug 23 2011, 02:14 PM) <{POST_SNAPBACK}>
The other notable thing with monks is that their razing forms are slower than their pure damage forms. I'm not sure why, but it does get a bit aggravating at times, and has encouraged me to wait for the mob to hit again while it is shielding instead of performing a raze form that might not crit (thus resulting in reshielding and repeating the scenario over again).
So if anything, I'd suggest this: monk raze speed should be based off of your weapon speed, not arbitrarily made fist speed or whatever.
Also, any high level monk who feels like their bash speed is flailing should put the kick first in all their damage forms, I think. The kick has the fastest recovery time, so if you kill something with the first hit of your form, you will always recover more quickly than if you needed to wait on weapon recovery. This may or may not apply to those with racial bonuses and level 3 stat runes, this is just what I've noticed with max speed and level 2 stats.
So if anything, I'd suggest this: monk raze speed should be based off of your weapon speed, not arbitrarily made fist speed or whatever.
Also, any high level monk who feels like their bash speed is flailing should put the kick first in all their damage forms, I think. The kick has the fastest recovery time, so if you kill something with the first hit of your form, you will always recover more quickly than if you needed to wait on weapon recovery. This may or may not apply to those with racial bonuses and level 3 stat runes, this is just what I've noticed with max speed and level 2 stats.
I never noticed the difference between raze and non-raze forms. Do you have time stamped measurements of each? Thanks for answering the question regarding PPK or KPP.
Malarious2011-08-23 19:53:08
QUOTE (Janalon @ Aug 23 2011, 03:10 PM) <{POST_SNAPBACK}>
I never noticed the difference between raze and non-raze forms. Do you have time stamped measurements of each? Thanks for answering the question regarding PPK or KPP.
CODE
You attempt the Kata form of low_raze.
You thrust a clawed fist towards a carrion beetle, ripping at the air before his face.
Slashing viciously at a carrion beetle, you rend him with a twin scythe nekai bearing a bat emblem.
With a quick spin, you kick a carrion beetle with your left foot.
Your momentum increases.
A carrion beetle slams into your legs, knocking you to the ground and trampling you. You hear the sickening sound of bones crunching.
You twist aside, deflecting part of the attack.
stand
springup
Your left leg is off balance.
You must have two good legs to do that.
You take out some salve and quickly rub it on your legs.
The bones in your right leg mend.
Your left leg is off balance.
In a swift, fluid motion, you spring up from your hands to land crouched on your feet.
You may apply another salve to yourself.
s
You must regain balance first.
You have recovered balance on your left arm. 3.283
You have recovered balance on your left leg.
You have recovered balance on your right arm. 3.512
You thrust a clawed fist towards a carrion beetle, ripping at the air before his face.
Slashing viciously at a carrion beetle, you rend him with a twin scythe nekai bearing a bat emblem.
With a quick spin, you kick a carrion beetle with your left foot.
Your momentum increases.
A carrion beetle slams into your legs, knocking you to the ground and trampling you. You hear the sickening sound of bones crunching.
You twist aside, deflecting part of the attack.
stand
springup
Your left leg is off balance.
You must have two good legs to do that.
You take out some salve and quickly rub it on your legs.
The bones in your right leg mend.
Your left leg is off balance.
In a swift, fluid motion, you spring up from your hands to land crouched on your feet.
You may apply another salve to yourself.
s
You must regain balance first.
You have recovered balance on your left arm. 3.283
You have recovered balance on your left leg.
You have recovered balance on your right arm. 3.512
The numbers next to it track the arm balance used. The raze is definitely slower. Will bug it to check if that was intended.