As per topic, the mobs should hit about 3x~5x harder. As it is, there's no incentive to avoid damage from normal mobs, even their special attacks. I'm not sure if it's because my gear is good (it's not), but their damage don't even deal 5% of my total hp (with stamina). Either make them attack more often, or make their attacks more punishing.
I think it's time for them to get a new company to handle their online billing system (from what I understand of how they're doing it). This problem has been around since last month when a lot of players couldn't buy the game digitally. Ultimately, I'll give it a week or so then give up trying to hand over my money to people who apparently doesn't want it.
Edited by: zerodyne
12 months ago
I'm trying to keep my subscription up but for some reason, EME doesn't seem to want my money... I've set it up under paypal, visa, and a mastercard, all of them not being billed and my account just not being active. I guess this is how it's all going to end up failing... it's the billing side of things @.o
Believe me, I'm very critical of this game and bug the GMs whenever something serious comes up. I also send in suggestions or bug reports to them via the APPROPRIATE channels, aka: where they'll actually read it. Goodbye threads on forums don't get taken as seriously as when you open a support ticket to voice your opinion on why you're quitting. If EME is as smart as they appear to be (so far), they do pay attention when you directly contact them. They're one of the best publishers I've ever dealt with but that does't mean the game's perfect. However, whining on boards meant for communicating with PLAYERS doesn't really get you very far on that front. They really do need a suggestions/bug report forums or a seperate way to submit them because I feel bad swamping the support ticket system with ideas and problems that aren't as pressing as people getting charged multiple times.
Why do players feel the need to post that they're quitting? To validate their dislike for a game and hope that others agree? This comes across as some scrawny guy stammering the reason why they changed their mind about getting a coffee to the cashier at a busy cafe. Guess what? Nobody cares, just get out of the way and let other people who wants the coffee get theirs.
Don't have money? Don't think the coffee's that great? Don't think that the coffee quite scratches the psychological need to feel special in a proper way? Guess what, the hordes of people behind you on the line doesn't care, not even a bit.
I didn't like skyrim after playing it. Tons of people loved it, I didn't. I didn't tell them they're stupid for liking it, nor did I make posts on forums trying to let people know why i dont like it. What I will make a post about is the amount of whiny posts cropping up that just seems desperate to convince people to not like the game as well. It's ok you don't like it. It doesn't make you more or less of a gamer; it doesn't make you a dope for paying cash for a game you thought you'd love. It's not a marriage your'e trying to get into, it's just a game. At the end of the day, nobody cares; and that's ok.
Don't have money? Don't think the coffee's that great? Don't think that the coffee quite scratches the psychological need to feel special in a proper way? Guess what, the hordes of people behind you on the line doesn't care, not even a bit.
I didn't like skyrim after playing it. Tons of people loved it, I didn't. I didn't tell them they're stupid for liking it, nor did I make posts on forums trying to let people know why i dont like it. What I will make a post about is the amount of whiny posts cropping up that just seems desperate to convince people to not like the game as well. It's ok you don't like it. It doesn't make you more or less of a gamer; it doesn't make you a dope for paying cash for a game you thought you'd love. It's not a marriage your'e trying to get into, it's just a game. At the end of the day, nobody cares; and that's ok.
Crit rate formulas are all from in game stuff ie: under the general tab when you press "c" to bring up the character window, the crit rate is there.
I'm at work atm so I can't name the actual in-game stats accurately.
To answer your frist question, it is out of a 100, but there's critical chance resistance everything has that lowers it considerably (that's why you're not critting almost every hit, although I did crit 4x in a row once, it was magical =3).
"Crit hit rates" is the chance to crit
"Crit modifiers" is the damage multiplier you get when you do crit. As far as I know, everyone starts at 2x damage upon critting (it's in one of the character window tabs).
There's quite a few typos here and there (ie: scroll of savagery increases crit rate by .5 or something like that, but it actually means the modifier) that confuses the question.
That being said, crit modifiers are additive, and glyphs like the one you mentioned are multiplied AFTER your final crit rate: 50 [base] + 0.5 [crystal] x2 [glyph] = 101 Crit rate - target's critical resist = final crit rate
As for damage, the wording is that it adds to the crit damage modifier, not multiplies it:
( 0.7 [Acrim Crystal] + 0.8 [ Focused Crystal] + 2) = 3.5x damage on crit.
5 000 x 3.5 = 17 500 should be your crit damage (since you crit for 10k, i'm guessing the base damage is 5k) If you use more crit multiplier crystals, and a savagery scroll, for an attack that deals 5k on a normal hit, it would hit for 35k (Acrim Crystal, Savagery Crystal, Focused Crystal, Savagery scroll).
This is also why berserkers other dps, to a lesser degree, deal ridiculously high damage compared to warriors on average. Warriors have numerous small number multi hit attacks whereas berserkers in particular have 1 hit, heavily multiplied damage.
To answer your frist question, it is out of a 100, but there's critical chance resistance everything has that lowers it considerably (that's why you're not critting almost every hit, although I did crit 4x in a row once, it was magical =3).
"Crit hit rates" is the chance to crit
"Crit modifiers" is the damage multiplier you get when you do crit. As far as I know, everyone starts at 2x damage upon critting (it's in one of the character window tabs).
There's quite a few typos here and there (ie: scroll of savagery increases crit rate by .5 or something like that, but it actually means the modifier) that confuses the question.
That being said, crit modifiers are additive, and glyphs like the one you mentioned are multiplied AFTER your final crit rate: 50 [base] + 0.5 [crystal] x2 [glyph] = 101 Crit rate - target's critical resist = final crit rate
As for damage, the wording is that it adds to the crit damage modifier, not multiplies it:
( 0.7 [Acrim Crystal] + 0.8 [ Focused Crystal] + 2) = 3.5x damage on crit.
5 000 x 3.5 = 17 500 should be your crit damage (since you crit for 10k, i'm guessing the base damage is 5k) If you use more crit multiplier crystals, and a savagery scroll, for an attack that deals 5k on a normal hit, it would hit for 35k (Acrim Crystal, Savagery Crystal, Focused Crystal, Savagery scroll).
This is also why berserkers other dps, to a lesser degree, deal ridiculously high damage compared to warriors on average. Warriors have numerous small number multi hit attacks whereas berserkers in particular have 1 hit, heavily multiplied damage.
When I got the Physical CE, it was pretty much what I expected.. http://tvtropes.org/pmwiki/pmwiki.php/Main/ExactlyWhatItSaysOnTheTin
I'm not sure what people expected. I peronsally like the compass and the map, but the "artbook" (federation handbook) wasn't quite an artbook. I'll admit it wasn't anywhere near as well thought out as the EU box, but there was no trickery involved.
On the other hand, we get great service with EME, whereas I found a lot of outcry about Frogster's lack of feedback/support/unwillingness to give refunds. So there's the trade off in my opinion. Good game experience vs good physical CE stuff.
As for in game items, I think the current items are already game breaking as it is. With the addition of free weapon skins just for early adoption of the game, I'm finding it hard to whine and complain about the NA CE box.
I'm not sure what people expected. I peronsally like the compass and the map, but the "artbook" (federation handbook) wasn't quite an artbook. I'll admit it wasn't anywhere near as well thought out as the EU box, but there was no trickery involved.
On the other hand, we get great service with EME, whereas I found a lot of outcry about Frogster's lack of feedback/support/unwillingness to give refunds. So there's the trade off in my opinion. Good game experience vs good physical CE stuff.
As for in game items, I think the current items are already game breaking as it is. With the addition of free weapon skins just for early adoption of the game, I'm finding it hard to whine and complain about the NA CE box.
I think it's mainly due to the fact that most dungeons so far don't require much finesse and can be brute forced (especially when everyone has a gold weapon). I had a tank last night take forever to start tanking a room. He's not afk nor is he marking targets... he's just... not... tanking...? I started nodding off (it was late, that was my bad).
The other part of it is tanks aren't really that essential as far as soaking up damage goes. At this stage of the game, 5 slayers can essentially run instances together no problem with one just dodge tanking. What tanks are essential for however, is aggro management. They're excellent at lining up targets for other players to hit, whereas when it's a non tank class "tanking", their movements would end up being erratic because their classes aren't designed for constant evasive/guarding maneuvers. I've picked up aggro from bad tanks before and ended up "tanking" but what ends up happening is my damage is then reduced to 20% of what it could be if there's a tank to let me hit from the BAM's rear.
Later in the game however, I'm pretty sure these rude jerks would get weeded out because they'll realize how much the tank does for them.
The other part of it is tanks aren't really that essential as far as soaking up damage goes. At this stage of the game, 5 slayers can essentially run instances together no problem with one just dodge tanking. What tanks are essential for however, is aggro management. They're excellent at lining up targets for other players to hit, whereas when it's a non tank class "tanking", their movements would end up being erratic because their classes aren't designed for constant evasive/guarding maneuvers. I've picked up aggro from bad tanks before and ended up "tanking" but what ends up happening is my damage is then reduced to 20% of what it could be if there's a tank to let me hit from the BAM's rear.
Later in the game however, I'm pretty sure these rude jerks would get weeded out because they'll realize how much the tank does for them.
PixelKnight on 05/01/2012, 05:58 AM - view
As far as I know, you can't alt+f4 in Tera. The only way to force quit it is to end the process or otherwise close the game from the outside. That being said, what most people do is actually change channels once they're out of combat to escape pvp encounters. There's also infamy punishments that happen when you force quit while in pvp combat (not duels) with people reporting 400 infamy when they relog (it's not consistent nor am I willing to test this out myself).
I do think people need to be unable to escape via force quit, but if u can change channels (something you can't do unless you're outside combat), I think it should count as a valid escape since you've dodged someone's attacks enough to go out of combat.
I've also submitted a suggestion to EME (that the GM said they liked a lot) to have a grace period for pvp, so that if someone flags and attacks (or otherwise participates via heals/buffs to pvp enabled allies) someone in a pvp allowed area, they're perma pvp for 10 seconds or so (no matter what area, pvp or no pvp), so as to prevent people from abusing the border between sanctuary zones and 1 shotting lowbies then hiding in the safety of the sanctuary zone. People have suggested town guards attacking them, but I like the idea of player justice better.
...
1. Players can escape being killed in PvP with ALT+F4.
It removes their character from the game instantly. We've all seen this happen, I'm sure, when
we thought we were about to get a kill and the person vanishes. Now you know what happened. Keeping a character logged in-game for 20-30 seconds after the program shuts down has been a standard in MMO's since EQ, at least. Please make it so in TERA.
...
As far as I know, you can't alt+f4 in Tera. The only way to force quit it is to end the process or otherwise close the game from the outside. That being said, what most people do is actually change channels once they're out of combat to escape pvp encounters. There's also infamy punishments that happen when you force quit while in pvp combat (not duels) with people reporting 400 infamy when they relog (it's not consistent nor am I willing to test this out myself).
I do think people need to be unable to escape via force quit, but if u can change channels (something you can't do unless you're outside combat), I think it should count as a valid escape since you've dodged someone's attacks enough to go out of combat.
I've also submitted a suggestion to EME (that the GM said they liked a lot) to have a grace period for pvp, so that if someone flags and attacks (or otherwise participates via heals/buffs to pvp enabled allies) someone in a pvp allowed area, they're perma pvp for 10 seconds or so (no matter what area, pvp or no pvp), so as to prevent people from abusing the border between sanctuary zones and 1 shotting lowbies then hiding in the safety of the sanctuary zone. People have suggested town guards attacking them, but I like the idea of player justice better.