Summoner Inability to do Maat in Timelimit
Summoner Inability to do Maat in Timelimit
70 SMN can not put out enough damage right now to do do Maat in the timelimit.
#roadblocked
#roadblocked
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Re: Summoner Inability to do Maat in Timelimit
Try using magic-based blood pacts.
Re: Summoner Inability to do Maat in Timelimit
http://78.239.73.185/moblist.php?l=M&mobid=17375257
says Maat has ~4000 HP
Shattering Stars is a 10 minute fight, meaning you will get maximum 9 blood pacts in.
That means you should have to do ~440 damage a minute.
9 Meteorites at 460 damage each, with a minute of carby on him in between (at 80-110 damage a hit). After 10 minutes gets him to 25%. Something is not right here.
Either there is a display error with the damage or his HP isn't right or something.
I used the magic based Blood Pacts yesterday as well, but I will try them again
**edit**
Just did Titan and Gaurda. Stone IV and Aero IV do 427 damage consistently (less than carby lulz). They hit for the same on physical attacks as carby.
Astral Flows don't work, so I have no big damage BPs. Each BP took off 4%. Meaning that melee attacks had to do another 7% in order to be able to make the time. It was getting another 4-5% off melee attacks, which still left me about 20% damage short.
Confused here...
says Maat has ~4000 HP
Shattering Stars is a 10 minute fight, meaning you will get maximum 9 blood pacts in.
That means you should have to do ~440 damage a minute.
9 Meteorites at 460 damage each, with a minute of carby on him in between (at 80-110 damage a hit). After 10 minutes gets him to 25%. Something is not right here.
Either there is a display error with the damage or his HP isn't right or something.
I used the magic based Blood Pacts yesterday as well, but I will try them again
**edit**
Just did Titan and Gaurda. Stone IV and Aero IV do 427 damage consistently (less than carby lulz). They hit for the same on physical attacks as carby.
Astral Flows don't work, so I have no big damage BPs. Each BP took off 4%. Meaning that melee attacks had to do another 7% in order to be able to make the time. It was getting another 4-5% off melee attacks, which still left me about 20% damage short.
Confused here...
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Re: Summoner Inability to do Maat in Timelimit
Interesting that Garuda and Titan (BLMs) are doing less damage than Carby (WHM). Their higher INT and MAB should be helping them out. I'm going to chalk that up to "pet system isn't remotely finished." Also looks like Meteorite does factor TP into the process, while Aero IV and Stone IV do not (they should.)
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Re: Summoner Inability to do Maat in Timelimit
Yes, due to physical avatar attacks not taking any sort of defense into account (and the blatant abuse of that fact to take down HNMs quickly), they were moved over to use the mob TP functions. Only the physical attacks were moved. The magic-based ones are still using an incomplete avatar-specific formula. There is still a lot of work to do on blood pact formulas and it doesn't help that we only find out how broken they are because of HNM drama. If the people actually using the avatars had been the ones to report it, then a proper fix would have been worked on right away rather than the temporary measure put in-place. We are budgeting our development time now, so it will have to wait until the next meeting to decide if someone wants to work on the formulas again.
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Re: Summoner Inability to do Maat in Timelimit
It looked like kjLotus found a lot on Summoner recently, from one of the bug reports, so that offers some hope for the formulas. Summoner has a lot of very situational equipment, so it's going to take a lot of attention to get it up to retail, so I'm not too wound up about it. No rush here
Test Server: Hanekawa | Fantasy World: Naito
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Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
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Re: Summoner Inability to do Maat in Timelimit
We need bodies to do the coding for stuff like this to get attention right now
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Re: Summoner Inability to do Maat in Timelimit
While I'm thinking about it, is there any concern if physical SMN pacts are doing the wrong damage type atm? Looks like they're all Slashing atm.
Test Server: Hanekawa | Fantasy World: Naito
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
Re: Summoner Inability to do Maat in Timelimit
I'm not trying to be antagonistic here. I really am not.bluekirby0 wrote:Yes, due to physical avatar attacks not taking any sort of defense into account (and the blatant abuse of that fact to take down HNMs quickly), they were moved over to use the mob TP functions. Only the physical attacks were moved. The magic-based ones are still using an incomplete avatar-specific formula. There is still a lot of work to do on blood pact formulas and it doesn't help that we only find out how broken they are because of HNM drama. If the people actually using the avatars had been the ones to report it, then a proper fix would have been worked on right away rather than the temporary measure put in-place. We are budgeting our development time now, so it will have to wait until the next meeting to decide if someone wants to work on the formulas again.
But what abuse? I believe you are referring to Fafnir.
Are you referring to the Damage? or to the fact that Avatars were considered out of party so when they had aggro, Spike flail wouldn't hit anyone but the avatar?
If its the damage: I don't really see whats super problematic about a skill that turns a broken 4 hour fight into an hour fight. Spike flail itself isn't working as intended/retail
If its the Spike Flail Issue: then changing the damage formula seems like the wrong place to fix this
Again, I am not trying to be antagonistic, I am just trying to understand the thought process
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Re: Summoner Inability to do Maat in Timelimit
I've been out of the loop for a bit. If the issue hasn't been resolved by now, then part of the justification was to see which damage formulas were more accurate and reliable. That is something that can only be proven with some real time spent testing. Unfortunately I haven't been around to see the results, but I imagine someone else took up that gauntlet in my absence.