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**OFFICIAL** Star Wars: The Old Republic Thread

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I got one more dumb question for you guys. I looked up a couple of videos for Imperial Agent but they show gameplay from like a spectator viewpoint...

So the question is, when you are playing ranged shooter classes like this, do you actually fire your weapon like a first person shooter and your aim matters?

Uhh, it's an MMO RPG not a FPS. You can zoom the camera into first person view and play that way, but since aiming isn't used that kind of view gimps your total field of view. Have you never played an MMO and/or RPG?
 
Uhh, it's an MMO RPG not a FPS. You can zoom the camera into first person view and play that way, but since aiming isn't used that kind of view gimps your total field of view. Have you never played an MMO and/or RPG?

Of course, and my assumption would be that it works like an Everquest ranger shoots arrows, they have a dice roll to hit. But it's impossible to tell that from spectator view videos, it seems like all shots hit in the ones I looked at.
 
Base hit chance is 90%, 100% for specials. Items, buffs, and debuffs may change that. If you dual-wield, your base hit on the offhand is much lower.
 
Base hit chance is 90%, 100% for specials. Items, buffs, and debuffs may change that. If you dual-wield, your base hit on the offhand is much lower.

90% seems high, of course I've never spent any time analyzing MMORPG chance tables.

Well, that being the case:
1. Do defensive buffs/gear affect that greatly?
2. Is the probability range on low damage hits MUCH higher than high damage hits? Surely it is...
 
90% seems high, of course I've never spent any time analyzing MMORPG chance tables.

Well, that being the case:
1. Do defensive buffs/gear affect that greatly?
2. Is the probability range on low damage hits MUCH higher than high damage hits? Surely it is...

90% base change to hit equal level targets. Higher level targets start dropping your base chance. And lower level increase it slightly.

That is just you base chance, but there are modifiers on top that can reduce and increase. Your targets parry and deflection stats all decrease that base chance to hit by their percentage. I'm not sure if it is a percentage off or a subtractive percentage as there is no combat logs to verify. For example, I have a skill called Force Breach which is suppose to lower the target's accuracy by 5%. So I'm not sure if their base accuracy drops from 90% to 85%, which is subtractive, or if it drops from 90% to 85.5% (which is 5% off 90%). The difference in that regard is so hard to tell even if there were combat logs. I also have another skill called deflection which increases my deflection rate to 50% for 12 seconds. Again, I'm not sure if that puts the target at 45% or 40% accuracy. Either way I can most certainly tell my character is deflecting attacks like crazy at that point.

The base chance to hit only goes for melee and ranged weapon attacks. Spell like abilities use resistances to determine whether they go off or not.


But everything is die roll. If you have your target selected, are within range, have line of sight on them, and press the button the ability will go off on them. There is no aiming. A die roll determines success and the base success rate is quite high.
 
2. Is the probability range on low damage hits MUCH higher than high damage hits? Surely it is...
(HumblePie answered your first question already)

No. But in PvP terms, TOR has much larger HP pools than, say, WoW. So even several high damage hits won't take you out (there are some late-game PvE bosses for which this is *not* true, mind you). Also, tank subclasses get mitigation gear/talents along with the avoidance stuff.
 
(HumblePie answered your first question already)

No. But in PvP terms, TOR has much larger HP pools than, say, WoW. So even several high damage hits won't take you out (there are some late-game PvE bosses for which this is *not* true, mind you). Also, tank subclasses get mitigation gear/talents along with the avoidance stuff.

Right...what about casters? Both for PvE and PvP...do they have fast casting low damage nukes, or long casting high damage nukes? Or...fast casting, long reuse, high damage nukes?

If you ever played EQ, wizards could manaburn you in one shot, and their regular nukes could easily 2 or 3 shot people.
 
One thing that bugs me a little bit when I played the beta was that the result of my hits/shots (like "2/5 of <enemy> killed") pops up on my screen right away after I hit one of my abilities, before it even hits the target, sometimes before it even fires! I thought it was lag at first, but then it feels more like the other way around (counter lag). The game calculates what my hit would result, and then immediately show it to me without waiting for the response from the server.

Does this happen to everyone or is it just because I'm playing with a rather high ping (U-verse)?
 
One thing that bugs me a little bit when I played the beta was that the result of my hits/shots (like "2/5 of <enemy> killed") pops up on my screen right away after I hit one of my abilities, before it even hits the target, sometimes before it even fires! I thought it was lag at first, but then it feels more like the other way around (counter lag). The game calculates what my hit would result, and then immediately show it to me without waiting for the response from the server.

Does this happen to everyone or is it just because I'm playing with a rather high ping (U-verse)?

that is LAG for sure.. no that has not happened to me..
 
One thing that bugs me a little bit when I played the beta was that the result of my hits/shots (like "2/5 of <enemy> killed") pops up on my screen right away after I hit one of my abilities, before it even hits the target, sometimes before it even fires! I thought it was lag at first, but then it feels more like the other way around (counter lag). The game calculates what my hit would result, and then immediately show it to me without waiting for the response from the server.

Does this happen to everyone or is it just because I'm playing with a rather high ping (U-verse)?

I noticed this somewhat regularly with ranged DPS classes. I don't think it's a lag issue, but rather an animation issue (in fact it's probably a *lack* of lag that is causing it). As soon as you hit the ability and it makes its way to the server, it knows what the result will be (and therefore sends you the fact that you killed the guy), but the animation of the blaster bolt takes a small time to reach the guy, then the guy has to go through his death animation.

I guarantee that the damage calculation is *NOT* being done on the client (way too easy to exploit), so there is no way your client "knows" the result prior to receiving a result back from the server.
 
I will state I did find and report an interesting exploit though. I won't say any more than that, but I did find one without even trying. Literally stumbled upon it and went, "Wait wtf??!" Tried to remember what I did to accomplish it and went through several iterations until I made it mostly repeatable. Not sure the exact causation of the exploit but it was something I could do fairly often if not every time. Was it a major exploit? Nope. And that is all I'm going to say on that.
 
I will state I did find and report an interesting exploit though. I won't say any more than that, but I did find one without even trying. Literally stumbled upon it and went, "Wait wtf??!" Tried to remember what I did to accomplish it and went through several iterations until I made it mostly repeatable. Not sure the exact causation of the exploit but it was something I could do fairly often if not every time. Was it a major exploit? Nope. And that is all I'm going to say on that.

so what does your "crystal ball" say for when the closed tester servers are coming back up 😉

NM! My Crystal Ball says tomorrow at 11AM CST...
 
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Bleh, apparently I'm only going to get to play 1 weekend of the beta since they're cutting us off. I don't think a few hours was enough to make me want to buy the game.
 
the biggest problem for me is that you can play the game without a blank screen and just the HUD. walk around, tab, zap zap zap. loot, walk more.

the combat stayed in SWG level, it's not even as good as kotor. they might have instanced the shit out of the game but if it plays like a chinese RPG it is a big let down.
 
look at the top kills in PVP and the top scorers in HB.. always the same classes..
BH's and Inquis and Commandos and Sages.. and obviously you havent ever tried the Operative or Scoundrel they are seriously OP in their DPS heal spec in PVP.

http://torguild.net/calculator/sith...000000030212022122102010003202320111221000000

That is along the lines of the top spec for PVP and the top charting build that always tops the battlegrounds. That is what you are calling a healer?

HumblePie-

By the amount of stuns you are listing off, you are not talking about a healer. At the levels you were playing at the people needed to be pretty much pure DPS spec in order to have that many stuns at their disposal. At level 30 a SS has two, both only last for a couple of seconds and are on long CD, one of them is close range AoE with the other being a ranged single target.

The classes may have heals, but that doesn't make them a healer, not even close. Noone calls a ret pally a healer, nor does anyone call a feral druid a healer. The class archetype may have heals that they can do, but that certainly doesn't make them a healer.
 
New build up - a lot of small fixes and tweaks but tons of things that were promised still missing...oh boy
 
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