Jump to content

Welcome to Shinobi Story!

636f97daa7d58374b44fa0f2c8cb46fe.jpg

Sign up to get full access to Shinobi Story's game & community! 


gtae

Members
  • Content Count

    6
  • Joined

  • Last visited

Community Reputation

3 Neutral

About gtae

  • Rank
    Academy Student

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. 1st problem is ""arenas"" as stated in the info post were not, in fact, ~arenas~ but just held in an arena. Having the 1s and 2s matches held in actual arenas where stats are 0 for everybody would've made for a fair and entertaining tournament. Same can be said for bgs (which should've been 0 stat instances from their very release) and the org clash. Also the flexible rules changing throughout the entire event, not the best approach.
  2. Bugs: Lightning Lasso: range has been cut down to about 60% of its range before the patch. Nothing about it has been said in the patch notes so I have to assume it's unintended. Gathering Storms: Does not increase Lightning Strike damage
  3. Static Cutter So far it's ideal, bread and butter skill. Only problem is, it doesn't seem to scale with spell power currently. Lightning Strike Making it scale with AP is the right thing to do as AP users aren't alienated from the passive effect anymore and it's just a solid skill for both farming and pvp all around, compared to before the patch. Weapon Chakra Flow I don't understand to the decision to make it scale with SP only, this is 1 of 2 main skills for any AP player going lightning. It makes sense to drop the damage to some degree because of the increased stacks + CD reduction from the current available scrolls but as it is, it isn't worth the chakra spent unless you switch half of your cards to SP. Lightning Fang More of a utility tool for tagging mobs. SP scaling makes sense for this. Not much to say. Lightning Trap Extremely hard to pull off in a pvp situation and telegraphed, uchihas would have easier time with this by casting it fast and/or swapping people into it, otherwise it's a huge gamble to try and even cast. I guess it zones well. Lightning Lasso The long cast time for any player who, again, isn't uchiha makes it hard to pull off in many pvp situations but still manageable. Mostly a chase tool. Base damage was pretty alright for last patch now it's just a tickle. Chidori Haven't gotten it yet but the dual scale + range increase definitely sounds like a step in the right direction towards making it feel like an actual ultimate ability. Of course it still suffers from a long cast like the skills mentioned above. Gathering Storms It's very good and I believe it can be used as a fix to the latter half of lightning's skills. Instead of having the cast time reduction apply only to Lightning Strike it should reduce the next lightning ability cast by 34/68/100%. Also stacking this in pvp with a melee aoe ability is a bit awkward, especially with a higher ping. For context: I am full AP specced DPS breakdown on a genius ronin: Chakra flow was up for ~70% of the fight here, 6,2% damage Details of chakra flow effect: Yuki-onna (cc heavy fight) PVP (vs senju user) Lasso and trap on aoe, the vast majority of this damage is Rebel Thugs
  4. 2 tooth geta (his sandals), also an unpainted version would be swell
  5. Big update on Double Slashing Strikes. So apparently what's happening here is that the proc works but only on main-hand swings. This wouldn't be a huge problem if off-hand swings did not consume a reckoning stack. As you can see from the low effort paint collage below, I tracked my reckoning hits live on a giant snake, every time it procs I get in exactly 2 hits. With a 2handed weapon, which is only a main-hand swing, on a single proc I got 4 hits on the very first try. The only explanation is that off-hand swings eat up a stack without doing the extra swing which is a direct nerf to dual wielding.
  6. Way of the Blade - Increases hit chance by 5% It most likely doesn't. The stock wotlk formula, if it hasn't been modified by the devs, for calculating miss chance is: mob with >2 lvl difference: single-wielding: 2% + (Mob Level - Your Level) * 2% dual-wielding: 21% + (Mob Level - Your Level) * 2% mob with within 2 lvls of you: single-wielding: 5% + (Mob Level - Your Level) * 0.5% dual-wielding: 24% + (Mob Level - Your Level) * 0.5% I tested on 2 npcs, 1 being the training dummy using the dual wield formula 21+(30-37)*2 coming out to 7% chance to miss, factor in the hit rating of my weapons and 5% from way of the blade my misses should come out to 7-3.59-5=-1.59 which clearly isn't the case. Same goes for Giant Forest Snake (lvl 28) - "and all of your melee weapon swings will hit one additional time" They don't. Honestly, every attack hitting twice sounds pretty ridiculous no matter what the context so I would assume it's just a grammar problem and it means that the 5% also applies to getting an extra swing with your weapon. Even if that's the case, it still does not happen. Now, I've had someone in-game actually ask me how would I know that it doesn't work, white damage goes by very fast and there's no way you can count them, right? Wrong. Here's some very rough calculations on how many auto attacks I would do in a minute according to my stats 60 seconds of auto attacks on the dummy with 1.22/0.87 weapon speed (rounded down) 60/1.22=49.1 60/0.87=68.9 49.1+68.9=118 Clearly there's no extra attacks or damage at all, in fact I do less than what was calculated but let's write it off as something to do with rounding. Another assumption would be that they don't show in the combat log (if that's even possible on trinity) so I can't record them, however removing all the recorded damage out out of the mob's total HP makes it clear that there is no damage under the radar. This effect simply does not function in any capacity. Double Slashing Strikes - 15% chance (...) next 4 weapons swings within 8 sec will generate an additional attack. This part works somewhat, shows up as reckoning in the logs. In my tests the proc rate was about right but every time it does proc I only get 2 hits of reckoning in the logs - subject to more testing - while active, increases your weapon hit chance by 5% Testing that is hard since the proc lasts for 2 seconds at best. Dance of the Flocking Birds Not much to say here, this is an essential skill. Only issue is that it's easy to cancel. Sometimes, what I would assume happens, is that the server registers a movement you probably issued before you activated the ability and cancels it. One solution to this would be to disable movement while the skill is casting. Demon from Hell Good in pvp, not so much in raids where it cancels automatically if you're healed above 35% Tendon Slash In pve more often than not this is a filler for when everything else is on CD and I feel like it requires a bit too much chakra for the damage it does. All in all the spec works good and is doing plenty of damage, which is probably getting nerfed next, so at the very least having the passive work would soften the blow from the incoming nerfbat.
×
×
  • Create New...