Depends on what's the skill chain, if there's a blm, and who's the skill chain partner.
Peregrine said:A leads to B leads to C leads to death sets up A
Skaw said:Peregrine said:A leads to B leads to C leads to death sets up A
So what you're saying is...
Setting up A leads to the Dark Side?
Peregrine said:So if you have a poorly equipped opener, you're not useful.
A tank can only slack off so much before mages start to gain hate just by casting debilitations and haste. In the event that the skillchain opener is utterly failing, yes. I'm not useful. In the event that he's not doing as much as the tank expected, it is the tanks DUTY to lower their level of hate control if it is safe.
If you have a 'too good' tank, you're not useful.
A skillchain partner can only do so much to rip hate. In the event that the tank is utterly failing to match their hate with the partner's hate, I'm not useful.
If you don't have a MB to make 'disappear into thin air,' you're not useful.
Yes. I don't party without magic solid bursters. 90 percent of the damage happens within a 6 second time frame in my parties. That's why DoT is irrelevant in a hate-controlled party.
If you have too MUCH of a MB so that hate post-SC isn't an issue, you're not useful.
The MB shouldn't kill the mob optimally. That's wasting output and setting the next skillchain too late in the next fight. The end of fights are best reserved for TP gain. If YOU have too much of a MB, your blm is dead. Mine's just fine, and can even follow up with another nuke if he feels like the mob needs to die faster.
And let's be honest here...monk isn't going to be ripping hate off anyone unless they're fighting skeletons. Almost all of the monks I've partied with couldn't rip mobs off a ninja nonetheless without first using provoke. Post-60 they got better at it.
It's not about your howling fist doing more than dancing edge. That you would say that proves that you just don't get it. It's about the full force of that dancing edge going to the main tank. Not just half of it.
CubsWoo said:Well, hmm.
Let's just, for argument's sake, assume that:
Ranger A is using Sushi
Ranger B is using +attack food
Now let's also assume that Ranger A hits 20% more than Ranger B, but Ranger B hits 20% harder than Ranger A. Let's also assume that each RNG gets 12 TP per shot, and that a RNG now has to stand out of melee range to get optimal DMG and accuracy, so no dagger/axe swings.
Ranger A hits 8 times out of 10 for 100 damage each.
Ranger B hits 6 times out of 10 for 120 damage each.
Total Ranger A damage: 800
Total Ranger B damage: 720
RATP: 96
RBTP: 72
Now let's also assume that Ranger A's accuracy with SW/Slug is the same at 100% TP as Ranger B's accuracy at 150%.
At ranged attack 20:
Ranger A has hit 16/20 times for 100 each, and has fired 2 WS's for 600 each (having gained 100% twice in the 20 possible shots + the TP from the WS.) Ranger A has done a total of 2800 damage in 20 shots.
Ranger B has hit 12/20 times for 120 each, and has fired 1 WS for 720 damage. Ranger B has done 2160 damage in 20 shots.
If you have to wait that long to make your Sidewinders/Slugs count, maybe you'd be helped more with +acc food. But then again, this is only theory, and especially at 71-2+ RNGs don't need sushi to hit VTs unless they want 95% hit rates or better.
Ithenas said:CubsWoo said:Well, hmm.
Let's just, for argument's sake, assume that:
Ranger A is using Sushi
Ranger B is using +attack food
Now let's also assume that Ranger A hits 20% more than Ranger B, but Ranger B hits 20% harder than Ranger A. Let's also assume that each RNG gets 12 TP per shot, and that a RNG now has to stand out of melee range to get optimal DMG and accuracy, so no dagger/axe swings.
Ranger A hits 8 times out of 10 for 100 damage each.
Ranger B hits 6 times out of 10 for 120 damage each.
Total Ranger A damage: 800
Total Ranger B damage: 720
RATP: 96
RBTP: 72
Now let's also assume that Ranger A's accuracy with SW/Slug is the same at 100% TP as Ranger B's accuracy at 150%.
At ranged attack 20:
Ranger A has hit 16/20 times for 100 each, and has fired 2 WS's for 600 each (having gained 100% twice in the 20 possible shots + the TP from the WS.) Ranger A has done a total of 2800 damage in 20 shots.
Ranger B has hit 12/20 times for 120 each, and has fired 1 WS for 720 damage. Ranger B has done 2160 damage in 20 shots.
If you have to wait that long to make your Sidewinders/Slugs count, maybe you'd be helped more with +acc food. But then again, this is only theory, and especially at 71-2+ RNGs don't need sushi to hit VTs unless they want 95% hit rates or better.
the damage differences are far greater than that cubs, and there's enough r. acc gear out there that a rng doesn't need sushi, it just so happens most of them don't need it. Because i wonder how RNG's did this BEFORE sushi was put in the game!! i mean they'd never hit anything!! ooo wait, they did, all the way from 55-75.
i wonder what in the world all the poor poor melee that don't have gear avaliable to them did before sushi came along?Lavi said:The only difference here is the melee lacks the proper equipment to make up for not eating sushi. Where is the fairness in that?
Ithenas said:i don't think i've seen this brought up yet, but i might have lost it in the spam. this is gonna have a really suck effect on thf rng PT's. w/ the ranger now having to stand farther away from the mob a thf is gonna lose his TP alot by the mob being out of range when he trys to sata the tank after the rng uses his ws, so the equalizing TP thing has just flown out the window.