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Old 09-13-2007, 02:23 AM  
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Default Re: lu38 dev fist 2.0 live question

Okay.. so here's the current rundown.

The most we can hope for with Dev Fist is that it can be used in less than 1% of Epic fights, and even then.. our DPS will break even. Worst case scenario, we lose DPS using it in an Epic fight.

Best case scenario for a Heroic situation is that it will increase our ability to solo them. Worst case scenario it won't even work or lower our DPS because it doesn't go off but stifles us.

With a DECREASE in hit chance (yes, we went from 12% harder to 34% harder... Yo! Devs! That's WORSE, not BETTER!), you'll be lucky if it even LANDS on anything short of a lower level Solo mob.


I used it have it miss once in every 10-15 Solo mobs I used it on. Now it will miss SOLO MOBS a good 10% of the time... let alone Heroics. Forget Epic Named completely.


They need to AT LEAST fix the hit chance to 25, 30 or 50% EASIER. That's EASIER for Combat Arts devs, not Harder like Spells. My God.

For the love of christ, KNOW YOUR OWN FUCKING COMBAT MECHANICS.



Overall, the way I look at this, we've basically had our Bloodlines Ability Nerfed. It's still not useful against Epics at all. It apparently doesn't even work on Heroics like it should. And if anything, it's now landing LESS often than before even on the same SOLO mobs it used to.

Give us a fucking break.
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Old 09-13-2007, 02:44 AM  
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Default Re: lu38 dev fist 2.0 live question

It's resistbility so that harder is better than easier. In our other CAs, it's hit bonus so that easier is better than harder.

Though, comparing to our master CA, 40% easier to hit. This spell should be 40% harder to resist rather than 34% harder to resist.
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Old 09-13-2007, 10:23 AM  
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Default Re: lu38 dev fist 2.0 live question

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Originally Posted by Kaisoku View Post
They need to AT LEAST fix the hit chance to 25, 30 or 50% EASIER. That's EASIER for Combat Arts devs, not Harder like Spells. My God.

For the love of christ, KNOW YOUR OWN FUCKING COMBAT MECHANICS.
Actually you want it to be harder for the mob to resist... So maybe you should be the one to get to know the fucking combat mechanics.
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Old 09-13-2007, 11:33 AM  
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Default Re: lu38 dev fist 2.0 live question

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Originally Posted by Kaisoku View Post
Worst case scenario it won't even work or lower our DPS because it doesn't go off but stifles us.

The named bit is a bug; if dev fist does not land it does not stifle us.

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Old 09-13-2007, 11:53 AM  
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Default Re: lu38 dev fist 2.0 live question

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Originally Posted by agressiv View Post
The named bit is a bug; if dev fist does not land it does not stifle us.

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The issue is it does land. You still get the ~250 damage from the initial hit. You do not get the 25% hit on any named mobs.
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Old 09-13-2007, 12:38 PM  
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Default Re: lu38 dev fist 2.0 live question

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Originally Posted by Couch View Post
It's resistbility so that harder is better than easier. In our other CAs, it's hit bonus so that easier is better than harder.

Though, comparing to our master CA, 40% easier to hit. This spell should be 40% harder to resist rather than 34% harder to resist.
I think this is some kind of display bug though, because since when does something with a resistability check "miss" rather than be 'resisted'? It should either be X% harder/easier to miss and have a chance of missing or be X% harder/easier to resist and have a chance of being resisted.

My guess is the 34% harder to resist is meaningless as the real question is what's the underlying chance for it to "hit" the mob. From my run through sanctum using it on green/blue mobs I'd say the chance to hit is pretty damn low (and would be more so when you try to hit a yellow/orange con).

Maybe they decided dev fist was too strong so they subjected it to a resist and hit check. But regardless, the harder part is getting it to "hit", and this % mod should be displayed so that we and the devs know that it isn't actually going to land 34% more easily.
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Old 09-13-2007, 01:48 PM  
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Default Re: lu38 dev fist 2.0 live question

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Originally Posted by gungo View Post
The issue is it does land. You still get the ~250 damage from the initial hit. You do not get the 25% hit on any named mobs.
Exactly my point. Once they fix that, you'll get your 25% hit, and then be stifled. Its bugged now. You get the 200 damage and you are stifled, along with a "Wont work on target" message.

Otherwise, if dev fist misses, you won't be stifled. Some people were thinking that a miss/block/parry/riposte equates to a stifle; it doesn't.

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Old 09-13-2007, 03:18 PM  
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Default Re: lu38 dev fist 2.0 live question

ok confermed ~ 61k hit on the last named in unrest....a monk told me about it....so i guess the land rate is just WAY low?
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Old 09-13-2007, 03:23 PM  
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Default Re: lu38 dev fist 2.0 live question

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Originally Posted by agressiv View Post
Exactly my point. Once they fix that, you'll get your 25% hit, and then be stifled. Its bugged now. You get the 200 damage and you are stifled, along with a "Wont work on target" message.

Otherwise, if dev fist misses, you won't be stifled. Some people were thinking that a miss/block/parry/riposte equates to a stifle; it doesn't.

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Depends if the named mobs are considered standard or better. For some reason i don't doubt that named will be immune to the 25%. I have a feeling this will not be fixed. Its the recent trend of them giving bruisers something and it ends up being nothing really given to us at all.

They make dev fist usable on all mobs, then increase the miss %, increase the stilfe duration and reduce the effectiveness so that the stifle in most cases is counterintuitive.

They give us a raid wide buff remove the dps but give us a +combat art damage that is still normalised and actually lowers our dps.

The dual wield change really shouldnt effect us much. Our selection of non brawler specific wpns is not that large to begin with. Much of the wpns we could use and are good for us tend to still be brawler specific. Those wpns went up in DR but also had the delay increased. It really shouldn't come out to much of an increase for us.

I might be pessimisitic on these change but it does seem to be alot of 1 step forward and 1 step back mentality. Obviously the designer of these changes does not want us to either dps better or tank better. Which still leaves us highly undesired in most raid enviroments. So to him its alot of give and take, thus equating to no overall change at all. But hey lets wait and see, it is what we as brawlers have done best for the last 3 years.

the question asked is simple and yet never answered or even attempted to be answered. Even a vague idea of an answer has never been given. "What is the role of brawlers and specifically bruisers on raids? What does a bruiser bring to a raid that makes them desired more then any other fighters? What need is there of having multiple fighters in raids" These questions have never and will never be answered simply because the designers in charge either have no answer to give or know that the answer given will be unanimously rejected.

Last edited by gungo; 09-13-2007 at 03:30 PM.
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Old 09-13-2007, 05:29 PM  
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Default Re: lu38 dev fist 2.0 live question

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Originally Posted by gungo View Post
The dual wield change really shouldnt effect us much. Our selection of non brawler specific wpns is not that large to begin with. Much of the wpns we could use and are good for us tend to still be brawler specific. Those wpns went up in DR but also had the delay increased. It really shouldn't come out to much of an increase for us.
I take it that you do not have the Grim Brimstone hammer...
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