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Nunkuruji

Testers
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Everything posted by Nunkuruji

  1. Vindicator Fire & Slashing damage caps are only +10%. They are +30% on LIVE. On TEST they run into the same problem they used to, that is, they cap out way too early.
  2. In addition to what UnPhoqueSauvage & Warbladez reported Templar's Holy Warrior does not convert: Elken Headbutt -> remains Slashing damage Divine Light -> remains Fire damage Barbed Stake -> remains Bleed damage Soul Steal -> remains nature damage
  3. The Minor "All Clear" does not grant a passive
  4. Adjudicator Major Discipline is granted to [Templar], but Adjudicate still requires a Blunt weapon, which afaik, Templar does not have access to.
  5. Icecaller Cool Ice Weave Totems (w/ Harmonius Weaving Talent) do not critically heal. (still)
  6. Icecaller Cool Ice Weave Totems (w/ Harmonius Weaving Talent) do not critically heal.
  7. Basic Attacking on an Icecaller causes the FX counter to climb infinitely
  8. Artifact & Sacrifice XP values are horrible. I knew I would be leveling a crafted healer vessel at some point, and leveling a healer is always hateful. I had hoarded 2 inventories worth of common/uncommon artifacts and hours worth of elder farming sacrifice rare/epic items (800 durability of combat) All said and done, sacrificing for XP, it only took the vessel from level 1 to 25.
  9. Possible FPS uplift by enabling these settings in Crowfall\Download\CrowfallClient_Data\boot.config gfx-enable-native-gfx-jobs=1 gfx-enable-gfx-jobs=1 gfx-disable-mt-rendering=1 These are Unity engine settings, documented here https://docs.unity3d.com/2020.2/Documentation/ScriptReference/Rendering.RenderingThreadingMode.NativeGraphicsJobsWithoutRenderThread.html In a nutshell, it allows some processing to be offloaded from the main thread to other threads that can run on your multi-core cpu. If you search about these settings, you will find discussion about enabling these
  10. I'm sure ACE is aware of this, they have better profiling tools built into Unity, but at least a coarse explanation for others The FPS drop is a CPU bound problem Eliminating GPU bound by Set "Antialiasing - Transparency Supersampling" to "AA_MODE_REPLAY_MODE_ALL" Set "Texture filtering - LOD Bias (DX) to: 0x00000078 Run perfmon to see what the CF threads are doing. This was observed in God's Reach just prior to Dregs launching, where there were 50 or so players crowding vendor alley. Standing near the center of the temple and facing the alley, the CPU bottlenecks proc
  11. In the Spring land rush of building up a Fort or Keep, gatherers are forced to make a hard choice between the invaluable time where they can have maximum Plentiful Harvest, or investing the time into running Caravans building up a Fort or Keep. From what I recall in the last Dregs, the harvesting buffs granted by buildings in Forts are +5% critical harvest. In my opinion, the buildings in Forts should also grant a +1 Plentiful Harvest buff so as to not punish gatherers for essentially giving up Spring time, and giving further incentive to defending their assets through the seasons.
  12. The frame time hitching problem is vastly improved in very recent patches. It was very bad particularly with loading models & anims. What is still likely to cause a hitch is running with less than 16GB ram, where the game is likely to page out assets. Seems to take up to 10GB on my system. There may still be some edge cases where you enter a new parcel and certain assets load. What you can do on your end is cap your frame rate and vsync, so Unity doesn't try to run up max cpu trying to render as many frames as it can. This will also help with frame times. The frame drop
  13. A fairly consistent problem in the rendering pipeline still exists when loading anims (or models + anims) that cause long frame times (hitching). Anecdotally, players notice this while roaming due to loading npc anims that are popping in view range, and note that the problem is less severe during night time when view range is reduced. This is also at least one of the problems related to freezing up immediately on engaging with an enemy group, as they are just coming into view and loading these resources. The anims are loading all the way from disk, according to Windows resource monitor,
  14. Naiad's Water Spirits power does not appear to fire, and leaves the character stuck in the channeling animation pose until another animation is executed.
  15. The Cleric talent Purity reads Purity improves Maximum Stamina by 5% and Power Efficiency by 8% per point spent. With 1 pip spent, The details panel shows only a 5% Power Efficiency improvement. Human Cleric, crafted vessel
  16. Templar flash-casting into parry stance is much better, however, triggering the counter is still buggy.
  17. It is irritating and tedious to need to constantly swap utility powers. Without the harvest tray either add 1. Reserved utility slots 2. Power bar presets that can be toggled between while out-of-combat, with a hotkey The Elder/Ancient & Thrall spawns are a pretty good way at staying active and engaged on the map, and reasonably tuned for a 5-man group. The Confessor NPC guard knockdown spam is brutal. Keeping people interested on Test Dregs is hampered by - Critical mass of guild sizes and interest in participation (as opposed to former faction mass) - Guil
  18. There's a few other maths & meta to this, though not to disagree on Frostweaver overtuning, I've already pointed my finger at how absurd their execute is relative to Templar. Right now the gap between leather/mail/plate is about only 5% resist-all at most, and where defensive/plate promotions may have about an additional 3% talented. Noticeable stratification won't happen until superior vessels, superior crafting and passive training progresses, to the point where leather runs up against its mitigation cap, and mail & plate progress much further in their higher mitigation cap
  19. Fighting rare-class/named monsters as a control spec promotion feels really crappy (Templar-Fury). None of the crowd control seems to have any effect, knockdown, etc. IDK if this is a matter of full immunity, or control intensity scores - at this point with training values what they are. I thought I was going to be able to protect my team/peel... nooooOOOPPE. The nice thing is, they otherwise feel about right for a well rounded party of 5 to be fighting, which in turn I'd surmise zerging around the map would be really inefficient gains.
  20. Not bad. Total point cost & time to train passive would be enlightening.
  21. Performance is better overall. There is a consistent hitch when approaching harvest-able assets. Hitches as soon as the harvesting tooltip spawns and tool is automatically drawn.
  22. I'd suggest adding the attribute scaling factors for each harvesting statistic. One can then understand how important, or not, it can be to increase an attribute for a particular harvesting statistic benefit, or to understand how good the racial bonus on harvesting is. For instance, Harvesting and Harvest Damage: The scaling factor is 0.025. The racial +15 bonus is as if adding +600 attribute.
  23. TL;DR, an Archmage rolling a crit on Execute = deleted. I think the Frostweaver's execute is... a bit much by comparison. This is just numbers at a glance. Basic ability info Templar/Vindicator execution Judgement: 133-200 +167%: 1 pip Execute: 202-303 +167%: no pip Gains +100% Critical Talent Node Options: 11% Critical, 15% Critical Damage Frostweaver/Archmage execution Crystal Lance: 272-408 + 340% Piercing Lance: 341-512 + 427% Talent Node Options: 15% Critical, 15% Critical Damage At first glance we can consider the damage comparison fair, in that
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