This post has been edited 4 times, last edit by "bleedingblak" (Mar 30th 2015, 10:31am)
It should also be theorized what would happen if the scout damage was changed to the physical damage formula with no other modification to the skills.
simple math
Mathwise, I suggest creating a google doc and using a GoH boss as the control.
Make the doc use the adf for scouts (ranged) and improve on skills until scouts seem up to par endgame wise.
https://docs.google.com/spreadsheets/d/1…#gid=1509300748
If something like that could be used... then it could be used to see exact damage done by skills at %dps with the forumla incorporated correctly.
Would show if buffing a skill or buff is too high, or not enough... etc.
cike's damage > https://docs.google.com/spreadsheets/d/1…#gid=1124681478
A combination of those 2 docs seems to be necessary from a ... class rework ... perspective.
At the end of the day, and ultimate doc would only require a few fields to be put input:
patk
pdam
target's pdef
somehow, inclusion of all buffs (cooldowns) and ability to select / deselect which ones are active (have SOA? have warp charge? have amplifed attack? have tambo? etc)
result > Damage on target with X buffs on
The conclusion would show if any changes would be too overpowering.
For instance... say a wd/w hits for 10m charged chops during cooldown and you input info into the doc for a reworked scout skill and that scout skill was changed but it's only doing 4m with new values vs 1m with old values... I think you understand...
cike's damage > https://docs.google.com/spreadsheets/d/1…#gid=1124681478

This post has been edited 2 times, last edit by "Cike" (Mar 30th 2015, 9:09pm)
Mathwise, I suggest creating a google doc and using a GoH boss as the control.
Make the doc use the adf for scouts (ranged) and improve on skills until scouts seem up to par endgame wise.
https://docs.google.com/spreadsheets/d/1…#gid=1509300748
If something like that could be used... then it could be used to see exact damage done by skills at %dps with the forumla incorporated correctly.
Would show if buffing a skill or buff is too high, or not enough... etc.
cike's damage > https://docs.google.com/spreadsheets/d/1…#gid=1124681478
A combination of those 2 docs seems to be necessary from a ... class rework ... perspective.
At the end of the day, and ultimate doc would only require a few fields to be put input:
patk
pdam
target's pdef
somehow, inclusion of all buffs (cooldowns) and ability to select / deselect which ones are active (have SOA? have warp charge? have amplifed attack? have tambo? etc)
result > Damage on target with X buffs on
The conclusion would show if any changes would be too overpowering.
For instance... say a wd/w hits for 10m charged chops during cooldown and you input info into the doc for a reworked scout skill and that scout skill was changed but it's only doing 4m with new values vs 1m with old values... I think you understand...
I was considering a completely isolated incident. I.e taking all primary classes to level 50 and wearing the gear from the bag's and comparing all base's w/o scout and making an average, then placing scout in to see if it is near the average. Then testing dps and increase in dps with increase in skill level.
It would surely be very detailed, Cike 'n I have already come to a very stern conclusion that the damage formula is the number 1 problem though.

i was considering trying to equate the dps of scout/nothing with rogue/nothing, and then the variations due to elites are simply the natural +- of the different combos.
and this is the stuff we all need to talk about
the point of this thread, and me and noony's idea is, in short, create a unanimous "fix" that would be supported(are at least acknowledged) by every1 that is vocal about scouts. i know of at least 3 people that all have their own fixes for scouts, and we've realized, that as long as we even have internal divide about the "best course of action", then we cannot present a unified front, and simply look like a bunch of people whining about all different stuff, each with their own opinions.
this would (hopefully) become the most supported and complete fix yet, and maybe something will be done if it seems it's the "popular" fix.
Having each class (With no sub) at level 50 is a great way to test their base skills. Level 50 is both a solid and easy level to do testing at, for multiple reasons.I doubt that testing everything at lvl 50 would be very good at all. I say this because some classes that fail in endgame do really well in the open world and midgame. Imo, the best way to have this be unbiased and factual as possible would be by doing the calculations for each OP class, then doing the ranged formula (considering same boss, and considering same unbuffed stats), and then doing the physical formula for the scout skills. This would give you a base to work with, and then you could adjust each skill accordingly to bring then on par with the other OP classes.
keep in mind that scout is a good class for pvp, if you increase damage too much could be a OP class for pvp.
I think a good solution is to implement a damage or attack buff that stacks every time you hit with autoshot ( maybe 10% patk up to 5 stacks) , canceled with movement.
This post has been edited 2 times, last edit by "bleedingblak" (Mar 30th 2015, 11:51pm)
You mean like how the majority of the nonviable endgame is?remember if u buff scout to viable/comparable dps to melee classes they gonna rek u from range in pvp. dont whine