SisterGoat wrote: »Every DLC/chapter with a new area since Wrothgar has something you have to collect or have a do list for, and that was it for this DLC.
SisterGoat wrote: »Every DLC/chapter with a new area since Wrothgar has something you have to collect or have a do list for, and that was it for this DLC.
I love the collect type quests. Ancestral tombs in morrowind, litany of blood in dark brotherhood etc, remind me of Bethesdas single player games where you could always get something special for doing a quest that requires a lot of effort.
This, for consoles there you don't have combat metrics it would be nice to do quick dps checks with parses or gear changes without having to burn down an 3M skeleton.I find it useful.
It's pretty nice to practice combos on, and is better for testing single hits on than the other dummy, given that you can rest it in 10 seconds or so.
Also good for Ulti-gen
I agree with the OP. A "TEST DUMMY" should stay alive long enough to run at least 25 parces of a full rotation to get an accurate idea of one DPS, I mean that is the whole point in a test dummy right?
With the exception of testing executes, I don't understand why the dummies have a health at all.
Certain abilities have certain requirements and they get boosted from it.
I agree with the OP. A "TEST DUMMY" should stay alive long enough to run at least 25 parces of a full rotation to get an accurate idea of one DPS, I mean that is the whole point in a test dummy right?
With the exception of testing executes, I don't understand why the dummies have a health at all.
Certain abilities have certain requirements and they get boosted from it.
Yes, that is why I prefaced "With the exception of testing executes, I don't understand why the dummies have a health at all."
I agree with the OP. A "TEST DUMMY" should stay alive long enough to run at least 25 parces of a full rotation to get an accurate idea of one DPS, I mean that is the whole point in a test dummy right?
With the exception of testing executes, I don't understand why the dummies have a health at all.
Certain abilities have certain requirements and they get boosted from it.
Yes, that is why I prefaced "With the exception of testing executes, I don't understand why the dummies have a health at all."
Certain abilities have certain prerequests for having their health at a certain range.
MythicEmperor wrote: »I agree with the OP. A "TEST DUMMY" should stay alive long enough to run at least 25 parces of a full rotation to get an accurate idea of one DPS, I mean that is the whole point in a test dummy right?
With the exception of testing executes, I don't understand why the dummies have a health at all.
Certain abilities have certain requirements and they get boosted from it.
Yes, that is why I prefaced "With the exception of testing executes, I don't understand why the dummies have a health at all."
Certain abilities have certain prerequests for having their health at a certain range.
Activated equipable skills of a certain category have a certain type of prerequisite for having their life force which is represented as a red bar at a certain level of vitality and this prerequisite allows for an increase in potential of the activated equipable skill in question.
I agree with the OP. A "TEST DUMMY" should stay alive long enough to run at least 25 parces of a full rotation to get an accurate idea of one DPS, I mean that is the whole point in a test dummy right?
With the exception of testing executes, I don't understand why the dummies have a health at all.
Certain abilities have certain requirements and they get boosted from it.
Yes, that is why I prefaced "With the exception of testing executes, I don't understand why the dummies have a health at all."
Certain abilities have certain prerequests for having their health at a certain range.