Jump to content

Culhaven

Members
  • Posts

    146
  • Joined

Reputation

10 Good
  1. There have been several times in wz's that I get some kind of kb (can never catch what is doing it) well into my hunker down, like 5 seconds after activating it.
  2. You are kind of missing the point. I am not suggesting that this is a higher dps or that you should switch to it. It is simply that I spent the time and resources to satisfy my own curiosity about the effect Alacrity has on abilities, and I posted what I observed in case it is of interest to anyone else.
  3. Diminishing Returns for Alacrity I am not good at creating charts (someone else can if they want), but here is the raw data. I have Alacrity on 10 pieces of armor, and each piece has exactly 86 Alacrity. I am listing what percentage of Alacrity gain each piece adds. Piece %Total %Increase 1 ----- 1.14 ----- 1.14 2 ----- 2.24 ----- 1.10 3 ----- 3.30 ----- 1.06 4 ----- 4.32 ----- 1.02 5 ----- 5.30 ----- 0.98 6 ----- 6.24 ----- 0.94 7 ----- 7.15 ----- 0.91 8 ----- 8.02 ----- 0.87 9 ----- 8.86 ----- 0.84 10 --- 9.66 ----- 0.80
  4. I tried to make a similar spec work. It was nice to be able to take more damage, but ultimately it only delayed my doom. I find I survive many more situations by being able to clear snares and get distance every 15 secs. I also find it valuable to have the aoe kb + root utilities.
  5. (Sorry Sorc's, but I do not know the madness names of all abilities) I have been doing some regearing to see how I like Alacrity on my balance spec. So far I have very happy with it. I thought some people might like to know how much a relativity high Alacrity spec effects abilities. Here are some examples: T Throw - 1.83s channel FiB - 13.7s cd F Serenity - 1.37s activation 10.9s cd F Wave - 18.2s cd F Potency - 1m 22s cd Mental Alacrity - 1m 35.7s cd Rej. - 5.5s cd My Stats: These stats are with max buffs and stim. Alacrity: 9.66% Willpower: 3753 Power: 1479 Bonus Damage: 1819.9 (w/bolster - 1669.2 without) Bonus Healing: 1314.3 I have no crit or surge on my armor, so they are Crit: 19.85% Surge 51% I don't like having such low surge, but it seems to be working better than expected in reg. wz. My goal was to have the max amount of Alacrity possible without making any compromise to main stat or power. The shortened TT is both fun and effective. At 1.83s, each Throw is just a little more than a gcd. Loading up dot's and then hitting them with non-stop pebbles is a blast. Anyway, I just thought someone might be interested in what I am testing. I make no claims that this is better than other stat setups, but I at least am liking it. *Edit - I am in full Dark Reaver (174) gear
  6. I thought there were no diminishing returns on main stats. At least that is the way I understood it from the first year. I am newly returned this summer. Has this changed?
  7. Please explain why someone would replace cunning with aim. The loss of tech damage is obvious with aim, but as you said mm/ss uses little tech. Doesn't cunning provide the same crit and damage bonus to ranged attacks as aim does?
  8. Dear Bioware: I am sure other players will find fault in this suggestion, but that is to be expected. I am simply offering the idea for your consideration, if you have not already done so. Consider creating an expertise modifier, unique to each discipline. This may allow you to balance pvp without making changes to pve. If a particular discipline is over performing, the modifier could adjust the effectiveness of expertise down to the level you are satisfied with. On the other side, for a discipline that is under performing, you could adjust the effectiveness of expertise up some.
  9. Unlike many other classes who have increased crit damage for a few specific attacks, this spec has 15% increased crit damage for ALL attacks. Ignoring crit is just foolish.
  10. After 3.3, it will be much easier to level a toon via pvp. Both exp and credit rewards from wz's, are being doubled.
  11. Once you activate Supercharged Cell, it last for 10 secs. Nothing refreshes it. *Edit - at least not in Gunnery. Not sure about other specs.
  12. I play a Balance Sage, mostly pvp. I never liked the 6-piece bonus, as I don't seem to use Disturbance often enough for it to make any difference. I would rather see if driven off of FiB or Force Serenity.
  13. Please note about gearing for pvp weapons. You can use 162 Hilt (162 Armoring for generator) and 148 for mods and enhancements, and still get 2018 expertise.
  14. I know this is a bit dated now, but I am playing a new Commando and reading this for the first time. Grav Round is a Tech attack, which has a baseline of 100% accuracy. If you are saying you keep your ranged accuracy "around 100%", that is likely way overkill and you would do better to put those points into other stats. I am not sure what the actual optimal level is, but many seem to agree that it should be at or around 94% ranged accuracy (104% tech) for pvp.
  15. I want to thank everyone for your replies. It has given me more to think about and test. Ultimately, I think I am still going to be left with more questions than answers. Maybe what I am really trying to figure out, no one knows for sure. There have been many statements about what is good with Supercharged Cell, and that is fine. But I already know it is good. What I really want to know is if it is better. Is 10 seconds of armor pen + the building Alacrity buff (which only benefits the last few seconds of the 10 sec duration) a greater overall buff than 1% damage buff + 1% healing buff , which lasts the entire duration of combat in most situations.
×
×
  • Create New...