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hipoenormous

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Everything posted by hipoenormous

  1. I would like to request a feature that isn't present in the game. Currently there is no way of comparing different mods at a glance. Say I have a mod with 400 mastery and 200 power and another mod with 330 mastery and 330 power, how do I know which is better? If you can implement a tool tip comparison of the differences that would help a great deal. Thank you.
  2. Is it just me who thinks that earning conquest points is getting harder and harder? I mean this week I have no idea how I'm going to earn enough points to complete my conquest objective on one character, not to mention all my alts. For the first time I seriously thought about de-subbing. If this continues I may as well do that.
  3. Wow never thought a class like the Powertech would pass beta testing and even last for almost eight years since the game was released.
  4. If you make railshot a tech type attack then Powertechs wouldn't need to have additional accuracy because all other damaging abilities besides the generic attack rapid shots is a tech attack. This means that Powertechs can focus on getting 1.3 gcd and decent crit chance to boost their paltry damage output, especially in pvp. If you make their basic attack also tech that would be even better.
  5. Mek-sha is a dangerous place for companions. All my summoned companions suddenly die after I quick travel or travel via heroic quest. I don't know why but I constantly need to resummon them since I have them out for archaeology.
  6. Tech wizardry simply increase damage done from tech attacks by a certain percent. But armor penetration is more confusing to me. Suppose someone's armor gives them 20% damage reduction against kinetic attacks such as laceration, veiled strike and backstab. Will a 2% armor penetration amplifier reduce that damage reduction to 18% or will it reduce it by 20% multiplied by 2% which is 0.4% making damage reduction 20% - 0.4% = 19.6%? If that's the case then shouldn't tech wizardry be superior to armor penetration or does the cumulative effects of armor penetration eventually surpass tech wizardry? Say that out of my nine pieces of equipment I have 1% max tech wizardry on each piece which adds up to 9% in total. Compare that to armor penetration - say I have 2% armor penetration on each of the nine pieces of gear - I would have 18% armor penetration. Going by my previous example if I had 20% kinetic damage reduction from armor with an armor rating of 6825. Amplifiers with a total of 18% armor penetration would neglect 18% of the total armor. So I would only count 6825 * 82% = 5596 armor rating. If I remove my pants I get 5425 armor rating which gives me 16.74% damage reduction against kinetic damage. So basically tech wizardry can provide more damage than armor penetration if the above example is true because 9% more damage is greater than 3% more damage. Going on my tank spec Jug I have 18111 armor rating that gives 40% damage reduction. WIth 18% armor penetration it'll render that armor rating to 14851. If I remove my pants I have 14815 armor rating and that reduces kinetic damage by 35.45%. So in total that's a decrease of 5.5% damage. So tech wizardry in theory should still increase damage more than armor penetration even when taking into account high armor classes.
  7. I would like to have the option of saving my choices for the drop down menu in the character sheet interface from ranged, tech and defense because I want to show stats that are applicable to my class and not always need to use the drop down menu to see what I need. For instance on my sorcerer, the character sheet shows melee and defense. Maybe it thinks I went the melee route but it's not programmed to show force when I am a sorcerer. So what I am saying is either make it more intelligent of have an option of saving my choices so that'll it'll always show that whenever I open the character sheet. Like for my concealment operative. Since almost all of my damaging abilities a tech outside of rifle shot and overload shot, I'd rather have the left side show tech and the right side show defense. If only I can save my choices so I don't need to use the scroll down menu each time.
  8. I don't particularly like playing the variety of unranked warzones available and find that pure pvp in arena warzones are better. For instance, I don't like standing at a station guarding it for 10 minutes while nobody passes by and then calling that pvp. Nor do I like playing with ball mechanics and having an angry hutt display his displeasure while I am simply a rat in his little game. Why are only ranked warzones the true arena warzones? Why don't you call it simply arena warzone and maybe more people will queue for it. By calling it ranked people think there is a higher level of difficulty when I would argue that unranked warzones are even more difficult because of the specific objectives. Can you create a space where people who want to do arena pvp can do so easily?
  9. I've completed a couple of bounties today and noticed that I was not rewarded any completed bounty contracts that are used to acquire a kingpin contract. All I got for turning in a completed bounty contract was a small credit case containing insignificant credits, 760 to be exact. Furthermore, after pulling some old completed bounty contracts from my storage and taking them to the bounty authorization representative I was unable to use the previous completed bounty contracts to purchase a kingpin authorization contract. It's as if the old completed bounty contracts were paper and worth nothing to the bounty brokers association. Please correct this.
  10. I propose you allow us the ability to right click on a Tactical placed on a quickbar to allow for easy switching. Some fights require AOE and when you get to the boss you want to have strong single target damage. Why not place your tacticals on your quickbar so you can swap easily.
  11. I just did an operation and rolled greed on the old Eternal Commander MK-15 Unassembled Boots. Now I have them in my inventory. Where is the vendor to redeem them so I can sell them for credits. The unassembled boots have no sell value.
  12. I propose that companion gifts can be delivered in bulk by a simple right click on a stack of companion gifts which would prompt the user to confirm if you want all stacks to be consumed. With a confirmation which can be bypassed through preferences menu, a stack of companion gifts will be delivered to the companion currently summoned and the influence will be correctly calculated according to how many stacks of companion gifts are delivered and will not exceed the maximum amount of influence possible per companion. If the stack of companion gifts contain more than required to reach maximum influence than whatever amount necessary to reach maximum influence will be consumed and the remaining will be left untouched in inventory.
  13. Don't tell me the vendor is on Iokath because there is no vendor on Iokath that sells it.
  14. It seems like the shadows are so intense on the planet Onderon that the only way I can see clearly is to turn my monitor's setting to sRGB which dials up my brightness to 100 and contrast to 80. Although in past expansions this was also true that in order to see not just darkness from shadows but definitions and delineations to guide my navigation, I lament the fact that in order to navigate the world I would need to have my monitor settings on full brightness. Not only does this inevitably cause eye fatigue from staring at a monitor which has essentially become a flashlight, my normal settings of below 30% brightness and contrast which provide comfortable viewing during all day and night gaming sessions become inapplicable. Why must the graphic designers go to such lengths to portray shadows that can only be penetrated through on a setting of 50% brightness level or above? That is really too much and I hope in the future the viewing of SWTOR becomes comfortable on more normal settings.
  15. There is something wrong with the scavenging skill. It's not putting the recently scavenged items into the same stack creating a whole lot of small piles in my inventory and making me manually combine them together. Please help to fix this.
  16. The problem with the ability Furious Power is when you use it at four stacks it simply removes one stack each time you use a single target melee ability. And before you can use the remaining three stacks some or all of the charges disappear due to the short buff duration. Keep in mind that not all attack are melee and single target and during your rotation it is easy to lose buffed stacks of Furious Power. For this reason I suggest that all stacks can be consumed at once so there will be no lose of stacks on the next melee single target damage dealer.
  17. Why every time I select toggle all flashpoints in the filter menu for Master Mode group finder flashpoints does it automatically deselect Objective Meridian? Am I missing a quest to access it? I've already done the Onslaught story line and completed it. I'm asking because if not all flashpoints are toggled it seems I don't qualify for those awesome rewards. Any help?
  18. Twice the quest in the Sewers of Onderon was bugged. The quest won't acknowledge that I've reached the maintenance area and when I kill the guards there then I need to somehow get the quest to recognize I've reached the maintenance area then go all the way out to the beginning of the phase, exit, reset local phases and kill the mobs all over again just to make this fickle quest work.
  19. I was doing my Onslaught story quest and once I reached level 72 I learned the ability Furious Power. When put to use Furious Power does nothing at all other than consume a cooldown. At 4 stacks my Hew did 15,000 damage and without using Furious Power prior Hew did 15,000 damage. It's supposed to increase any single target attack by 25% per stack of Furious Power but like I said using Furious Power just puts the ability on cooldown and no added damage is provided by the skill use. I've looked at the numbers many times and there is no difference when using any amount of Furious Power stacks from 1 - 4 it makes no difference the ability is not working at all. Edit: I may have made a mistake, a misunderstanding of the ability Furious Power. It only works with single target melee attacks so Hew does not count.
  20. I was doing my Onslaught story quest and received canister containing items of level 268 rating. Bewilderingly, these 268 item level bracers when equipped actually lowered my damage even when the comparative tooltip stat summary indicated the 268 item level bracers would give +147 mastery, +121 endurance and +37 power over my previous 244 item rating bracers. When I actually equipped the 268 ilvl bracers my damage on my Juggernaut decreased from 4506 - 5293 melee damage (pri) to 4505 - 5292 and the force damage decreased as well from 4218 to 4216, which makes no sense whatsoever. I would like to submit a screenshot but I can't upload any attachments.
  21. I would like to see a new passive for the Bodyguard (healer) specialization that will allow keeping up with aoe healing more manageable as well as make it easier to apply Kolto Shell on many targets at once. I wonder how many people refresh Kolto Shell on group members since doing so in the middle of an operation or pvp match is too much of a hassle. In an operation with 8 or 16 players it is simply unfeasible to keep Kolto Shell up and for that reason Kolto Shell becomes a skill that is relegated to only prefight applications. I propose a passive rework that allows Kolto Bomb, the aoe kolto healing cloud, to simultaneously apply Kolto Shell to its targets as well.
  22. I have a level 70 scoundrel and selected Surprise Comeback as my last utility passive. Supposedly Surprise Comeback reduces damage taken by 20% for the duration of Pugnacity as well as grant 5% of total health every three seconds. When I activate Pugnacity with the Surprise Comeback utility passive learned I see myself regenerating health. However, I cannot see the damage reduction in the character pane defense tab. Is this utility passive really working?
  23. I have a level 70 sniper and selected Deployed Shields as my last utility passive. Deployed Shields reduces damage taken while in cover by 5% and reduces the cooldown of Ballistic Shield by 30 seconds. One confirmed I saw that the cooldown of Ballistic Shields did indeed get reduced by 30 seconds from 3 minutes to 2 minutes and 30 seconds. However, on the character pane under the Defense tab there is no additional damage reduction. If it doesn't show on the character Defense tab then it must not exist right?
  24. Can you please make it so that the target being hit by boltstorm, the only channeled skill of the dps spec not be lit up like one thousand led lights? It hurts my eyes even when I have the settings of brightness and contrast adjusted low.
  25. I've listened to the Clone Wars Gambit: Siege audiobook and it is clear to me that the Galactic Republic has already been under a dictatorship. Only one man commands the authority to send ships to aid and since Palpatine doesn't want his underhanded plans to be ruined it seems there is no one with more power and authority than Palpatine to destroy the Republic from within. Yet these naive characters like Padame and the defense minister from Alderaan have blind unwavering support of Palpatine, such a coincidence for an easy to write plot. And what about Yoda, how is it that he cannot sense the darkness in Palpatine....lol.
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