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ericdjobs

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  1. I find it funny people still complain about 'pre-mades' when you're only allowed 4 max in a 'pre-made' group.

     

    Sure, four people can be a damn strong force on the battlefield when well organized, and more than likely can net you the win most games... but still

     

    This is a far cry from a full 8 man pre-made.

  2. Yeah I have a feeling that Pyrotech Powertechs have the best damage potential in the game, bar none.. be that PvE or PvP

     

    I feel an amazingly played Marauder is close or equal, but... I don't know. The sheer amount of damage our railshots put out is a bit ridiculous with 90% armor pen. I can definitely see an internal cooldown getting put on Railshot procs

     

    I'll be honest, right now I feel completely overpowered in PVP. I cannot be beat 1 on 1. I can kill people in a couple of buttons. I have the best PVP burst cooldown in the game (Explosive fuel)

  3. Actually a good powertech can beat any equal geared opponent in 1v1. They are pretty strong. Not sure if needing a nerf, but Im confident in saying some classes would need buffing if compared to them.

     

     

    As a DPS Pyrotech Powertech I can verify this statement.

     

    Right now it feels like if I want someone to die, they are going to die no matter what they, or anyone else around , does about it. I can easily kill people in 3-4 globals with the right procs..

     

    Haven't met a class yet that can withstand the sheer amount of damage i can pump out in my opening attacks. The only ones who get close are Marauders when their loldmg shield and you just stop hitting them until it drops.

     

    Powertechs have, BAR NONE, the HIGHEST BURST IN THE GAME right now. I'm almost positive of that. (TD 3.7k crit at the same time as a railshot which is a 4.5k crit followed by both dots ticking CGC/IM for 800-1500 each, flame burst for 1.2k-1600.. hope another railshot proc for back to back 5k hits..) Oh, did I mention Rail shot ignores 90% of armor? This is what makes the PT Pyro spec SO MUCH better than the Merc variety.. because our Railshot hits for what the tooltip says, basically no reduction in damage from armor. This is why I see 5k+ crits reguarly (pre-surge nerf, though)

     

    The best part is we have a 1min45s cooldown that increases our crit-rate by 25%.. so when we pop trinket/adrenal and that cooldown, multiple people are DYING and there's nothing you can do. That burst cannot be healed through. I love it.

  4. ima BM infil shadow, my class/spec relys on crit dmg more any other stat (i get 3 auto crits every 1:15)

     

    that being said, the nerfs not so bad just get in there and play some games and get less surge on ur gear

     

    i hear the sweet spots 75% ima bit above that so i am currently wasting stats on surge and still dont feel its that big of a deal

     

    Do you even understand the problem?

     

    Take an operative healer for example.

     

    They HAVE TO STACK Surge/Power/Crit, there's no choice.. and there's NO CRIT/POWER enhancement.

     

    So, the problem is... classes that can benefit from a stat the replace surge with (Accuracy, alacrity) can work around the nerf, while classes that are forced to stack crit/power/surge to be effective had to suffer with a straight nerf with no way to mitigate it.

     

    You can't rework enhancements.. crit/surge to what? surge/power? Maybe.. if you're near crit DR softcap... but the surge is still wasted because every other slot has surge. Surge/accuracy, surge/power, surge/crit.. there's NO OTHER OPTIONS for classes who do not use or get no tangible benefit from accuracy/alacrity. You simply can't 'convert the *now* wasted surge to crit' because there's no crit/power enhancements in the game. So either you're going to totally waste stats (Lol shield enhancements) or you just eat the straight up 10-13% nerf to your critical damage or healing.

     

     

    Meanwhile classes who benefit from say, alacrity, simply convert over to alacrity/X enhancements to get near the surge softcap of 75%... and now they also get the benefit from that the alacrity provides.

     

    It's a nerf for some classes, it's workable for others. That's the problem.

  5. Then I apologize, that was my misunderstanding!

     

    In my opinion, you can get back to the burst damage that you were doing before this Surge nerf if you balance out Crit, Surge, and Power.

    Where Surge begins to turn too diminishing, turn to Power.

     

    Power is more lethal than Surge ever was or will be for classes that aren't one hit wonders.

    If do your damage through MULTIPLE abilities, power is amazing.

     

    I suspect you already know this, others likely do as well..

    But maybe they need to really SEE what they know :o

     

    Surge was NOT a global increase to damage.

    It was a CONDITIONAL increase to damage.

     

    Power IS a global increase to damage.

    The more abilities you use to wreak havoc on someone the MORE of a benefit power is.

     

    Let's say you do 100 increased damage from power.

    Simple as that.

     

    Attack 1: 100 more than normal.

    Attack 2: 100 more than normal.

    Attack 3: 100 more than normal.

    Attack 4: 100 more than normal.

    Attack 5: 100 more than normal.

     

    That's 500 more damage you just did in 5 attacks.

    Power works better than that, and is MUCH MORE potent than 100 more damage depending on how you balance it.

     

    Now Surge at 75%.

     

    Attack 1: *If you crit, you did 175% damage of your attack*

    Attack 2: *If you crit, you did 175% damage of your attack*

    Attack 3: *If you crit, you did 175% damage of your attack*

    Attack 4: *If you crit, you did 175% damage of your attack*

    Attack 5: *If you crit, you did 175% damage of your attack*

     

    If your crit chance is 50%, then logically speaking you just crit on 2.5 of those attacks.

    That means you did 175% damage of your attack 2.5 times.

    The rest of them only did 100%.

     

    But who ACTUALLY has a 50% chance to crit on all of the attacks they hit in that chain..

    Who has that everytime they hit the chain AND 75% Surge.

     

    Now, last chain.

     

    Surge 75%.

    Power 100.

    Due to this all being stupid numbers to demonstrate the theory, we will say 100 power is equivalent to 100 extra damage. Your abilities normally do 1,000 damage.

    Attack 1: 1,100 Damage. *If you crit, you do +75% of 1,100, not 1000.*

    Attack 2: 1,100 Damage. *If you crit, you do +75% of 1,100, not 1000.*

    Attack 3: 1,100 Damage. *If you crit, you do +75% of 1,100, not 1000.*

    Attack 4: 1,100 Damage. *If you crit, you do +75% of 1,100, not 1000.*

    Attack 5: 1,100 Damage. *If you crit, you do +75% of 1,100, not 1000.*

     

    At greater numbers, not to mention the REAL multiples that power works by, AND that power affects heavier attacks much more than lighter attacks...

    You not only deal more damage with EVERYTHING that is increased by your power, but you also deal more damage on a crit.

    75% of 1,000 is 750.

    So without the power you deal 1,750 damage on a crit under the stupid circumstances above.

     

    With the power, on a crit you deal 75% more of 1,100.

    Which is around 1,925 damage.

     

    Power UNIVERSALLY increases damage along it's specified tree (tech, force, melee, blah blah.)

    Surge is not universal, and neither is it chance. You will deal more damage on a crit, CRIT relies on chance.

     

    Following the dummy values of power, if you didn't have that extra 100 power.

    You would need a Surge Percentage of around 92% to deal 1,920 damage.

    This is off of the 1,000 damage.

     

    What is easier to stack?

    100 Power?

    17% Surge?

     

    Even before the nerf, 100 Surge did not equal 17% Surge even if you didn't have ANY Surge Rating.

    It came up to roughly 16%..

    But at 75% Surge, that 100 Surge Rating was around 8-10%.....

    The small nerf changed that even more...

     

     

    Time to end this stupidly long post that no one will read, but it makes me feel good to end it in a way that can be argued with.

    None of this information is based on ACTUAL data.

    It is based on made up data.

    SPECIFICALLY the amount of damage power provides.

    If you would like to turn this very LOOSE theory into a good stat weight proportion, then by all means feel free to go find out how much power you want/can achieve and how much damage it will give your abilities.

     

    Other than that.

    I'm tired.

     

    The problem is that power isn't just a linear increase in damage point for point. There's no diminishing returns on power, but power has different coefficients for both ranged/melee/tech damage, and abilities also all have different coefficients from their perspective bonus damage increase (melee, ranged, tech)

     

    You'd have to factor in all this data, becuase it seems you are equating 100 power to a straight 100 damage increase. This simply is not the case, not even close.

  6. I don't get it..

     

    Over and over bioware is making nerfs that literally SAP THE FUN OUT OF THE GAME.

     

    The surge nerf is another one of those.

     

    People like to crit. People like to see big numbers, it's fun. So what do you do. . .? You nerf people's critical damage by upwards of 10% (When you geared correctly for maximum effectiveness by ripping out surge/power surge/crit enhancements)

     

    You couldn't figure out a better solution? Maybe tweak expertise around a bit for critical damage? Why did you have to nerf my damage in PvE because players in PVP get pissed off when they die?

     

     

    Instead of adjusting the game to level out the amount of fun all people are having, you just straight up took some fun out of the game for some players. And you wonder why people are leaving the game in droves? (If you don't think that's true, please visit a couple of the reddit.com/r/swtor threads that are very insightful and utterly full of 'i only log for raids, getting bored real fast, no fun, waiting for the next MMO')

     

    One of the MOST HYPED MMO'S this decade became the next 'in between, waiting for' MMO in a matter of 3 months.

     

    This is ridiculous. I don't even log on because I have Kingdoms of Amalur.. a ****** single player Elder Scrolls clone! This is more enticing to me than SWTOR right now!

     

    UNF!

  7. Wow.... GG Bioware CS reps moving this here, LOL.

     

    But I feel you man, totally agree with you... I complain about it every day in guild chat.

     

    I wanted to tank.

     

    I levelled as a tank.

    I did all my flashpoints as a tank.

    When I hit 50 I ground my dailies and HM flashpoints, getting tank gear.. tanking all along.

     

    I join a raiding guild.

     

    Wow.. the Ops only require 1, maybe MAYBE two tanks VERY RARELY... two guild leaders are tanks... okay.

     

    I have to respec DPS for a raid slot.

    At first it wasn't bad, I could respec back and tank heroics the first couple of days.. but once the respec cost gets up to 100k NO MORE TANK ANYONE ALL WEEK HAHA

     

    All day long all I see in general is "LFG (insert whatever here) HM, Need 1 more TANK!" And say to my self "God damn you bioware, why did you design the raid encounters to only require one tank when you have 4 man flashpoints?"

     

    Another problem that comes from this issue; Guilds have no real community building activities to do. What happens is a clique forms with the tanks that are always running HMs.. After raids there's no tanks available to break off and go run some hard modes together.. or on off nights to run hard modes together....

     

    It's just a mess altogether.

  8. it would take computers not even thought of yet to do this. the reason this cant happen is because computers cant run at that capacity. not enough memory or CPU or even GPU power.

     

     

     

    It's being done right now!

     

    This very second!

     

     

    With ToR!

     

    It wouldn't require a huge jump in processing power. Instead of each server having its own cluster, you'd have each zone instance having its own cluster... with a central management cluister (a very large one) to tie them all together.

     

    The amount of processing power required really isn't going to change because the amount of players at any given time isn't going to change.

     

    Now, performance of the client with those kinds of populations numbers (hero engine) would be abyssmal. The engine simply wasn't designed for what it's being used for now (with only a handful of players in comparison) let alone an increase of a hundred fold.

  9. Yeah, on things like Gharj you can run in and run out, but on ranged bosses that will start damaging you within 30m, you're going to take a lot more damage than a ranged class.

     

     

    I guess this is true, but any particular encounter that you are referring to? I can't think of any boss that has a 30m range AoE. The only ranged class that can be outside of the 30m distance is the sniper.

     

    Now, granted, if a boss started to do an AoE that had a 30m radius and you had to run out, of course I'd be at a disadvantage (but a 10m advantage compared to regular melee) and I'd take a tick or two of damage. And if it was strong enough to damage me bad, then the melee are almost definitely dead anyways.

  10. what kind of gear are you wearing that your getting that kind of crit on rail shot?

     

    I'm in a mix of Columi and Rakata (2pc rakata, rest columi, exotech legs)

     

    I have the 4pc bonus, which adds a significant chunk of damage on to railshot (removing the 4pc bonus drops the tooltip down about 150 damage.. the bonus is 8% damage on railshot)

     

    I get 5k+ railshots with trinket/adrenal active.

     

    I collect other classes columi tokens to gank the enhancements out of them to fix the itemization on our set gear.

     

    IE: Agent headpiece has a +surge/+power (48 surge/32 power) enhancement that is MUCH better for us than the accuracy ones that come with our gear.

     

    I also have crit crafted Reflex Nano-optic enhancers (The aim/power/accuracy/crit/surge) with +aim augments (because I pick up the 9% aim bonus from the shieldtech tree) Crit crafted ear piece

     

    This is PvE but I get some 5k+ railshots in this raid encounter with adrenal/trinket up

    (easiest one to spot is @ 15-16 seconds in)

     

    If you'll also notice in that video ROcket Punch is critting for what, 3.3-3.4k? THe tooltip for rocket punch is about a 100 damage difference from railshot.. says something like 1832-1877 damage whereas railshot is 1700-1989 or something like that... yet railshot crits for 5k while rocket punch is critting for 3.5k

     

    That's the armor penetration at work.

  11. Don't take my response as hostile toward your theory crafting. Right now with end game gear you cannot stack defense. There's only one set of PvE end game gear for Powertechs. It starts at Tionese and ends at Rakata. It ultimately, along with any datacrons and relics you collect, gives you one set of stats.

     

    Stacking anything does not work because the item budget isn't there. You would need to roll on loot for other classes, get their tokens, take mods/enhancements out, and slot them in your gear to see something that resembles stacking.

     

    You're better off with this formula which seems to have an item budget:

     

    Shield Chance/Absorption 1:1 or close to it. Defense about a quarter of your Shield Chance/Absorption. All the health you can reasonably get while keeping your mitigation stats. The most armor you can get (which is really just found on the end game PvE set).

     

    I don't have any input on PvP as I don't engage in it.

     

    This is exactly what you do as DPS, so if it was beneficial to stack any particular stat, I would wager tanks do it too.

     

    Example; As a powertech DPS, my set is overloaded with accuracy, too much. The agent columi headpiece has one of the Best in Slot enhancements for Powertech Pyrotech DPS, Power/Surge (32 power/48 surge)

     

    I ran Kaon under Seige (2 head slot tokens) many many times to get a nice supply of these 56 enhancements. They let me stack power/surge when my gear doesn't normally allow me to do so; thus I see crits that are much higher than a powertech wearing the default gear.

     

    Kaon also drops weapons with R56 color crystals in them, which are better than what's included in the (empire's) columi weapons.. for some reason republic columi weapon crystals are already rank 56

  12. You're not going to get 5-6k crits, lol. Stop exaggerating.

     

    R U serious?

     

    I get back to back 5k crits with railshot ALL THE TIME with adrenal/trinket up

     

    matter of fact, railshot rarely crits BELOW 5k with both of them up.. usually 5.2-5.4k

     

    troll elsewhere

  13. I honestly dont see a difference in rail shot either with the 90% arp, but you'd have to test that out yourself. The proc effect works beautifully though and it's a must to spec into regardless whether the 30% arp works or not.

     

     

    YOu really don't see a difference? Heh

     

    Go to Illum. Pick a fight with a Tauntaun.

     

     

    Look at your tooltips for both Rocket Punch and Railshot, note the damage. (For me is was 1750-1800 for rocket punch, 1695-1938 for railshot)

     

    Rocketpunch hits the tauntaun for 1367, 1369, 1364

     

    Railshot hits tauntaun for 1850, 1842, 1765

     

     

    Railshot is doing almost exactly as much damage as the tooltip states (as we would expect with 90% armor pen), whereas rocket punch (fully mitigated by armor) is obviously being mitigated to a large degree. This effect would be even more pronounced in crits.

     

    90% arpen is what allows railshot to consistently crit over 5k when i'm adrenal'd up when the tooltip for railshot only says a max top end of 2345... 126% crit multiplier

  14. Some encounters can be more difficult if all DPS is melee, but they're all still doable if your team is on the ball.

     

     

    But Pyrotech is a HYBRID!

     

    Here's what I mean... sure, we have a melee ability that we have to use on CD.. that doesn't mean we need to be in "melee" range (4m) ALL the time!

     

    I've found that I can sit back and flame burst/railshot/etc from 10m, avoiding any PBAoE that the boss has. Then all I do is strafe into the boss, spam rocket punch, strafe out

     

    I can usually get a rocket punch in before taking any damage from PBAoE etc, then I just continue from 10m

     

    Here's a video example.. this is me on Jorno in KP (The one who does flame spin PBAoE) Notice how I don't really get hit by it, unless I'm going in for a rocket punch and even then, it's not too much damage.

  15. Hey guys I'm a fairly experienced lvl 64 valor rank pyrotech and have a bunch of battlemaster gear i recently stacked crit and surge enhancements my crit is around 27% and my surge rating is 90% does accuracy really make much of a difference? I am running around 93% and i rarely miss those crucial railshots, I can crit for 5k on them when i pop my power adrenal and power relic i was just wondering if maybe i should drop some crit for some power/surge enhancements? My damage is great I'm just curious what all of you guys think any feedback much appreciated!

     

     

    at 90% crit multiplier you need to drop some surge if you're going to drop anything.

     

    Diminishing returns kick in HARD for surge at around 320-350.. which is about 86% or so.

    Sitting at 90% is just wasting stats, IMO.. drop down to around 85-86% and stack power in place of it. Power is our best stat and suffers from no DR.

     

    The Power/Surge enhancement from Agent/Smuggler Columi Enforcer headpiece is the best enhancement for us in the game, btw. Running Kaon is the easiest way to get these, 2 head slot drops per run. Don't go with an agent tho ;)

  16. sigh, i remembered when i loved my pt in pvp in 11-49 as CP

     

    then i hit 50, now my level 11 sorc does more damage in wz than my 50 pt with half champ and half cent.

     

    almost makes me want to reroll a new pt just to play in the 11-49 bracket and ditch the 50 pt forever.

     

     

    You have to reitemize the items with different enhancements to be effective, IMO.

     

    the best enhancement we can get is the one from the Agent's Enforcer's headgear It's like +48 power and +30 surge or something.. either way it's hands down the best enhancement for us.

     

    Pyrotech powertech ABSOLUTELY WRECKS in PVP

     

    TD crits for 4k+

    Railshot crits anywhere from 4.2-5.1k

    CGC DoT and IM do a ****ton of damage, elemeental unmitigated

    Railshot ignores 90% of armor

    Flame Burst is unmitigated elemental damage

     

    We have some of the highest burst damage potential in the game, combined with one of the best PVP burst cooldowns in the game (explosive fuel) that scales AMAZINGLY well with power adrenals/trinkets.

     

    There's not a single person on my server who can survive more than 4 GCDs of me attacking them with Explosive Fuel, rakata adrenal, and power trinket up. Not a single one.

  17. I don't see how you would have to use rapid shots "a lot more"? Perhaps slightly more, but you are basically trading the chance for a free proc of a rail shot vs. the guaranteed blast off the TD by subbing in TD vs a flame burst/rocket punch every 15 seconds, and I agree with replacing the flame burst with the TD rather than the rocket punch.

     

    But you're not taking into account the damage missed.

     

    TD is kinetic, mitigated by armor. FB is elemental, plus it procs CGC which ticks immediately (1k crit, 500-600 hit) so... Flame Burst does about 1100 base damage for me... TD does about 2k

     

    So, let's assume NO crits

    Using flame burst, I get 1100 Elemental damage from the burst, and 500 from the CGC tick; You could say CGC will be ticking anyways, maybe.. so let's say 1100 Elemental damage and a 30% chance for completely free 2k-5k plus venting 8 heat

     

    TD hits for 2k, let's assume 30% reduction from armor, 1600. No chance for free damage. No chance to vent any heat.

     

    It might be a very small gain in damage, but is it worth it? Have to remember flame burst has a higher base critical from talents, as well as the DoTs.. then again, TD DOES get a 30% increase to the crit multiplier...

     

    It's hard to figure out what's better without parses, I agree, but right now i'd rather just take the flat 3% aim.

  18. Do you really think the 6% crit for flame effects is worth it over the reduced cooldown on TSO (which basically means more IMs)

     

    Currently running 8/3/30 but thinking about the switch, let me know

     

    I really think TD sucks because of heat management. Using TD I have to rapid shots a LOT more, whereas if I leave it out of my rotation completely I find myself rarely using rapid shots.

  19. Here's a low quality one (make sure to set it at 480p lol) I recorded last night, to show my friend the potential of Powertech DPS

     

     

    Spec used is 8/3/30 (basically the normal pyro spec but grabbing the 8% aim in shield tech and dropping TD because I find heat management is much better without it, barely use rapid shots at all sometimes)

    1688 aim

    320 Crit rating

    333 Surge rating

    240 Accuracy rating (Railshots... thinking accuracy is worth a lot more than people give it credit for)

    400 Power

  20. I find it funny that people are just now starting to realize that itemization is terrible and that they can be much more effective by tailoring their gear.

     

    It's hilarious because I've been doing this since day one... I've been able to pick up SO MANY Columi pieces not for my class because I guess people don't understand that even if the piece isn't for your class.. it gives you the choice of whatever enhancement you want out of all those pieces of gear.

     

     

    Easy way to fix it is to run a lot of operations or hard modes and hope that tokens drop that are not for your class. Turn in said token for a piece of gear with crit/surge enhancements.

     

    Whenever I get Huttball I always get imp whispers (i'm imp) about how I blow people up in 3-4 GCDs.. wel with 35% crit (60% with explosive fuel) and 90% crit multiplier my fights usually go like this..

     

    3.5-4k TD->IM->4.2-4.8k railshot->2.3k flameburst->another 4.5k railshot if proc->otherwise 2.4k rocket punch->another 4.5k railshot if proc etc etc

     

    If I activate my adrenal, power trinket, and explosive fuel.. I can pretty much instagib anyone on the battlefield.

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