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nbayer

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Everything posted by nbayer

  1. Perhaps, more parses are need for sure. But it's a reasonable assumption that they are supposed to work the same way.
  2. Thank you very much for these parses, here are the results. Keep in mind this is a pretty small sample set but it shows a couple of important things. Parse 1, dmg relic only 30 procs over 189sec 6.3 secs between procs, this is a slightly higer than normal proc rate Parse 2, power relic only 9 procs over 217sec 24.1 secs between procs, this is close to what I would expect but maybe a tad slow Parse 3, power + dmg proc DMG: 28 procs over 225sec 8 secs between procs, this is slower than normal but not enough to indicate the power is interfering PWR: 11 procs over 225sec 20.4 secs between procs, this is insanely fast, the cooldown is 20 sec. This gives me a bit of hope that the dmg relic is helping to proc the power relic. Also here is an important bit: 15:15:55.445 15:16:19.451 at these two points the power proc and the dmg proc activate at the same time. The interesting questions is if the HS proced both relics or if the power relic got two chances to proc because it got a chance from the damage relic as well. We would need to see some more parses but this is all good news so far.
  3. I had the same question, also can the proc from the damage relic in turn proc the power relic. If we could get some logs posted with someone wearing the power proc relic alone, then some with the power proc + and damage proc we should be able to tell.
  4. Ok, here are the stats on underworld relics: They all have these stats on them in addition to their effect. 98 end 32 pow power proc 30% 550 pow for 6 sec, 20 sec cooldown From my previous testing with proc relics I found that in general you would have about 2 global cooldowns between the internal cooldown ending and the effect being reapplied. While that was 3 seconds before, alarity could influence that now. I will use 3 sec for simplicity though. (550 power * 6 active seconds) / (20 cooldown + 3 extra seconds for the proc to refresh) 143.47 pow/sec power click 425 pow for 30 sec, I think the cooldown is 2 min? (425 power * 30 active seconds) / 120 cooldown 106.25 pow/sec kinetic proc 30% 352 kinetic damage, 4.5 sec cooldown At the DG level the kinetic was more effective than internal for gunnery due to the AP cell, I havn't checked if that scaled with the underworld relics. internal proc 30% 264 internal damage, 4.5 sec cooldown I would be interested to see some logs from people wearing the power proc relic in general but also the power proc + damage proc. The questions I'm most interested in are: 1) Does the internal cooldown of power proc and damage proc interfere with each other? 2) If the damage relics procs, can that in turn proc the power relic.
  5. Can anyone post the stats on the new top end relics now that 2.0 is live? In particular these: Power activate Damage proc (kinetic and internal) Power proc
  6. Probably not exactly fair, if the guy spends all day working on commando stuff he's probably got a pretty good grip on it. Balance needs to be taken in small steps, and I think this is a step in the right direction. Plus it's easy to be sure your right when it doesn't matter, he on the other hand will have every decision dissected by thousands of people.
  7. So your complaint about the sentence "Each gives a new, unique appearance for your Class" is that it's only unique on a class level?
  8. And swap those accuracy augments for aim augments, you can trade accuracy for surge and alacrity. If you have any alacrity in your gear then use that otherwise you are probably very heavy into surge so you can trim a bit off to make up the accuracy. I find enhancements the easiest place to make that trade.
  9. These are the abilities that affect ammo management and should be part of your rotation, I'll give some general uses for each but these are not rules and there are always exceptions: Cell charger, this is passive extra ammo regen for while using the AP cell (gunnery stance) Reserve Powercell: Makes the next ability cost no ammo, pair it with full auto when it is up and you are near the bottom or out of the top regen tier, try to keep it on cooldown. RECHARGE CELLS: adds a set amount of ammo back into your bar, you can talent 2 points into it in the combat medic tree. Burn ammo when this is up or about to be up, then pop it to get back into top tier. Try to keep it on cool down. hammer shot: Use this to keep yourself in, or get back to the top regen tier.
  10. For that matter, they shouldn't even be bound at all. Why not let people sell them on the gtn in addition to sending them to their other characters?
  11. Well HK is a dps companion, all the other droids are tanks so you probably shouldn't put his mods in their gear. Mitigation is more important than health. You could try the Mandalorian Wardroid parts, they have tank stats on them and are quite good. I still don't know what you are trying to use them for, they arn't really made to take the place of a player in a heroic quest or flashpoint or anything.
  12. I did my entire trooper story with Forex and never had any issues and just last night I finished the consular story using HK all the way up until the last fight. What are you trying to do with these companions?
  13. Since everything else from the cartel market paks is sellable on the gtn, I would think the reputation trophies would be the same way.
  14. The main issue is that it doesn't affect the internal cooldown of cell charger. I still think it's probably going to be worth taking some, if not from your gear then the skills. The specifics are still pretty unclear though.
  15. internal and kinetic proc relics both use the tech crit rating, for gunnery pve the dg kinetic proc and the dg power activation relic are the bis relics. WH/EWH is right there though and are very good relics as well. For 2.0 it's going to be hard to tell until it goes live, for one the stats could change. When the DG relics were on pts for whatever patch that was, they didn't have the static power stat on them which made it so the pvp relics were better without contest. But when they went live they suddenly had the power stat on them. More interestingly, when I was on the PTS for 2.0 I noticed a new type of proc relic that adds +power when it procs, but has an internal cooldown of 20 seconds.
  16. I've done pretty well picking up all the side quests in addition to the class quest and just doing whatever is directly on my way to the class quest and abandoning everything else. I will also make an effort to complete any easy bonus objectives that pop up. I'm also doing the first run flashpoint quests in conjunction with the flashpoint daily. I have the quest, exploration, and flashpoint xp boosts and run the +25% xp buff all the time. In addition make sure you are accumulating rest xp whenever you log off.
  17. It won't matter if your purchase the expansion, the BH gear will drop from ops you have access to now.
  18. He means you need to RE a 27 armoring or mod.
  19. We are getting a pretty good amount of alacrity naturally from our stance and the talent points, so I could see how spending more in surge returns similar dps. oaceens stats above show that with all his alacrity he still got most of it from his natural talents. I also think a small investment in crit (2 mods perhaps) and the damage proc relic could make a single point in alacrity proc talent worth it. There's probably some good milage to be had by not going 100% surge or alacrity in the gear since the first bit of a stat is going to provide the best returns. So a single surge enhancement if you go all alac or vice versa.
  20. I kind of like the helmet and the belt. Interesting belts are hard to come by.
  21. can you list your stat numbers for accuracy / crit / surge / alacrity / power and their corresponding final values?
  22. I don't think it matters, Aim and cunning are the same to him. If you have the choice I guess I would use both in case there is some shred of a chance that DR comes into play but I wouldn't worry about it.
  23. Also keep in mind that AP cell adds 2% (i think that's right) if you are gunnery.
  24. Here is some interesting info about the new stat calculations: http://www.swtor.com/community/showthread.php?t=601726 I was on the PTS last night and saw that all my stats were basically lower than before. You will see in that other thread he mentions that the crit soft cap is at 20% now. So perhaps that current crit budget over 20% should be placed in power. That will inherently devalue surge a bit. The question looks like it might be more focused around accuracy than I had previously thought. It was a given before since we had plenty of room in the budget to get it to 100% and still have more then enough left for surge. They transferred my character over without a credit to his name so I didn't have enough money to even swap mods around but we could end up using a large portion of our enhancements, earpiece, and implants on just getting accuracy back to 100%. Which might not be worth doing, maybe 97%ish is good enough?
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