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ichebem

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Posts posted by ichebem

  1. kp, was du mir unterstellen willst. Ich habe alle Videos des Abends hochgeladen. Weder irgendwelche Spiele gegen eine Gruppe bevorzugt, noch irgendwelche Spiele ausgelassen oder sonstwas, ich habe einfach nur mal einen normalen Ranked Abend auf T3 in voller Länge hochgeladen, damit andere sehen können wie viel los ist, und dass echt schnell viele Invites kommen.

     

    Was auch immer du da rein interpretieren willst: Tu es ;).

  2. Moin Leuts,

     

    Ich möchte an dieser Stelle mal erwähnen, dass die TeamRanked Situation so gut ist, wie ich es lange nicht mehr erlebt habe. Viele verschiedene Gruppen listen regelmäßig auf T3, und genau das ist es was wir brauchen.

    Mich würde es freuen, wenn noch mehr Gruppen dazukomme, und es sieht ja tatsächlich so aus, als ob da einiges in den Startlöchern wäre. also weiter so, und danke für viele gute Spiele in den letzten 2 Monaten, so macht Ranked-PvP Spass.

     

    gruß Sparks

     

     

    p.s:

    , so muss das!
  3. I think it's a little bit OP, more OP than Wandering Mend, when it can crit 4 allies for ~12-14k every 6 seconds.

     

    I used fictive numbers as an example for the mechanic. Check out the healing kolto bomb does. 4k is a critical hit... So it wouldnt be op i think. If i take my merc numbers this change would boost my overall hps by something around 10% the trauma-probe change boost overall hps by 7%. So summes up my suggestions are to give us 15-20% more hps. A skillpoint for 2s stunimmunity (while taking this means taking not damage reduction. Casting while moving/ cd reduction @reflexive shield).

     

    If you compare this with actual numbers. We are 20% or even more behind sage... Highest merc hps: 6k. Highestbsorc: Above 8k... I dont think this would be op. It wouldnt be enough to make us as good as sorcs. Because energy managment. Oh-****-buttons. And and and.....

     

    ...taking pve in consideration this changes would onky mean a very small hps gain. So i think its fine... But this are onky some ways to help merc in pvp... There are others, ofc

  4. Main Issue of Merc: No way to perform good in AOE Heal.

    2nd. Issue: Not enough GCD to do everything what is needed.

     

    Rework Kolto Bomb

    Make it scale with '#Pepople hitten

    Old: Lobs a kolto bomb at the target area, exploding on impact. Heals up to 8 allies within 8 meters of the targeted area for 4000.

    New: Lobs a kolto bomb at the target area, exploding on impact. Heals 28000 splitted among 4-8 allies within 8 meters of targeted area

    Example: 8 Allies Hitten: Old: Each gets healed 4000 / new: Each gets healed for 3500

    Example: 6 Allies Hitten: Old: Each gets healed 4000 / new: Each gets healed for 4667

    Example: 4 Allies Hitten: Old: Each gets healed 4000/ new: Each gets healed for 7000

    Example: 2 Allies Hitten: Old: Each gets healed 4000 / new: Each gets healed for 7000

     

     

    Slightly Buff Trauma Probe

    Give us 9 Stacks of TraumaProbe, while reducing Healing per Stack by 15%

    9 instead of 7 stacks: 28% Buff, reducing Heal by 15% --> overall 9% Buff for Trauma Probe, not much, but due to the fact that we dont need refresh it so often, it would be great.

     

    Make Propulsion Round Useful

    Tier 3 Ability: Smoke Screen

    Change it to: ".... and making you immun to interrupts und stuns..."

     

    Merc has no surviving issues, just doing HPS is the Problem. This 3 small changes would help us much in PvP, while the Healoutput in PvE is nearly the same.

     

     

    Personal Comment on Survivabilty/ressource Managment:

    Merc Survivabilty is fine. Ofc we dont have the "Oh-Shi*-Buttons" like Sage with Bubble/Port or operative with stealth, but we have Electronet, which often forces enemies to use their "oh-****-buttons".

    Kiting tools are good, survivabilty is fine. Ressource Managment ist awful but you can do it, if you know the class really well. The only Problem is: Heal Output.

    I didnt find a way to go higher than 6k DPS and for that you need an optimal situation. From my Point of view, Sage´Healoutput is about 25-30% higher and on top of that, its even more consitent and easier to do.... so pls just Buff our Healoutput.

  5. It's useless posting this, because developer will not read:rolleyes:

    Proposed Changes:

     

    - Change Combat Medic 6-Piece Set bonus: Reduces the cooldown of Emergency Scan or Bacta Infusion by 3 seconds.

    -> Better mobility, higher heal output and easier energy management.

    (Before: Reduces the cooldown of Healing Scan or Advanced Medical Probe by 1.5 seconds.)

    Would be Nice, But isnt the main Issue

     

    - Rework the ability "Kolto Pods" in the discipline path "Combat Medic": When Kolto Bomb hits an ally, he receives the heal over time Kolto Pods. Kolto Pods heals for X over 3 seconds.

    -> Higher aoe heal output, sustained heal output if allies run out; more closer to sorcs and ops aoe heals.

    (Before: Kolto Bomb leaves a pool of kolto that heals allies for X over 3 seconds.)

    WThis is the Merc problem, but i have better ideas to solve it :)

     

    - Rework the ability "Propulsion Round":

    Propulsion Round

    Cooldown: 45 seconds

    Fire a specialy compressed round, propelling you backwards 15 meter, granting immunity to controlling effects and dodge and resist all incoming attacks while propelled. Aditional remove slows and immobilizing effects. Cannot be used while hindered.

    -> Make useless ability useful.

    (Before:

    Propulsion Round

    Cooldown: 45 seconds

    Fire a specialy compressed round, propelling you backwards 15 meter and granting immunity to controlling effects while propelled. Cannot be used while hindered or immobilized.)

    This would be to much, stunimmunity would be enough, dont need reflect/absorb/dodge effect, .. just make tier3-ability useful... with stunimmunity

     

    Do you have more or better ideas? Pls share them:)

    Wall of Text Incoming

    (Note: when you doing class changes, you have to include pvp AND pve).

    OFC

    (Sorry for bad language, english isn't my native language)

    SameStory

    .

     

    Main Issue of Merc: No way to perform good in AOE Heal.

    2nd. Issue: Not enough GCD to do everything what is needed.

     

    Rework Kolto Bomb

    Make it scale with '#Pepople hitten

    Old: Lobs a kolto bomb at the target area, exploding on impact. Heals up to 8 allies within 8 meters of the targeted area for 4000.

    New: Lobs a kolto bomb at the target area, exploding on impact. Heals 28000 splitted among 4-8 allies within 8 meters of targeted area

    Example: 8 Allies Hitten: Old: Each gets healed 4000 / new: Each gets healed for 3500

    Example: 6 Allies Hitten: Old: Each gets healed 4000 / new: Each gets healed for 4667

    Example: 4 Allies Hitten: Old: Each gets healed 4000/ new: Each gets healed for 7000

    Example: 2 Allies Hitten: Old: Each gets healed 4000 / new: Each gets healed for 7000

     

     

    Slightly Buff Trauma Probe

    Give us 9 Stacks of TraumaProbe, while reducing Healing per Stack by 15%

    9 instead of 7 stacks: 28% Buff, reducing Heal by 15% --> overall 9% Buff for Trauma Probe, not much, but due to the fact that we dont need refresh it so often, it would be great.

     

    Make Propulsion Round Useful

    Tier 3 Ability: Smoke Screen

    Change it to: ".... and making you immun to interrupts und stuns..."

     

    Merc has no surviving issues, just doing HPS is the Problem. This 3 small changes would help us much in PvP, while the Healoutput in PvE is nearly the same.

  6. I used 5 alacrity, 5 crit and 4 power augments and I feel really comfortable in warzones with those stats. I do on average between 4k-5k hps (I am trying to get that 6k dream though ^^)

     

    The Dream is real... @least in Arena

    http://puu.sh/lvBTg/b9a7281d6e.jpg

     

    Just wondering why i never seen an over 6k HPS Screenshot by a Merc, did this 1 week after the patch, with some 204er pieces. In regular warzone my best was 5.8k Hps.

    Stopped playing Merc Healing, because its a bad joke, Now running easymode sage. Sad but true, this is the first patch i did not manage to get the merc healing to a point where you could call it viable.... its just... you know what it is...

    greetings...

     

    btw: 1050 Alacrity / 1450 Crit

  7. Sages & Operatives have these oh-****-save-me Buttons, like Bubble / Stealth. Merc hasn´t. Merc has net.

    For me thats fine. It might be harder to survive with a merc, but it is harder to survive against a merc, too.

     

    The Big Problem is the HPS. Merc is underperforming as hell.

     

    It would be quite easy to fix this. E.g. with a "Setbonus" which is only working in PvP Areas which Buffs merc healing by 20%. Merc still wouldn´t get the highest HPS, but would be a kind of useable...

     

     

    ...........

     

    Just a question:

    Is there any Screenshot by a Merc over 6k HPS ?

    How Many Sages/Operatives Screens above 6k HPS are there?

    How Many Sages/Operatives Screens above 7k HPS?

    Merc Screens above 7k HPS? LoL

  8. well sweeping Blasters is in Tier 1.

     

    In tier1, there is a root combined with better Knockback.

    In tier1 there is 5% reduced Damage for free (at least for you spec)

    in tier 1 is a 40% slow

    in tier is -30s CD @ Stunbreak

     

    This are 4 talents which are a way more attractive to me,...... sweeping blasters, you can go for it, ofc.

     

    ... and ofc you only want to pick 3 talents in tier 1, because tier 2 & 3 are even better talents..

  9. Ohh ty:)

     

    AOE i use sweeping ehh guns? and the death from above:) any more?:)

     

    But know i know what deffensive CD to put close to each other....and then i can have the cc buttons close too...

     

    I read somewhere that you should not use the pve merc rotation in pvp...but..I guess if I never play ranked or anything..just random BG's that I still can use the normal rotation as far as possible ofc..

     

    Your "Bolts" have a "fly time" before they deal Damage... The "fly time" is different, so in PvP the goal is, to creat burst, means one Big Bang. Try it out by yourself...

     

    And for Aoe, yeah because you cant take the 25% perk for sweeping blasters, sweeping blasters sucks. so you go with grenades, and so on. even impulse cannon is the right choice in some situations. first choice is ofc Death from Above... but 2nd choice is hard to evaluate.

  10. Sorry guys, i had a brain error, my fault.

     

    Hey M8s,

     

    The Tooltip says:

    Expertise 2018 gives you 18,46% Healing Buff in PvP fights.

     

    So i tested it:

     

    On the fleet my cast does: 2807

     

    In the spawn (outfight in PvP Area): 2828

     

    In the PvP fight: 2382 ~ -16% instead of +18%

     

    I had no relic Procs, no other active Buffs and no Heal Debuff or something... Tested it several times because i couldn´t believe it. I repeat the test with another Healing Ability, same results. :/

     

    So: Could anyone else confirm my results? Pls.

  11. - It reduces the damage you suffer from your opponents of a certain percentage.

    It does

    - It increases the damage you inflict to your opponents of a certain percentage.

    probably it does

    - It increases the healing you deliver to yourself or an ally of a certain percentage.

    are you sure? I dont think so, it doesn´t. It should... but... Bioware
  12. Let's see...give Mandos/Merc a 20m self KB. Then give every melee a leap or a charge to counter it. Then provide leap/pull immunity but as a Heroic utility that they can't get without giving up something else important. This is how BioWare shows their love for the class.

     

    I can explain how this happened.

     

    I say:

    Bioware does only rework every class once for a patch.

    They started with Commando/Merc because they knew it needs some new tools.

    Our new tool is nice, its ok. They go the next class and rework it...

    and upps, they made Commando/Merc worse again. But they didn´t recognized it, because Merc changes were down for the patch before. So, maybe the best idea would be to say: Everything is fine...

    Because then, they would look first @other classes and we would be tested last and get overpowered....

  13. ez thing,

     

    you just need as defensives: (maybe i forgot some)

    Energy Shield, Kolto Overload, Emergency Scan, Rapid Scan, Chaff Flare, Warzone Adrenal, Warzone Medpack, , Hydraulic Overrides, Rocket Out, Jet Boost

     

    And ofc Electro net can be used defensive aswell.. but its kinda offensive.

    Rocket Punch can be a root, and ofc Concussion Missile is kind of defensive aswell as our Electro Dart.

    Supercharged Gas can be a defensive utility, too..

     

    If you ask me for the situation when to use what..... well: Tell me the situation and i tell you how to deal with it ;). Probably many times the answer will be: Just die ;).

     

    And ofc, there are this tons of AOE-Abilites which a Mercenary should use, but you didnt ask for them.

  14. @ichebem

     

    I was talking to a guildie the other day about Alacrity vs. Power. We talked about if a healer is constantly under CC pressure that Power would win over Alacrity because of decrease up-time. Is there any way you can calculate up-time in your equation for stats? Because for example, in 4s your up-time for healing or dps might be decreased by 20-30% over the whole match which would effect the performance of different stats.

     

    I reallly had many thoughts @ this point and i am still not sure which way i will go.

     

    If you are under pressure and get stunned, you wont do anything. In the time between, highest HPS seems tto be the best choice, and this would mean crit/alacrity. I dont see a reason why alacrity should perform worse if you are under pressure. pls explain

  15. MAYBE a stupid question,

     

    but how is the global CD with alacrity calculated?

     

    As Commando i have an ability with 1,5 s Cast-Time and another with 15s Cooldown.

     

    I have 10,5% Alacrity...

     

    My Abilitie Cooldown is @ 13,6 seconds, mit cast time @ 1,36s.

    calculated was 13,4 seconds & 1,34s casttime.

     

    pls tell mell what i did wrong, it most be obvious but i dont see it.

  16. How is Damage Calculated?

     

    [Ability DPS] =

    ( ( [Avg Mainhand Weapon Damage] x [1 + AmountModifierPercent] + [bonus Damage/Force/Tech/Heal] x [Coefficient] + [Avg StandardHealthPercent]*[base_DMG or Base_Heal] ) x [Accuracy %] + [Avg offhand Weapon Damage] x [1 + AmountModifierPercent] x [Offhand Accuracy] )

    x ( 1 + [Ability Bonus Damage] + [Ability Active Damage] + [Debuff for F/T/M/R] + [Debuff for I/E])

    x ( 1 + [Ability Damage Multipliers] )

    x ( 1 + [Debuff for AOE] )

    x ( 1 + [Execute Bonus Damage] )

    x ( [# of Hits] )

    x ( 1 + ( ( [Crit %] + [Ability Crit % bonus] ) + [Autocrit Proc Rate] / [Time Averaged Usage] ) x ( [Crit Bonus Damage] + [Ability Crit Damage Bonus] ) )

    x ( 1 - 1 / ( 1 + ( ( 800 + 240 * [Level] ) / ( [Target Armor] x ( 1 - [Armor Debuff] ) x ( 1 - [Armor Penetration] ) ) ) ) )

    x ( 1 + [Alacrity %] + [Average Alacrity % bonus] ) / [Time Averaged Usage]

     

    This is your answer. My question now: Where do i fend those "Coefficients" ?. I tried to do an excel sheet for my class (Merc-Heal)... but these numbers are missing. @ First i tried out to find a linear-regression & work with an offset. Didn´t work.

    Then i searched for this coefficients, found something old, and used it. Still not working, seems the coefficient have changed in 4.0. So where can i found these coefficients?

     

    And what is : AmountModifierPercent]

    Avg StandardHealthPercent]

    [base_DMG or Base_Heal]

  17. Qood question.

     

    Like the question:

    What about Force-Potency (+60%crit)

    What about Level 20-Perk (which Buffs your cast) 2-times, you get a higher Crit-Chance

     

    How to evaluate this? Basicly it means, you have higher Crit, you will Crit more often, and you will profit more from Crit, due to its buffs your Crit multiplier.

    On the other Hand there is Barrier, where Crit just sucks.

     

    You can calculate it. But not without a little computer-programi guess. You need a fix rotation, and than you can value, whats more effective. The problem is. Fix Rotation for Healers? I dont know.

     

    I only can tell you: My Method works for my class. But my class has not ne mentioned problems above.

     

    Auto-Crits & so on could be included into this method, but only with approachments. So, i think my Method is probably the best you can do without programming a little programm, but it isnt optimal. Although it gies you a hint in which way the journey will go ;)

  18. Think you miss read. He didn't state that these would be static. You will have to do it per augment slot (check all 4 different augments 14 times). That way you take in account the fact that the numbers might shift and alacrity or power might be better then crit for that slot.

     

    Exactly... and you can do the same for the Modifications, while this is a critical vs alacrity question, without Mastery/Power in the stat-pool.

     

    And i said: You dont need to do 4*14 Iterations... if you know what your results mean, you can interprate them, and will find the sweet spot of all stats, with something around 10 calculations overall.

    Just find the point where alacrity & crit are same effective, after that, check if mastery or power do better, if yes, maybe switch 2-3 augments, and thats all.

    Took me only 20 minutes for my merc. Worth it.

  19. @Krea You are wrong. damn it. will show you math later.

    Alacrity/Crit is the way to go.

     

    Edit: Here is the way to calculate it.

     

    I think everybody should do the math for his class, because the classes are different. But How to do it?

     

    The way is Easy: Take 1 Augment Slot for your calculation, calculate everything for every possible augment, what means: Crit, Alacrity, Power, Mastery.

     

    So, there are 4 Calculations to value, what is best in 1 Augment Slot. But if you know what your results mean, you can optimize your gear quite fast & need only in the end some "more" calculations.

     

     

    The Idea is, to validate everything in something like: 73Crit gives me +1,23% Damage.

     

    The Calculations:

    For Crit:

     

     

    *** Remember Bonusses through Talents/Perks @ Crit Multiplier!...Could be you need to add them to Crit Multiplier for the "true" results

    1.Write down your "Crit-Rate" with empty augment.

    2. Write down your Crit Multiplier without augment

    3. Augment: 1 * Crit (we are working only with 1 Augment Slot)

    4. Write down new Crit Rate, and make difference

    5. Write down new Crit Multiplier and make difference

    6. Use this: [Old Crit]* [Difference Crit Multiplier] + [Difference Crit Rate] * [new Crit Multiplier]

    7. This is the %-gain which 1 Crit Augment will give you with your current gear.

     

     

    For Alacrity:

     

    1. Write down Alacrity

    2. Augment Alacrity in 1 Slot

    3. Write down new Alacrity

    4. Make Difference

    5. The difference is the %-gain by 1 Alacrity Augment

     

     

    For Power:

     

    We are working with Tooltip-Values, because "BonusHeal" & "BonusDamage" dont scale in a way we would need it, do say something about gained HPS.

     

    1. Select 3 Important Spells and write down arithmetic mean

    2. Augment 1*Power

    3. write down new arithmetic mean of the Spells

    4. Calculate %gain fpr each spell

    5. go for arithmec mean, and there you have your %gain for power

     

     

    For Mastery:

     

    We are working with Tooltip-Values, because "BonusHeal" & "BonusDamage" dont scale in a way we would need it, do say something about gained HPS.

     

    1. Select 3 Important Spells and write down arithmetic mean

    1.1: write down crit rate

    2. Augment 1*Mastery

    3. write down new arithmetic mean of the Spells

    4. Calculate %gain for each spell

    5. go for arithmec mean, remember this.

    6. write down new crite rate, calculate difference between old& new

    7. do this: [Difference Crit-Rate]*[Crit Multiplier]

    8. Use step 5 +7, add both %-numbers, and there is the gain which you get for 1 Mastery Augment

     

     

    With this 4 Calculations you get % Numbers. The Highest means the biggest DPS/HPS gain, so go for this stat.

    By doing this step for step & augment for augment, you will optimize you gear. Due to Dimishing returns, the %-gain for each Augment will be different....

     

    Easy thing.....

     

    And if you do this, i am pretty sure, even with PVP gear Alacrity/Critical rating is better than Power/Mastery... but it could be even a mixture of all 4, for my class it wasn´t but calculate by yourself.

     

    Greetings.

  20. Burst is meant to kill a target in the fewest GCDs possible. Alacrity does not help you do that. In a 4 second hard stun, you cannot gain enough alacrity to actually fit in another ability. Because of this, you are doing less damage in those GCDs than you would if you were geared for maximum burst, which would be full crit.

     

    Alacrity will never help you actually kill a target faster than crit and surge will. You would need access to almost triple the alacrity we currently have access to in order for it to perform this way.

     

    Theoritical you are right.

     

    Practical I think, there will be often the situation where you are able to use 1 ability more during hardstun, although you get only something around 0,4 to 0,8 seconds, which is less than a GCD. Reasons are listed above. Different opinions. ;)

     

    So, thx for your work, thx for the discussion, and happy gearing :D

  21. My gear without augments has full crit enhancements. I think you are here in this thread for the wrong purpose, or are misguided about what the OP is for.

     

    The OP IS for gearing up for MAXIMUM possible burst in between burst windows on classes and specs that are based on burst damage in an effort to keep TTK to an absolute minimum. Because of this, you do not want alacrity or accuracy because they do not contribute to burst.

     

    The OP is NOT for how to min/max for SUSTAINED specs. For that, you would in fact want some degree of Alacrity and/or Accuracy. It also would not push crit this far into the DR because you would be less concerned with raw damage and LOW TTK and more concerned with long term pressure that eventually kills multiple people at the same time, over time.

     

    If your goals are to achieve something in between those two statements above then you will have to use this math as a foundation an push it one step further with your own calculations. If you need my already complete alacrity formulas then let me know and I can provide you with the information to crunch the numbers for yourself to determine a balance between sustain and burst.

     

    OK Maybe we are speacing about different things.

    If your goal ist to get the highest crit, your calculation is fine.

     

    But your were talking about best Burst. And Burst does not mean highest Crit for me.

     

    For example, if you try to kill somebody in stunlog, it litterally means, you stun somebody for 4 Seconds, follwed up by a 2nd 4-second stun.

    Assumed no stun is perfect & there is the abiliy delay. Furthermore the effect, that you maybe not start @ the right time, because your m8 does the first stun and you need to walk 3m...

    So Alacrity can be a gain. Because even if you only win 0,1seconds, This can mean, your opponent cant press oh-**** buttton and you are able to deal 1 attack more.

    And 1 Attack more will always make your Burst bigger than it could be without this attack.

     

    So: 10% Alacrity are quite easy to achieve. which means in 8second stun-log, you could get 0,8 seconds more time. Time for positioning, time which is lost because the 2nd stun of the stun rota is not perfect & so on....

     

    ...

     

    Just my ideas, if we speak about highest "Burst".

     

    And, as mentioned before. More Alacrity means, you can Burst more often.

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