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Delrusant

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Everything posted by Delrusant

  1. I do not htink think I am the only one bothered by the point of queued solo warzone and some completely hopeless confrontation when ranked warzone are coming out soon. Just had a match yesterday starting with 5 sentinels, 2 vanguard, and a guardian. On the opposite they had a more balanced composition : inquisitor, bounty hunter, sith warrior. Without heal nor diversity, we got completely crushed (level 50 warzone bracket). What I would like is that for queue solo warzone, andvanced class that have only one possible role (like sentinel, gunslinger) get a maximum presence allowed in a composition (5 gunslinger in huttball wil have low scoring possibilities, 5 sentinel in voidstar will have very low defense chance). These limitation should be avoided for groups that queue together as most the time they are on a vocal server and can compensate through speed of voice coordination. I just do not want ranked pvp to be marred by obvious inbalance in team composition leading to biased results. (even at the cost of queue length, or making a clause of similar adavance class team composition even if on some server like Kessel Run jedi knight dominate the republic numbers, and sith inquistor dominate the empire numbers making for a tough game balance in composition).
  2. From what Bioware did and communicated, all the server and customer service for Europe is in Ireland. Why? To have as little latence as possible for european players. I do not think they will want to implement cross server queues between different server farms ("What?! I am in the top ranked pvp games, US against Europe but the game was on an Us server they totally won thanks to the latency we got") It would be really bad policy to have such cross server queues (especially with the number of server both in Europe and US, it is not like they need cross server for 1,7 million, having one for 1 million and one for 700k should be sufficient for the player base).
  3. columni schematics drops in operation but still not all the time and usually if more than one crafter can use the schematics it goes to the one who would have direct use for crafted objects (light jedi armor goes to consular with synthweaving for exemple).
  4. Endowment Arch-savant bracers it does indeed, but does not sell very well (cost 8 silks to craft)
  5. I will hat to check, but the full tree to be affordable was done on a low level items. On level 49/50 there is a slight stat increase (less than 10% I think which would not show on low level items). Edit For armors. It might be a threshold value for the stats to raise or piece linked (body armor / bracer...) in synthweaving, level 49 arch savant bracers in critical have 25 power, 25 critical; in T2 endowment they get 28 surge only (base blue). level 49 carbon fiber armor have in redoubt T1 have a +43 defense rating, I have 3 T2 and they all have + 48 defense ratings +extra stats (presence, accuracy, shield). I have boots, belt, bracer that are T2 at this level, they do not get a stat boost from T1 to T2 apart from the new stat. I have a carbon fiber head gear, in redoubt it has 63 defense, in T2 it gets to 68 defense rating bonus. From this I would say that armor pieces that can have orange schematics (head, body, legs) gets a stat bonus, the others (bracers, belts, boots, gloves) do not but I do not have gloves nor leggins level 49+ RE-ed to T2 yet.
  6. Dans le patch 1.2, les armures oranges craftés devraient avoir la capacité d'être réalisé avec un critique et donc d'obtenir un slot bonus comme les pièce d'armure classique). De plus les mods d'armureries haut niveau violets (columni/rakata/champion...) devrait être déplacable sur le même type de pièce d'armure orange en gardant les bonus de set (donc tout le monde essayeras e passer en orange avec le slot bonus pour le léger gain). Je joue principalement un sentinel concentration aussi. Le mode coup critique assuré sur balayage de force par les compétence rend critique peux interessant au delà d'un certain point. (hors combat d'opération mais où tu récupère un buff critique contrebandier normalement donc la longueur du combat ne fait pas autant de coup sans critique). La vigueur mont tes dégâts et ton critique. Mais la partie critique monte de moins en moins. En 100 point tu gagneras 20points de dégats et moint de 0,7% de critique. La puissance pour les mêmes 100 points te donnera 23 point de dégat et 0 % de critique. Le dps concentration jouant balayage de force critique à plus intérêt de monter sa puissance (vu que le critique et assuré don seule la partie dommage intervient). La puissance à une croissance linéaire aussi (d'où la popularité des stims 450 puissance sur 15 secondes et des reliques puissances, les 2 liés rendes la dernière phase de Soa (dernier boss chambre de l'éternité) plus facile (périodes de 15 secondes de vulnérabilité seulement).
  7. It it follows normal implants way, RE will give you T1 (critical/redoubt/overkill) then T2 which can be critically crafted to gain augment slot. But if it needs hard mode flashpoint / operation crafting materials (like biometric alloy) no one has confirmed yet the possibility to RE such successfully (as each class has rakata schematics to RE from trainers). So if you wan to try RE-ing them do keep those facts in mind (or wait for patch 1.2 when it should be less buggy)
  8. update alacrité avec mon docteur, je suis resté bas mais pour le moment ca a l'air linéaire
  9. Well if you do not use retro engineering synthweaving is useless, but with retro engineering it gets a lot better, it is especially useful for early level 50 players before they have done tons of dailies to get mods and comendation for their orange equipement. It is also great for level 50 early PvP/early hard mode flashpoint for bracers / boots / gloves / waist bands. It has been about a month I am a 50, and I am still selling to new 50s what I have develop for me (sentinel) but mostly what I have developped for consular either sage or shadow (because mats are cheaper so I RE-ed to T2 purple more pieces despite RE-bug). Another point is that crated pieces are cheaper to repair than moded orange at equivalent level. that is about it. Just an example, for sage you have 3 blue base level 49 schematics from crafter with alacrity. you can RE them for critical or power; then RE them for alacrity, giving them huge alacrity and that is without the criting slot from mastercraft. When you see sage/inquistor do 500k damage in warzone, they are those with very high alacrity to max speed their cast. (the most have seen a melee dps in warzone is between 300 to 350k damage). Distance dps can often do 350 to 450k, but the only 500k plus are sage/inquistor and both are with casts where alacrity is overpowered.
  10. Mis a jour suite patch afflux et nouvelles données plus haut niveau
  11. I RE-ed level 49 berkar'gam boots for jedi gardian tanks yesterday, 0 out of 30 (from base blue to T1 purple). After having the 3 T1 out of 15 for the gloves it shows that the bug does not only exist from T1 to T2. It is realtively not expensive to RE from blue to purple so I will continue, but I will wait for all pruple to purple RE until further patches.
  12. I am still RE-ing greens and blues that only uses classic material (as a 50 those are relatively "free"). And I get usual RE rate. This morning I RE-ed the level 49 tank glove (blue base) for gardians and got the 3 T1 prefix in 15 tries (RE-ed the 10 other gloves to gets materials back) I stopped RE-ing purple when I got nothing out of 30 critical shade bracers (and had no T2 recipes). But I re-ed overkill (or critical, whichever) arch savants boots (one piece as I got tionese for Kira) and got endowement in this one try. I also RE-ed carbon fiber belts from green to purple, I got the redoubt as third prefix after about 40 greens, and the veracity after 50 blues (and got anti armor, general and one "schematics already known" before veracity).
  13. It can go to T2, but all blue starting schematics do only get one rating augmentation. From purple to purple there is no rating augmentation, it stays as an artifact.
  14. Once again I am terrified at some imbakance, some you get used to (mass slow at distance, in combat stealth or stun that cannot be interrupted as they are instant...) But why when you implemented the "I do not know why" timer in the voidstar before coming back on the battlefield in defense did you forget that the periodic damage (that can at least go 15 seconds maybe more) from imperial agent stuck and as they prevent you from out of combat regeneration thay also prevent you from posing an 8 second bomb, you killed every red, you managed to at least use the death timer, but no this long-time periodic damage prevent you from posing a bomb before the invisible door clears out. Love it, Hate it, when the ability designed by some developer manage to eover come other game point designed not to be overcome be other game developer, you can only try to stay calm and think why. Just as the bump or pull are all powerfull in 2 warzones and cannot be defend against (you can be stunned, you can be on active resolve bar, they still work against you). This periodic damage from IA will soon get very annoying to many HL players on the voidstar, especially when you start ranked match.
  15. Accuracy starts at 90% for main hand 67% for off hand for many attqcks, some powers have 100% accuracy from the begining (force powers/tech powers) It means that you have from your part 1 chance out of 10 to miss you attack. You can raise it to 100% and more. At 100% if you miss, it is because your opponents rolled and his shield/avoidance kicked in. Before 100% you never know if you miss because of bad luck or opponent good luck, after ward it is always opponent good luck. Then you mitigation. If you hit with an 105% accuracy, the opponent defense taken into account for mitigation will only 95% of his total defense (except if you have skill such as reduce opponent defence by 20% which would bring it to 75%). In PvE, it is useful mostly for comfort except in case of tough boss with high avoidance (in which case you have your lacking 10% and its avoidance percentage coming into account). If you are a DPS in hard mode flashpoint or any operation you want the 100% accuracy to avoid regret if your team is wiped while a boss has only a little health remaining -> th emissed hits on your parts might have made the difference. In PvP, your skills as a player is more important but many expertise equipment will give you accuracy anyway.
  16. Just a thing, when the leaving is not because of the bug but the opposition what will you do? (I rarely leaves a warzoen on my own, but when you face 4+ full expertise level 50 and not have the same, when your 4k crits that on most players with some expertise in PvP does 2500+ and more than 1000 on garded gets down to 600 on all players it is neither fun nor playable, it renders the voidstar so boring that you can't even get to the first doors zone. When warzone have stricter condition on team set ups so that both teams can have a fighting chance, there should be sa lot less leaving voluntarily). Is it hard to put a strict limit on the number of same class/advance class? (6inquisitors that AOE slow from distance against a team with one range and all the rest melee??) Is it hard to check for expertise (either worn or in inventory) to have nearly the same amount on both team? Less strict but helpfull :> try to have at least one of each class to have a full panel of buff (this is for comfort, is not to be strictly enforced...)
  17. A part que changer de spé reset tous les 7 jours et donc beaucoup de tests sont possibles a pas chers pour les tres casuals. Une chose qui serait cool et moins controversée que la double spé, serait le double maping des skils. Exemple en dps-mélée, en PVE les slow servent peu, de meme certains stun court de masse ne sont pas utile. Alors qu'en PVP c'est l'inverse, certaines AOE/skill avec temps de casts servent beaucoup moins alors que tous slows sont les skils les plus utilisées. Sans changer son arbre de talent pourvoir avoir 2 mapings des skills dans les barre de skills avec changement en cliquant sur un bouton permettrait d'etre plus versatile.
  18. En général pour monter vite tu peux te concentrer sur ton histoire de classe, les ZL et un peu de combat spatial (car tu peux faire des oranges assez facilement si tu équipes ton vaisseau). J'ai croiser un joueur niveau 45 après 40 heure de jeu, il avait focus histoire. Après si tu joue dps corps à corps, tu ne pourras pas rush car il faudra que tu maintienne absolument ton equipement proche de ton niveau (donc faire quete annexe ou heroiques pour te payer l'equipement). Si tu veux crafter en meme temps, tu ne pourra pas rush car le craft coûte cher et donc tu aura besoin de faire rentrer des fonds par les quetes annexes. Attention a toi, tu pourrais etre happé par les world arcs (serie de quete donnée par la meme personne / la meme organisation dont les localisations suivent ta quete d'histoire en general) et qui sur certaines planetes sont très sympa.
  19. Tableau et graphique de l'effet de la force et des stats secondaire en fonciton de leur valeur Ce tableau peut vous aider pour choisir quelle stats choisir entre la force, la puissance, le critique, l'afflux (surge) et la précision. Quelque fait les dommages augmentent de 0,2 points par point de force, 0,23 point par point de puissance. soit 20 points de dégâts pour 100points de force et 23 points de degat pour 100points de puissance. La stat critique est très intéressante de 0 a 200, intéressante de 200 a 400, utile de 400 a 600 et augmente moins vite au delà La force donne un bonus de critique de 0.0062 % par point de force entre 400 et 1500, au dela de 1500 le gain de 100 point de force offre un gain de % de critique de moins de 0,62%. La précision évolue presque linéairement avec sa valeur a 0,0294 % par point jusqu’à 433. l'afflux evolue un peu comme le critique 14 % de bonus de dommage lors d'un crit pour les 100 premiers point, 11.5% entre 130 et 300, 4% entre 300 et 650 En PvP, l'expertise évolue quasi lineairement jusqu'a 1200 pour l'augmentation de dégat, le heal aussi mais à légerement plus que la moitié de l'augmenation de dégat, La resistance au dommage se situant entre les 2 courbes. Un peu de chaque stat secondaire est très utile (beaucoup plus que faire l'impasse d'une pour se concentrer sur une autre). En example PvE (dépend moins de votre style de combat que le PvP), un sentinel de branche concentration peut claquer 2 balayage de force critique en 16 secondes donc au dela de 1200 force, il visera 200 a 300 en afflux, 400 a 600 en critique (avec bonus d'activation de relique) pour les combats long (boss) puis tout en puissance. La puissance augmentera plus ses dommages que la force et le gain en critique est moins utile car un saut donne un critiqua a 100% sur le balayage. Un sentinel surveillance mettra plus en critique et en force pour augmenter son retour en heal sur ses DoT de feu (vu que le dé critique est lancé sur chaque tick du DoT). En espérant que ca aide les nouveaux 50 sur que choisir et qu'il ne se fassent pas avoir en payant des milles et des cents pour un leger gain de force quand d'autre gain peuvent etre moins cher pour une meilleur efficacité en retour. Adapté les données du tableau a votre build pour definir vos axe de developpement (penser que le craft donne des objet avec slot en plus et que les armure orange avec slot sont dans les cartons de bioware pour les crafteurs). Je rajouterais des chiffres (expertise / force / puissance) en fonction de mes gains d'équipement.
  20. One tab for all numerical values, then one tab per chart. I made this chart to help me decide which stats to focus on as a level 50. SW:ToR Melee dps : strength, accuracy, critical, force power, surge, power and their return There is somme basic facts damage augments at 0.20 dam / strength an 0.230 dam/power critical is very interesting from 0 to 200 (8%), interesting from 200 to 400 (5.5%), useful from 400 to 600 (4.5%) and then diminishing returns begins reduce the rate of augmentation. (600 to 1100 = 6.5%) critical % augments with strength at 0.0062x+0.75 from 500 to 1500, then it returns less (meaning 100 strength more when over 1500 will return less than +0.62% to critical percentage) accuracy percentage is nearly linear from 100 to 400 accuracy at 0.0276x+0.80 surge is very interesting from 0 to 100 (14% to crit dam), interesting from 100 to 300 (11.5%), from 300 to 650 you add another 4% (diminishing returns hit harder) For PvP, expertise is nearly linear for damage augmentation till 1200, adds a lot to damage reduction (especially for light and medium armor character), and nearly linear for additional heal (but at a bit more thant half damage augmentation) (taking into account that few advance class can kill a healer one on one). To conclude, as a melee dps in PvE, you should have some of all and depending on your playstyle focus on some secondary stats. For example, in PvE, a focus sentinel/gardian with sure critical on force sweep (2 critical force sweeps on 16 seconds rotation) you should aim for 1500 strength, 250/300 surge, 400 to 600 critical (for longer fights such as boss), then all in power. Power will give more damage / point than strength and you do not need the criticals. Accuracy is good to get to 100% precision (meaning you won't miss because of a roll on your side). Continuing the example a watchman want more critical and as such get more strength and critical for their DoTs as they will then get healed more often. Focusing on only one stat except for strength / power will be less effective than having a bit of each stats due to the great return from 0 to 100/200 for most secondary stats). I hope this help some new level 50s, and I will try to update the numbers as I go higher (and if anyone want to do the same for willpower / range / heal / defense / absorption / alacrity ... I will be glad to learn about those stats)
  21. depending on server their are clearly markets to be taken by crafter for sure. But this is the RE thread. RE is completely random but for your sake when you get to level 50, just stack all your crafted pieces into one of your ship bay, and when you have enough, RE all of them in a row you should not come out empty handed (whereas REing every ten or 20 may leave you disheartened). And to finance you REing, you may want to RE objects that are not for you to blue or purple (starting from blue/green) and sell them. For example I have no luck on getting tier 2 for my sentinel armors needing mandalorian iron from tier one up. Right now I am making gear for consular either shadow or sage (focus on defense for tanks specs / power/crit/surge for heal/dps as alacrity leave you without casting ressource so is not that pursued for end game PVE on my server). Since no one else is doing this, the grade 6 silk is cheaper than mandalorian iron and I am paying my personnal REing by sselling cheaper to RE objects at the same price as more expensive to RE objects (because player not crafting armor do not see costs of material only results and are ready to use the same budget for one armor piece).
  22. 5 inquisitor angainst 5 rep, they got bump so you can't get the out of the path, they got lightning, which is a long distance sloow that do not need to be on the same level -> no need to fight And the voidstar is the same, the no bump class are clearly disadvantaged on the long range interrupt, the throw out of the cat way to your death. There should be some mitigation on those unfair abilities that gives the way to despair. The civil war is so much easier even when loosing because those abilities do no have the same impact there.
  23. I find focus interesting in that force exhaustion is not melee, so the slow is great, you get your party a nearly full time defensive buff (it is bugged it seams as sometimes you have 20 centering instead of 10 at the end of transcendence, or it just that I manage 10 centering in the 10 seconds???). Force sweep with criticals is good. The only problem in PVP is like all melee class, you do not have enough ranged capacities against those who bumps or have 3stuns or stealth to run. That is main point, as a sentinel you do not have anything to run/escape a dire situation, whereas stealth class or range class (with bumps) gets enough of a head start to escape you (if they play well and if you needed the jump to reach them the first time).
  24. I totally agree, I geared up with dailies and brought T7 back to shape, and for WHAT? all the gear in the chest was lower than what T7 had, and I had harder fight when esploring around (there is one group of four strong and one group of two elite apart from the main path). I started the fight and was afraid from what I had read. I hardly lost any life and the fight was finished. T7 died as I dealt the final damage. I did not analysed during the fight as I thought It would be hard. I started as usual and never changed target, meaning I only focused on the emperor. The add never posed me a problem and focused on T7. That was really a let down. I even think one of the add was left but the emperor was down so the fight had ended (not sure on this since I finished on a force sweep at 3500 damage). Either it got nerfed or the tric is just to forget the adds and kill the emperor.
  25. And they slow with their lightning damage attack, meaning they are a lot harder to fight (when they are in group) for melee characters. 1 on 1 balance is good enough, the problem is team composition, too many inquisitor usually leads to a match that is neither fun nor really challenged as you cannot find a way to go through if you do not have enough range characters in your team. Queued solo combination for match needs some rules to avoid these kind of situation.
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