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Triality

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  1. The rotation from post #5 for Merc IO does not work for me on the second iteration. I have tracked that down to insufficient time for the internal CD on IPA to proc after the first full rotation. Mag Shot > Power Shot > Mag Shot > Serrated Shot > Incendiary Missile >Thermal Detonator > Filler > Unload > Unload*> Filler IPA procs from Power Shot or Unload to finish the CD on Mag Shot and eliminate the heat generated, but no faster than 7.5 seconds apart. On the SECOND iteration of the above, there are only 6 seconds (4 GCDs) between UL and PS and Mag Shot is still on CD. Conversely, there is a 9.5 second (6 GCDs) delay from the first Power Shot to Unload, accounting for the 15 second rotation. I doubt there would be a difference in DPS, since all elements are included, but consider … Incendiary Missile > Mag Shot > Power Shot > Mag Shot > Serrated Shot > Thermal Detonator > Filler > Unload > Unload*> Filler (This rotation was from a guildie, not me) It balances out the internal IPA CD to 7.5 seconds (5 GCDs) throughout and can be run continuously. For those of us who refer to this thread (thanks, Goblin_Lackey !) for specifics, such as rotations, it could be misleading. Am I missing something? (Alacrity does not really enter into this, but I tested at alac=0 and alac=845)
  2. What sparked my interest was pulling HM Firebrand from the tank several times in the fight, despite his taunts and my threat drop. Something is amiss and I loath having to cut back on DPS. Thanks to this discussion I can talk more intelligently about it
  3. Good call, and verified, thanks. My only remaining problem is that the distance number is all that we can see, and judge whether we are getting 10 or 30% added threat. When DPSing I would prefer my tank to get the 30%.
  4. That could very well be, but I was under the impression that the distance shown over the health bar was from target center. Wrong ? I suppose with stealth I could verify that with a large planetary enemy, at least until the 8 second Blackout expired
  5. Yes, I just did some retesting, but the 3 meter still stands. When based on total threat (less the taunt) the threat that taunt adds are 10% and 30%, respectively. I would appreciate independent validation, though. Could you post results at 3.5 meters? Thanks for the comments
  6. Edit: amend the below figures of 20% and 60% since they were based on DAMAGE, not THREAT. I revisited the parses and realized stance added a threat multiplier to the BASIC attack also. With respect and admiration of your posts, I found a bit of difference this morning in several tests. I think we lost a lot of game mechanics wisdom when the tank posts were wiped. I used several tanks on the target dummy and Starparse and simplified it as much as possible. I struck the dummy, basic attack, less than ten times for each test, threw a single target taunt, and stopped. (rinse and repeat more than several times) The threshold seems to be 3 meters. At a 3m or less range from CENTER of target, taunt generated 20% threat on top of existing threat from damage. Anything over 3m generated 60% threat on top of existing threat from damage. I held to a distance of 3 to 4 meters, again, from center. Long ago there was a thread about the differential coming from the distance to the edge of the target being applied to taunt, and range to center for weapon range. The above figures are primarily from a Jugg (I did not use my PT), and I found a 'bump' with Assassin and Shadow, but the range was consistent at 3m from center. Sin/Shadow multipliers were 21.4% and 64.1% respectively and I suspect that was done because of a damage/threat reduction in previous releases. Not meaning to derail this thread makes me post that I have never seen the threat transference from a guarded friend in the combat logs. Again, KBN, thanks for your contributions to these forums. Best of game
  7. You are correct, there was a timer. "Hard earned" is a relative term for a beta player that has all the Gree weapons now, and a stack of 60 comms. Thanks for the help.
  8. First, there is no timer. Second, I have an operative and a sniper. These are not to transfer items, but to use. Edit: not in game, there may be a timer, sorry.
  9. The [Gray Helix Vibroknife] I bought today clearly states "Bound to Legacy" but is rejected as bound when trying to place in my legacy bank, stating "Item is Bound". My pre-patch [Gray Helix Vibroknife] is not restricted from the legacy bank. Someone forget to toggle a switch ? Thanks for game ! Triality
  10. This bug still exists and cannot be addressed here by preferred account players. We had started a thread in (apparently) the wrong forum here with no response. There are perhaps more details there that would help narrow down the problem, if it is a problem. Thanks for game
  11. Logical, and verified. While it may put a slight cramp in 2.9, everybody is subject to it. Thanks for the info and reasoning details. It's good to have someone with historical knowledge we can ping
  12. Grade 6 Archaeology mission list seems to be bugged (for me). I am not looking for a specific mission, just a refresh of the list. Oddly, it happens only on grade 6 and I have tested it several ways. All of these persisted until the first mission was completed. Running 5 grade 6 missions depletes the list so none are shown. If I relog or travel, there are still no missions showing, just a blank window. Running 5 missions grades 9, 6, 5, 4 and 3 have a similar effect, except all but grade 6 return a full list upon relog or travel. Running a grade 6, then popping a 340 [Mission Discovery: Archaeology] has the same effect, no refresh, just the new mission at the bottom of the list. Anyone else experiencing the same thing ? (different characters, repaired game, restarted comp and game, etc)
  13. Great content, thanks for the work This will be my go-to site for finding decorations that fit with my somewhat macabre tastes. Hope to see you on a torture rack of your choice in the future !
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