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Sumpfheini

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  1. unfortunately that's a false myth, it does not give armor penetration!
  2. yes accuracy has no use except for our auto-attack, all other abilities are non-dodgeable tech powers. It's quite sad BW not just screwed the class-design, but the gear too.
  3. hm my problem as a conc. operative is that accuracy has absolutely no use for us since all our attacks are tech (and no acc. does not give armor pen or whatever). So until now I tried to exchange the crappy enhancements on our t3 gear with the power/surge drops (some t2 pieces are actually better than t3). But now I guess I already will be at the surge cap so basically I have to accept having some useless stats on my gear forever. Oh and yes this change will hit us a bit harder than other classes since we naturally achieve higher crit chances.
  4. I tested it with a guildmate. At level 50 it is about 2.5-2,6k.
  5. this. it's because they are too dumb to understand how resolve works. Unfortunately thats the point with Operative, its a hard noob-stomper. You will own half the playerbase and get owned without chance by the other half, there is nothing in between.
  6. I tried to estimate the damage-loss in PvE due to Acid Blade nerf, it is difficult to do wihtout any numbers and I am not the best in math, perhaps other people have better ideas, here is what I thought so far: I created a formula for the Armor Ignore effect like this: n-(r * (1-x)) * n with n being the raw amount of damage r being the reduction coefficient of armor x the armor ignore value of Acid Blade In a pre nerf example assuming 50% damage reduction due to armor (I would guess bosses are around this value) dealing a raw amount of 10 damage this would be: 10-(0.5*(1-0.5))*10 = 7.5 So with 50% armor ignore we would do 7.5 points damage agains a target with 50% mitigation Now post nerf: 10-(0.5*(1-0.3))*10 = 6.5 Now its only 6.5 points damage, this is a 6.5/7.5 = 0.87 -->13% overall damage loss I'd like to hear the thoughts of some more experienced theorycrafters, also it surely has some inherents limitations (e.g. I am not sure if the Backstab that applies the buff already is affected by it and so on).
  7. it gives 400 resolve, 100 more than a 1.5s stun normally gives.
  8. Tomorrow is the moment of truth. Who else expects Jarring Strike to still cost 2 talent points and completely filling the resolve bar despite being only a 1.5s stun?
  9. I'm disappointed too, I would like at least something visually unique I can still use in endgame, like an orange gear-set without any mods
  10. THIS after healing nm with my operative and having the possibility to play the t1.3 heal sorc of a guildmate I can only agree to 100%
  11. because damage tends to be very spiky in this game (PVP and PvE) and Kolto Infusion is the best HPS we have. I am not saying this ability is ok as it is, but atm it's the only thing that lets us keep someone up.
  12. stopped reading here. If you play high end pve (nm raids) Kolto infusion becomes more important than surgical probe which is the weaker talent imo. Op healing is way underpowered but threads like this do not help since its clear the op has no clue.
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