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Rizael

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Everything posted by Rizael

  1. Just wanted to point out that you cant be hit by rail shot while in force shroud as it requires a stun or a dot to be on you which force shroud prevents. The hardest hitting thing you can get hit by in force shroud is a sniper.
  2. You sir are the very definition of bad, if you do it in the order you have stated you get 400 resolve from hidden strike, then 800 more from debilitate (meaning 1200) and you are resolve capped, the only way to get 7 seconds is to double open which is being removed. You can't stamp things with your own seal and call them verified, it just makes you look stupid when you are completely wrong. Sidenote: If you took some defense talents like the mez shield you would not die in a rotation as operatives will not break it with a trinket (unless bad) thus giving you time to recover from the knockback and stun/sprint/kb. Classes have the talents to counter operatives and because you choose not to take them operatives get nerfed :/
  3. Doesn't really bother me much, I had quite the set before the comms existed for BM (was still using a champ weapon though). it would take about a week to get the weapon, which is not much time at all (and thats playing casually). The black hole gear apparently takes a week to get a piece as well, so it is timed well. I think this amount is fair, Im actually suprised they are not charging more as it is something that isn't limited for daily accumulation.
  4. Old BM Weapon - 3000 merc commendations, 3000 warzone commendations. transferring mercs to warzone coms gives you 12000 warzone commendations... In other words the 10425 coms for war hero is less than the old BM weapon, calm down its just a large number.
  5. War Hero having useful enhancements makes it much better than battlemaster, so yes its worth it.
  6. Well to test this I mapped out 10 attacks which would give me an approximate 97% proc rate. I took the damage and divided it (in each section) by the attack number added by 3 (for the attack time delay). I then took these numbers and multiplied them by their respective exact chance to proc to give the damage contribution per attack for each attack numbered from 1 thru 10. I then summed up the value which gave us the 30.06 damage added per attack, or 20.04 dps added. Assuming a DPS of 1400 is "normal" you get about a 1.43% increase in damage from that trinket. which is better than the power contribution ones currently. ^ Made from the assumption that the proc cannot crit and is independent of character scaling. As for the contribution from the matrix cube, it depends on your class and where your primary attribute is. currently by removing my matrix cube I would lose .62% crit and 15.6 on +Tech Damage (753.7-738.1) which is about a 2% increase in +Tech damage. Ranged damage will also be affected by this as well but it is a higher value due to weapon contributions so it will most likely drop down to around 1.5% but I never looked at it.
  7. Power Relics will give a variable depending on how good your gear is (at least for my character , power contribution from 118-205 changing the total tech attack from 772.1 to 859.7 which is about 11.3%) the worse gear you have the better power relics will look percentage based. The main thing to remember is that power relics will ONLY be active for 15/120 which gives about (from your reported 10%) will only yield an overall change in damage of 1.25% for the rakata level. Since the power difference is not that large between the two (380-405 I think) it would be safe to assume that yes the matrix cube is still better pve, PvP would be a little trickier to figure out.
  8. Assassin: 2 second Spike 400 resolve 4 second Electrocute 800 Resolve -- 6 seconds Operative: 1.5 second Hidden Strike 400 Resolve 4 second Debilitate 800 Resolve -- 5.5 seconds *shrug* its not the longest. Plus an aside of any two classes teaming up NOT including an operative can stun for longer (8 seconds) as the HS stun cannot be avoiding without wasting the TA gain and damage.
  9. I say GG at the start of the match
  10. Go full damage gear as a darkness sin, Then what you do is remove all crit mods of any sort and go full power in its place, it is highly likely that you can then hit for a very high value with energize + recklessness. I wouldn't be surprised if they could hit for 7k by doing this, however no one does as they all want their other abilities to crit. However I have seen a sorc hit for 8k in a huttball after the scoring went in, when I asked him about it after he told me "That is simply impossible" but it was on the score screen and multiple people saw it. I think its a bug that sometimes happens.
  11. But anyway as it requires TA, you can actually just wait your stun out till hes about 30%, Scoundrel/Operative healers don't require you do continually wear them down, they are squishy and their gimmick is emergency medical pack which does not return TA unless the target is below 30%... so get the HP low then stun and its usually game over you can even wait for their giggle rotation to start as a sign that you should stun.
  12. After looking at the new item enhancements, I have to say that I am starting to have an issue. Here is a hint, it has to do with the amount of surge. As a concealment operative there is really only two different enhancement stats you can choose without wasting attributes (being Crit Surge or Power Surge) The problem is that with this setup Surge is ALWAYS supplied in a 53 point interval (new WH gear), the issue comes in where you have 5 modable gear pieces and a weapon, the offhand as well will have more surge so you pretty much have a total of 371 surge, now take into account that the implants will have this as well which brings our total to 477 Surge. Surge Bonus damage calculation: 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( (Surge /50 ) / 0.11 ) ) + 50 This formula yields a total of 78.41% crit damage bonus, whereas if you reduce the surge an add other stats in its place you can increase your damage much more for example trading 77 surge (decreases crit dmg to 77.45%) and place the remainder in power which increases +Damage by 17.71. I hereby propose that more enhancements be added to the current build to allow for lesser surge levels (maybe reverse Power-22 Surge-53 to make a new enhancement exactly the same but Power-53 Surge-22 to allow for more control over the character stats. A second idea would be to allow for mods that have Power and Crit)
  13. Sin: Spike - 4m range, 2s stun, 1/3 resolve bar, useable only from stealth (unless darkness spec... but lets face it you are there) Electrocute - 30m range, 4s stun, full resolve bar Mind Trap - 4m range, 6s mez, 3/4 resolve bar Best Stun rotation: Spike 2s stun Electrocute 4s stun ---------------------- total 6s stun - full resolve Operative: Hidden Strike - 4m range, 1.5 s stun, only usable from stealth, only usable from behind the target, to knock down requires 27 points into concealment, 1/3 resolve bar Debilitate - 4m range, 4s stun, 3/4 resolve bar. Sleep dart - 10m range, 8s mez, full resolve Flash bang - 10m range, 8s mez, 99% resolve Best Stun rotation: Hidden Strike 1.5s stun Debilitate 4s stun --------------------------- total 5.5s stun - full resolve Now if you are talking double opening (which is the use of a 2min cooldown) then operatives can increase their stunlock to 7 seconds which is one second more than the assassins can manage at this point (which is moot since its getting a cooldown next patch. I don't understand why... an assassin CAN complain about an operative when you have a force/tech immune ability that after your "initial" stun lock opening on an operative makes you impervious to any substantial damage for 5 seconds which pretty much means you have 11 seconds to attack an operative without taking damage (on a 45 second cooldown). Honestly I don't know exactly what you want? more invincible time?
  14. Firstly I do not know if this issue affects other classes as I was just putting together a list of which gear I wanted when I noticed this problem. You may want to get some information for the BM-WH upgrade and see if your classes gear has this problem as well. **pasted from the original thread in the OP forum** I just wanted to raise awareness and hopefully draw Bioware's attention to a large problem and explain as to why I believe it needs addressing. The problem currently is that certain gear upgrades from Battlemaster gear to War Hero gear for the same exact piece do not keep the same style of mods/enh/arm as they are upgraded from Battlemaster. To simplify things in case that paragraph above is a jumbled mess, read below: BM Enforcer Boots 81 Cunning 84 Endurance 51 Accuracy 74 Critical Hit WH Enforcer Boots 87 Cunning 111 Endurance 53 Surge 61 Critical Hit Basically this means: Increase the amount of Battlemaster gear pieces purchased (to me not a huge deal) Increase the amount of Battlemaster gear pieces that must be upgraded to War Hero (Large Issue) I suggest that the developers take an objective look at what they did for War Hero gear and bring similar changes to the BM gear so there will be no disparity in what ratio of statistics they give and what stat they each contribute to. I threw up all the stats so you can see how it will affect you if it remains unchanged. Google Doc Spreadsheet I have also heard that there was some issues with viewing gear stats correctly on the PTS but I could not find a thread or DEV post about it so I made this thread. If this issue is being addressed please link me to the relevent post! Thank you for your time.
  15. I figured I would start here as the people affected by this are Imperial Agents (I didn't look into other classes at all), but I suppose you are right. Perhaps there is some way to ... link it?
  16. **edit** Please go to this thread to comment please! I just wanted to raise awareness and hopefully draw Bioware's attention to a large problem and explain as to why I believe it needs addressing. The problem currently is that certain gear upgrades from Battlemaster gear to War Hero gear for the same exact piece do not keep the same style of mods/enh/arm as they are upgraded from Battlemaster. To simplify things in case that paragraph above is a jumbled mess, read below: BM Enforcer Boots 81 Cunning 84 Endurance 51 Accuracy 74 Critical Hit WH Enforcer Boots 87 Cunning 111 Endurance 53 Surge 61 Critical Hit Basically this means: Increase the amount of Battlemaster gear pieces purchased (to me not a huge deal) Increase the amount of Battlemaster gear pieces that must be upgraded to War Hero (Large Issue) I suggest that the developers take an objective look at what they did for War Hero gear and bring similar changes to the BM gear so there will be no disparity in what ratio of statistics they give and what stat they each contribute to. I threw up all the stats so you can see how it will affect you if it remains unchanged. Google Doc Spreadsheet I have also heard that there was some issues with viewing gear stats correctly on the PTS but I could not find a thread or DEV post about it so I made this thread. If this issue is being addressed please link me to the relevent post! Thank you for your time.
  17. If it counts each rifle shot(3 shots per GCD) individually that might explain it as you would get 196/3*1.5 which is 98.. but still doesn't explain the extra 1/3 of a rifle shot combo... w/e
  18. You pull the ball carrier on your team for full resolve then walk over the fire/endzone. Yes please make pull and leaps more powerful by not only allowing a temporary cc immunity but make it better! we should all get behind this!
  19. With the new expertise being scaled MUCH MUCH higher (BM gear being about 100 per piece), There is probably going to be around a 3-6% damage gain from those sources, however the stats on them have also been reduced somewhere around -50 End/Cun. and they decided to up the crit and accuracy on the gear (crit is still capped at the same so the move away from hardstats is stupid, including the addition of more accuracy on gear specifically targetted at DPS Operatives)
  20. The talent change they are making is to the first tier lethality ability... not adding a different talent. So it is a net loss of 2% damage, not an increase of 8%. I don't even know how you could have come to this conclusion as it even tells you the exact talent name.
  21. Well now that they explained it in a reasonable way I don't feel like the nerfs are unwarrented at all. In fact we brought this on ourselves, sigh... Next time I will remember the lessons I have learned this day.
  22. Most Battlemaster sets in the new patch have their expertise increased by 380... which is over 1k expertise. With nerfs to endurance and your base stats and a buff to crit and acc/alac
  23. It gives 2%/4% its a waste, and then they make you take it by putting the stim energy regen.
  24. I agree if that is the way you want to go however if you remove the bread and butter from a class you have to give it something else to keep it viable, what does a scoundrel-scrapper have left? The class was designed so it CAN NOT win a toe to toe battle, with the new nerfs this makes it worse and makes it less likely even when we initiate that we can pull off a kill. Slowing down the pace of the game by nerfing almost all damage sources is a buff to all healers and tanks.
  25. Yes those numbers are correct, I got angry after seeing the patch notes and decided to DL the entire test server so I can make sure what is happening is a horrible nerf. I'll grab some pictures and post them in a bit. EDIT: Talent Changes
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