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Okamakiri

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Everything posted by Okamakiri

  1. Fail... no wonder Anni sucks in rateds... 50%+ of damage doesn't even get applied to the target you're attacking...
  2. Most PVPers are in BM and WH, and you're trying to compete in Recruit. That said, Deception could use some love.
  3. The problem with Deception DPS is Force starvation. Boost Force regen or lower the cost of abilities, and DPS will go up without raising burst in PVP. They can start by removing the 10s ICD on Saber Conduit.
  4. Fair enough. Apologies if I came off as hostile.
  5. "At a 1-1 ratio, strength > power. " That indeed is misinformation. It may hold true for most PVP gear given its low Str values, but If you still don't understand why you cannot make such a simple blanket statement after my post, then we have nothing further to discuss.
  6. It means you have excellent healers. Let me know how HM Kephess goes for your Columi geared tanks.
  7. I don't rely on what someone else tells me, I rely on raw log data. All the napkin math in the world is worthless next to hard data proof. If you're referring to the thread you linked, I looked at it long ago, the stats are flawed, and I already called him out on it. Calculating biased stats based on BH geared Sin and Rakata geared Jug, not even including a PT, not including the hardest hitting boss in game, not including cooldowns to survive predictable damage spikes = flawed results. Even Bioware themselves admits to Operations having more than intended amount of damage that is not defend-able, and is planning on re-evaluating how shields work. But going by their record, who knows when that will be and how long we'll have to limp along until then.
  8. Please don't spread misinformation. Str and Power are not equal or even better than each other. Power is a linear damage boosting stat (4.3 power = 1 dmg), while Str is logarithmic due to attached crit bonus (5 str = 1 dmg + small % crit, how small depends on your overall stats). At low Str/Crit levels, Str is better than Power. At high Str/Crit levels, Power becomes better than Str. At some point of stat allocation, Str = Power, key is switching to Power when you reach that point. However, as you stack more power, crit gains in value as well, so the point where Str = Power is not static either, it's very much dependent on all DPS boosting stats. Figuring out optimal stat allocation at any gear level is not a trivial problem. Since stats directly influence each others values, their relationship can be defined through an equation. Since SWTOR itemization values all stats at 1-1 cost, it's best to evaluate all stats with respect to one stat that ideally has linear scaling. In other words, calculating weighted values of stats with respect to one linear stat. Anyone that theory crafted Warrior DPS in WoW should be familiar with term SEP, Strength Equivalency Points. Determining optimal gearing and stat allocation was done by calculating SEP values of items. Strength is a linear stat in WoW, while in SWTOR Power carries that characteristic. To get the equivalent meaning in SWTOR, we'd have to calculate all other stats with respect Power, i.e. Power Equivalency Points (PEP). Once again, calculating PEP for all your stats is not a trivial matter since the values are dynamic as the amounts of stats change. In WoW there were a few tools for determining these values, most famous probably being the Warrior DPS Spreadsheet. In SWTOR, we're not as lucky, but I have seen some spreadsheets and simulators popping up already, though I'm not sure how accurate their calculations are. See http://mmo-mechanics.com/swtor/forums/Forum-Sith-Warrior-and-Jedi-Knight for details.
  9. Something is bugged on your character screen. Try re-equipping all your gear. Power definitely grants more damage than str.
  10. The ability works correctly. However, that does not make it any less unreliable in many situations. I can't count how many times throughout the raid I get knocked back, stunned or have to move during FL. Yet, BW balances us around the assumption that our self healing has optimal up-time, and also that our defense and shield works on all (or at least most) attacks.
  11. Where are you pulling these numbers from? Are you including trash in the calculation? Only bosses matter and the statistics should be shown PER EACH boss. I see a lot of numbers being thrown around this thread, but no hard math or data behind them. Update your OP to be based on HM Kephess, include PTs in your calculation and include your math and source data, and then the thread can have some credibility.
  12. Character/guild info in signature. We're working on last 10% of HM Kephess. Have done 16s, but until they fix all the lag and disconnects on POT5, we're sticking with multiple 8 mans. You're criticizing others for belittling when that's exactly what you did to everyone else with your previous post. Your post basically summarized to "I'm doing it fine, QQ more". Most points in the thread are valid, we were over-nerfed and in the wrong areas at that. Are we still able to tank endgame? Yes, going back to EC HM tonight. However, as already mentioned, 14 augments and PVP relics helped somewhat offset the nerf for us, while being a pure boost for Jugs and PTs. It doesn't change the fact that the other two tanks do it even better. It also doesn't change the fact that we're the most susceptible tank to bad RNG, due to our low passive mitigation. You bring up a couple of abilities in EC as if that proves that defense and shields work on everything. BW themselves admitted that they've included far too much force and tech damage in ops which ignores avoidance stats. Yet when they did their "balancing", they did it based on imaginary numbers that they came up with in their lab, ignoring the fact that our primary defenses are completely ignored in many encounters. Kephess is a great example of a boss that loves to use force attacks that do kinetic damage, and he also happens to be the hardest hitting boss currently in game. That's where our mitigation lagging 13% behind the other two tanks (60% vs 47% of dmg taken is a 27.7% higher damage intake) is really showing, and using Jugs and PTs is a clear advantage. Not to mention our self-healing is next to useless in that fight. I'd be very happy if they just removed our self healing completely and brought our mitigation UP to where Jugs and PTs are. We're barely at 40% in full Campaign, PTs are pushing 54%.
  13. This is a shameless bump for crafters on "Prophecy of the Five" server, since not everyone reads server forums. http://www.swtor.com/community/showthread.php?t=497552
  14. I agree with Aluvi. In PVE, Annihilation is the best. In PVP, the bleed dispels have to go.
  15. 10k affection adds 5% crit chance.
  16. Sigh... this information should really be stickied... Every attack has two properties on it, Attack Type and Damage Type. Any permutation of the two is theoretically possible (i.e. it's technically possible to have a melee attacks that does elemental damage). Attack Type determines what avoidance stats apply on the attack, while Damage Type determines which mitigation applies on the attack damage if it gets past the avoidance. Attack Types: Melee (can miss or be defended or shielded, checked on separate rolls, overridden by crit % of attacker - i.e. 60% crit against 60% shield results in 40% shield) -- appears as white damage Ranged (can miss or be defended or shielded, checked on separate rolls, overridden by crit % of attacker - i.e. 60% crit against 60% shield results in 40% shield) -- appears as white damage Force (CANNOT be defended or shielded, but can miss if source has insufficient hit chance. This hit chance CANNOT be decreased through defense) -- appears as yellow damage Tech (CANNOT be defended or shielded, but can miss if source has insufficient hit chance. This hit chance CANNOT be decreased through defense) -- appears as yellow damage Damage Type Kinetic (mitigated by armor) Energy (mitigated by armor) Elemental (mitigated by elemental resistance) Internal (mitigated by internal resistance)
  17. Every attack has two properties on it, Attack Type and Damage Type. Any permutation of the two is theoretically possible (i.e. it's technically possible to have a melee attacks that does elemental damage). Attack Type determines what avoidance stats apply on the attack, while Damage Type determines which mitigation applies on the attack damage if it gets past the avoidance. Attack Types: Melee (can miss or be defended or shielded, checked on separate rolls, overridden by crit % of attacker - i.e. 60% crit against 60% shield results in 40% shield) Ranged (can miss or be defended or shielded, checked on separate rolls, overridden by crit % of attacker - i.e. 60% crit against 60% shield results in 40% shield) Force (CANNOT be defended or shielded, but can miss if source has insufficient hit chance. This hit chance CANNOT be decreased through defense) Tech (CANNOT be defended or shielded, but can miss if source has insufficient hit chance. This hit chance CANNOT be decreased through defense) Damage Type Kinetic (mitigated by armor) Energy (mitigated by armor) Elemental (mitigated by elemental resistance) Internal (mitigated by internal resistance)
  18. Nice try at personal insult, but we're working on last 10% of HM Kephess. Doesn't change the fact that a non-Sin tank is preferred for the fight, or the fact that BW even admits it. So you read it in a blog and then came mouthing off on the forums. I on the other hand tested it every single day since the patch. Maybe you should try it before you open your stupid mouth again. BTW, nowhere in patch notes does it say what you claim. It does say this though: "Players can receive bonus rewards for using Group Finder by keeping the default selections, which will result in a randomly selected Flashpoint or Operation. Players receive bonus rewards the first time each day they complete a random Flashpoint or Hard Mode Flashpoint, or complete a Story Mode Operation. Rewards are received upon completing the content."
  19. Completely wrong. T1 and T2 flashpoints share the same reward, hence the maximum weekly award for FPs = 35 SM EV & KP rewards are classified as daily, but the Ops lockout still applies, which means after you complete them you are no longer able to queue for that reward. Hence maximum weekly reward = 10 Rakghoul weekly = 8 Black Hole weekly = 6 SM EC (4*2 + 3*4) = 20 EC weekly = 8 KP NiM clear (3*2 + 2*3) = 12 HM EC (4*4 + 3*4) = 28 Nightmare Pilgrim = 4 Hence total for the week without killing any HM EC bosses is 99 (or 97 if you cannot kill Kephess). It's still plenty, but far from your 132 number, and more than half of it requires raiding. Absolute maximum for the week is 133, but if you can do that you no longer care about BH comms anyway.
  20. Wrong. Sins had the lowest mitigation prior to patch, now they have even lower mitigation. I don't care if you can solo elites and champions, plenty of other classes can too. What matters is how we perform in HM Ops where self healing is insignificant or useless (HM Kephess says hello), and there we are clearly lacking. On bosses that use melee or ranged attacks we do fine, but BW has already acknowledge their failure to design Ops properly by using too much Force and Tech based damage which cannot be shielded or defended (main source of protection for Sins). Wrong again. They are a shared daily reward.
  21. Clueless idiot. If anyone unsubs it will be the PVE sins. The PVP ones will continue to dominate your scrubby *** with their untouched damage.
  22. Again... I'm tired of arguing about this anymore. If you look at the same link again, you will see that even pre-nerf we're taking more damage than the other two tanks. The only thing offsetting it right now is our self healing, which doesn't scale and eventually gets outpaced by harder hitting content. The nerf in survivability was completely unjustified. Even nerf in damage while wearing tanking gear would be unjustified, since PTs do more damage than us in tanking gear. The problem is the design of our tanking talents that compliment DPS gear far too well, so the only correct fix would be a redesign of HD and Energize talents. I already posted my suggestions on how to address this in another thread: Harnessed Darkness damage bonus removed. Energize proc changed to -100% energy cost on next Shock (tank stance requirement remains). These two changes allow Darkness tanks to actually use Thrash in their rotation regularly thus maintaining still high TPS (to offset the DPS lost in HD and Energize), while greatly reducing burst in PVP. In addition to those DPS changes, it would also be acceptable to reduce self healing while raising passive mitigation to compensate. This would again nerf PVP survivability while keeping tankassins viable in PVE (and scaling better, since healing does not scale properly... too good in easy contents, too weak in hard content). But instead of doing it the correct way, BW went for the lazy approach of tweaking a couple of existing gauges. The end result is that PVP sins will hardly notice any difference with ther damage remaining unchanged, while PVE sins fall even further behind other tanks in top endgame content.
  23. I'm getting tired of arguing with idiots. http://www.swtor.com/community/showthread.php?t=473875
  24. If you're speaking of 1-on-1PVP, that statement might be true. If you're speaking of many-on-1 PVP, Juggs and PTs have higher passive mitigation and more/better tanking cooldowns. If you're speaking of PVE, in highend ops content, the only place tanking specs should be balanced around IMO, they're already behind other tanks. After these changes the gap will only be greater. A damage nerf to HD and Energize I would have understood to balance PVP, but survival nerf, completely uncalled for.
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