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Ulmius

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Everything posted by Ulmius

  1. Too bad since it lacks an augment slot it'll be inferior to a crafted crit which means you will have to end up wearing the same helmet many others are wearing if you want the best stats for that piece of gear. Augments need to be able to go on every piece of gear regardless of if it has an augment slot or not.
  2. When you can strip out all the mods from epic raid/pvp gear (going to be added in an update) arms tech will be the craft that makes the strongest vibroswords, hand guns, sniper rifles, rifles, and assault cannons in the game because of the orange level 48 one you can make. If you weren't aware, you can crit those recipes which means an augment slot which means stronger than raid/pvp weapons when they allow you to strip out mods from every weapon because it'll have an augment on it when those weapons do not. You can make money on them now, I just sold the assault cannon weapon for 950k the other day. So while it may not be the best right now, later on it'll be awesome.
  3. Two friends and myself leveled up as republic on a standard server in the beginning but now is mostly light, rarely if ever was it heavy. The republic fleet rarely ever broke the 110+ mark and usually hovered around 60. After reaching 50 we decided to quit that server and try a different one. So we re-rolled onto a heavy server and this time as imperial and the game is drastically different. The lowest we've ever seen the imperial ship was 140 and we've seen it reach 230. The zones we level up in have more than 10 people in them and the world feels much more populated and it actually feels like an mmo as opposed to before where it felt like we were the only ones on the server. OP, as bad as the feeling is to start over to play on a more populated server, it is worth it in the end. Yes, it sucks leveling up again, especially if you have maxed out crafts and got gear, but in the end it makes the game more enjoyable. And that's why we play a game right? To have a good time and enjoy ourselves.
  4. Not true. The only talent that's solely dependent on grav round is the one that makes high impact bolt hit harder. All the other talents I.E. making full auto proc, building up the shield, etc also use charged bolts. After 3 rounds of grav round you can use charged bolts and get the same effect. The problem is most people just remove charged bolts from their toolbar and don't bother to read the talents.
  5. Expertise has nothing to do with PvE. Tool tips get updated when power is added. If you add power and then hover over the tool tip, the damage will change and update. Even if you add in 55% armor reduction from the 35% armor penetration buff and the 20% armor debuff you would have seen some numbers lower than the tooltip. For example if those enemies have 20% dmg reduction, 55% would put them at about 9% dmg reduction. The dmg was 1366-1416 or something like that, so the damage after those two modifiers would put the actual damage range at 1253-1299. However no shots were lower than 1385 in that video.
  6. Because it does kinetic damage and armor reduces kinetic damage. Check out the tool tips. Sage skills also do kinetic damage and their spells have their damage reduced by armor.
  7. Not true. Look at the tool tip and look at the damage range. Then use the ability on an enemy and you'll see that the damage it does is never close to what the tool tip says because the damage is reduced by armor and damage reduction. That is not true for grav round. The only trait sage abilities share with grav round is that they cannot be shielded or evaded.
  8. That is false. Sage/Sorcs have their damage reduced by armor. (their dots however only get reduced by passive stats like talents and the base 10%) Also, the bug isn't that grav round ignores defense like shield and evade, it's that it bypasses all armor and damage reduction. The only other move is flourish shot from a gunslinger, but that move does pitiful damage and is only used for the debuff. It appears this bug has to do with abilities that reduce the armor while doing damage. I'm not sure if it also happens with a jedi guardian with their sunder move though.
  9. I just want to know what others think about this issue. Currently grav round does not get effected by armor. The damage it does is literally the same damage the tool tip says. It does kinetic damage so this shouldn't be the case. So when they fix grav round to actually be affected by armor, will gunnery be dead? When you look at the talents that give you a buff or chance to proc something, it has grav round and charged bolts (except for the talent that gives a buff to HiB) so it kind of means that move is supposed to be used. When this fix goes into effect, charged bolts won't just be something a com uses when interrupted. So what do you think?
  10. Make no mistake, this bug WILL get fixed some time in the future. Maybe not next patch and maybe not for a few months, but at some point it will get fixed. And when it does, mercs and commandos will be crying they got a huge nerf when it fact it was a bug fix. Think about it, if fighting something with 20% dmg reduction, instead of doing 1400 dmg, they'll be doing 1166 dmg. If fighting someone with 25% dmg reduction, they'll be doing 1120. And when fighting tank type enemies with 45% dmg reduction, they'll be doing 965. In other words, they'll not only be like every other class where their main move gets reduced by armor, but they'll actually have to used charged bolts because it hits harder and grav round will be for the debuff and buff they get and charged bolts will be their hard hitting move. The day this gets fixed will be a sad day for many mercs/commandos. P.S. I find it funny how there have been almost 500 views but only 7 replies. I think there are many mercs/coms that see this and hope that if no one replies it'll go away and get swept under the rug because this bug fix will be a huge nerf. If you guys really want to "nerf" grav round/tracer missle, keep this post bumped so they can get fixed and put in line with others. Edit: I just wanted to throw this out there before a merc or commando comes here and says, "Charged bolts doesn't give us buffs like grav round does." That is false. The talent that gives full auto a 30% chance to proc stronger dmg works with grav round AND charged bolts. The barrier talent gets built with grav round AND charged bolts. The only talent that doesn't give you a benefit using charged bolts like grav round does is the talent to make High Impact Bolt do 6% more dmg. So I just wanted to take apart that argument before they bring it up.
  11. I was playing a jedi knight, got it to level 18 and couldn't do it anymore. As a melee char when you hit a button that does an ability you expect the damage to be done pretty much instantaniously. However in this game the damage doesn't go out until the animation hits the enemy. Some moves the final part of the move doesn't happen till the end of the gcd. While good in theory, in reality it's not good because it makes combat feel sluggish. I changed to a gunslinger and haven't looked back. The game doesn't feel sluggish at all and it feels like this game was meant to be played as ranged. The game now feels polished. I know now that for the long forseable future I won't touch melee in this game. It's too sluggish for my taste.
  12. I'm confused about the talent trees for gunslinger. The reason I'm confused is because of a skill we have called Sabotage Charge. The skill has a 30 second cd which is fairly large. And quite frankly, to me at least, doesn't warrant the cd if it's untalented. And this is where I'm confused. The sharp shooter tree has a talent that refreshes the cd by 50/100% when you get into cover. The sabotage tree has two different talents. One that adds extra charges of explosives and another talent that add an additional charge and makes you recover 5 energy per charge going off. Add in all those talents and it's a pretty solid ability. But the problem is, if you max out one of those trees you cannot get all of them. For instance, if you max out sabotage tree you add extra charges and you recover a bit of energy but you have a very long cd attached to it. If you go sharp shooter you have the cd reset every time you take cover, but the ability is pretty weak and almost not worth casting... So thats why I'm confused. You basically get to decide if you want a really good ability but on a long cd or a weak ability on a cd that gets reset whenever you take cover. I'm kind of sleepy and I'm probably not making a lot of sense. But I'm confused on the setup. It makes sense to me to put the talent in the sharpshooter tree down one branch so you could get it as a full sabotage smuggler. The way it is now it's as if they decided to put it juuuust out of reach so it can laugh at you and say I bet you wish you could get me. And while I do wish I could get you, I think incindiary grenade is a bit more attractive.
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