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SalvorHardin

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Everything posted by SalvorHardin

  1. Same here. We kept losing DPS from 35k Curse hits without a single heal trigering it. In fact, according to my logs, it took less than 15ms between getting Curse and dying from it. Closest heal on these 3 occasions was 5s before Curse was applied (other 2 times were +40s before). I'm wondering if the people who experience this are all reps or if it happens to imps as well...
  2. One feature I forgot to ask about: Operation Leaderboard search/sort by [ DPS / ( DTPS - self-EHPS ) ]
  3. Nice! Oh and I meant column sorting as well, don't know why I wrote "row"...
  4. First of all and obvisouly, awesome work! Thank you so much for creating and maintaining Parsely. Now, something I would love to see implemented (knowing full well it wouldn't be as easy as it sounds) is a "per activation" damage view: avg damage per activation, avg hits per activation, avg miss, divided between MH and OH (if appliable). Other features that would be great to have: Duration selection (start from ; end at) Phases detection and selection (much like on Starparse) Execution phase stats for dummies Non-auto crit % Row sorting (for both search/list and combat stats) Avg DPS during up and offtime of effects Link ratings to parses (primary, power, crit, alacrity, surge, accuracy) + icon on parses that has ratings linked Hide from leaderboards (or flag) parses with >~32% Primary Surge uptime (double PROC) Edit guild
  5. You can pack more crit. In fact, for Virulence/Dirty Fighting, I found that the power:crit ratio should be 2:1, for both damage consistency and energy management. Your maximum DPS potential will dicrease but it will be more reliable, which is true for every DoT specs (and to a certain extent, to every DPS specs). You can also drop some surge for alacrity, but it will do virtually nothing for your energy management. It's just that 300 surge seems to be enough and alacrity is more valuable at this point (I have a 552 alacrity rating right now and 292 surge). For the rotation itself, I almost never use 3-cull, except when re-applying DoTs would be a waste of time (target switching coming soon/target nearly dead) or if target switching made my 2-cull rotation go haywire and I need to bring it back to regular rotation. My 2-cull rotation is as follow: Vital Shot > Shrap Bomb > Hemorrhaging Blast > Wounding Shots Quickdraw > Dirty Blast > Speed Shot > Wounding Shots > Quickdraw The only thing I change for energy management is Dirty Blast If the Quickdraw before Dirty Blast puts my energy below 70, I replace Dirty Blast (Hightail It / Quick Shot [Hot Pursuit] / Flurry of Bolts) If the Quickdraw after Wounding Shots puts my energy below 70, I use Cool Head I only use Illegal Mods as an energy management CD, not offensive... Although I try to only use it when not re-applying DoTs, so ideally before Wounding Shots following Hemorrhaging Blast or even before the following Quickdraw, and only if energy is <=80 I clip last tick of Speed Shot with Wounding Shots (except when using Hightail instead of Dirty Blast, in which case Wounding Shots will be available once Speed Shot is finished anyway) Last resort, if you keep struggling with energy, go for the old 4-piece bonus set.
  6. Yeah, making it a utility makes no sense... I thought about it afterwards. Well it could be in bonus set or passive with non-tank stance. I don't know about your shield idea. Do you mean it wouldn't work on internal damage? Cause if so, it's kind of "meh" for new ops But it made me think about one thing: changing Serenity Strike/Leaching Strike's healing to a stackable healing charge (3 max) that activates upon taking damage (cannot happen more than once every X seconds and falls off after 15 seconds if not refreshed or stack added)... Or anything that would add a rewarding "difficulty" component to survivability.
  7. . 15% added crit chance to Double Strike/Thrash (utility - affects Clairvoyant Strike/Voltaic Slash as well ^^) . 15m range to Vanquish/Demolish and FiB/Death Field . 2% DR that PROCs on crit damage and stacks 3 times for 15s (like Infiltration/Deception) . 100% crit chance on Force Potency/Recklessness I'm not in favor of AoE DR... At this rate, every class will ask/have one and it'll just be easier to reduce AoE damage from every boss fight really! By the way, I'm pretty sure Heave is not AoE damage. At least in HM, I don't remember Hunker Down mitigating anything on my slinger and I stopped using it for that a while ago.
  8. Good for the Juggs I'm saying it's a QoL loss because new Operations are badly balanced... If you take these new melee haters bosses out of the equation, Shadows/Assassins are melee classes, and giving a melee class a 30m range on a hard hitting AoE (with DoT spread no less!) and 2 DoTs is pretty much QoL (and a bit OP I guess)... Now I agree, in the light of current Operations, it was somewhat needed to #1 keep up with sustained damage #2 not requiring more heals than both tanks put together ; but that's a problem with Operations, not the class... I could live with old bonus sets becoming passive but that might not be enough to solve completely the damage RNG problem of Infiltration/Deception... Anyway, I was an advocate of a PvE-only Shadow Strike/Maul autocrit back before 3.0, and I still am today xD
  9. Frankly, I'd prefer if they worked a bit more on Infiltration/Deception... Sure, the Serenity/Hatred nerf is really stupid - mostly because it was motivated by PvP feedbacks but is ending up affecting PvE far more than PvP. But really, I'm not too concerned about the DPS loss. It's not like we couldn't use more, but at least we're not where Guardians/Juggernaut are at! The survivability can be quickly fixed with better DR somewhere at some point (fingers crossed) and the loss of range is more of a QoL loss really, although I'd prefer if they made it 15m instead of 10. Taking more damage because of range is only subsequent to new boss fights being melee "unfriendly", not an inherent problem with the spec. So yes, I'm actually more concerned about Infiltration/Deception. First, it's supposed to be a burst spec, and while target switching is nice and easy, I would hardly call it burst... Unless it means sitting on offensive CDs, stacks and PROCs to be prepared for bursts but that would also mean doing less sustained than a sleepy tank. But the real problem is damage consistency. Crit luck (not rating, not percentage but actual LUCK) can make or break our damage and packing crit doesn't really help as about 40% of our damage comes from skills we can use about 20-25 times on a 1M damage fight... Crit rating can barely influence crit chance on such a low output. Anyway, that's my rant... And the first fixes I'd love to see (that would benefit Serenity/Hatred as well) would be to make Force Potency/Recklessness give 100% crit chance and to change 6-piece bonus set to something actually useful. Like something that would make Infiltration/Deception's damage a bit more reliable.
  10. Having the tank bring Torque near front consoles before Wookie Rage seems to prevent most of the repair droid bugs. The contemplating life droid and leg humping droid bugs happens a lot more if back consoles are destroyed.
  11. Yes, resisted means the target somehow defended against it, so that's logical. Missing means player's accuracy played a role on an already applied debuff and that's not logical.
  12. Again, I understand the gaming mechanic behind it... It just feels wrong to have a debuff missing its effect once it's applied.
  13. Yes that's the obvious part... What I'm wondering is why it has one?? It doesn't make sense: it's a debuff that triggers whenever bleeding occurs. Again, I'm talking about its effect, not activation's hit.
  14. Slingers use 3-cull rotations too. In fact my best 1M parse (210s) was with the 3-cull rotation. The thing is, and like some people said already, 3-cull is more energy starving than 2-cull. Also, I've done enough dummy parses to say with complete confidence that (for Slingers), the DPS difference between 3-cull and 2-cull relies more on lucky crits than the difference between rotations themselves. Now, that could be different for Snipers, I just don't know. Again about 3-cull rotation, I have +31% passive tech crit rating and still find myself using a lot of energy saving fillers, even when I'm having a lucky crit rating. But what's even weirder is that if I try to use Yolo's rotation (maximise Dirty Blasts during Hemorrhaging Blast windows), I always end up doing less damage than if I try to maximise Speed Shot's output (which I can clip with Wounding Shot). So to me, the difference bewteen Snipers and Slingers might come from : 1. Better energy regen for Snipers for some reason 2. Lethal Shot working "better" than Dirty Blast 3. Hemorrhaging Blast not working properly for Slingers. In fact it's possible to tie all of those reasons together: if Hemorrhaging Blast was in fact not working properly, it could explain why Dirty Blast is not as useful as Lethal Shot and why Slingers have more energy starving issues. Of course, since all of these ideas are not in the least proven but merely speculation on my part, it might be something else entirely... But I definitely think there *is* something. By the way, any reason why Hemorrhaging Blast effect misses for Slingers? It's essentially a debuff, so why can it miss? I'm not talking about initial hit at activation but whenever bleeding occurs...
  15. It seems Virulence Snipers are doing quite a bit better than DF Slingers : 12 Snipers below 210s TTK (7 below 205s) while us Slingers seem pretty much stuck around 210s. Now in comparison, it seems SS Slingers are doing a bit better than MM Snipers, but that could be all about lucky offhand low misses %, I don't know... Anyway, there is a real discrepancy here that doesn't seem to affect Saboteur/Engineering. Is anyone (and particularly the devs) aware of this?
  16. In MM/SS, Sweeping Gunfire/Suppressive Fire IS the best option for adds on Underlurker if you can hit the boss as well as 2 adds. In fact, this AoE becomes the best DPS option as soon as you can use it on at least 2 targets: I do (and maintain - as long as I have energy) 2.5K DPS per target spamming Sweeping Gunfire while my best single target parse is at 4.67K.
  17. Your opener is not ideal because of your use of offensive CDs ; it should be: Laze Target > (PRE-CAST) Orbital Strike > (PRE-CAST) Ambush > Corrosive Dart > Target Acquired + Followthrough > Penetrating Blasts > Sniper Volley + Followthrough > Penetrating Blasts > Followthrough After that it's a "simple" rotation: Snipe > Snipe > Followthrough > Ambush > Followthrough > Penetrating Blasts > Followthrough > Corrosive Dart This "simple"rotation always follows the rotation during which you use Sniper Volley for a "double" Penetrating Blasts. But in fact, if you don't use Sniper Volley, you're left with a GCD before you can use Ambush again. This filler GCD can be either right after Penetrating Blasts' Followthrough or the double Snipe's Followthrough in order to not delay Ambush. You use this filler for 4 potential things: Corrosive Dart (if it fell off or about to), an extra Snipe (if energy is high enough or Adrenal Probe or Target Acquired is or about to be available) or Takedown (execution phase) or Rifle Shot. So here is the full list of rotations: The Sniper Volley rotation: Snipe > Snipe > Followthrough > Ambush > Followthrough > Penetrating Blasts > Sniper Volley + Followthrough > Penetrating Blasts > Followthrough The "simple" rotation 1: Snipe > Snipe > Followthrough > Ambush > Followthrough > Penetrating Blasts > Followthrough > [ Corrosive Dart / Takedown / Rifle Shot ] The "simple" rotation 2: Snipe > Snipe > Followthrough > [ Corrosive Dart / Takedown / Snipe / Rifle Shot ] > Ambush > Followthrough > Penetrating Blasts > Followthrough In both "simple" rotations, the filler GCD is optional, depending which rotation you used before... Main thing is to not delay Ambush (except because of double Penetrating Bursts). Refreshing Corrosive Dart constantly can be problematic for energy so my advice is to try and not clip it by more than 1 GCD and also to let if fall off when necessary for saving energy. It will be a slight DPS loss but the important thing about Corrosive Dart is its related debuff (Marked) that lasts a lot longer than the DoT itself... Personally, I always let Corrosive Dart fall off after using the Sniper Volley rotation so that I don't delay Ambush further. Also, I see you're using the instant Snipe buff... Which is barely usefull: Snipe has a 1.5s activation (with 0 alacrity) so instant or not, you still use a full GCD to use it. Instant Snipe is only usefull for mobility and very marginally for very very slight burst increase to finish a (usually) low health mob quickly. But the real problem with instant Snipe is that it can bork your energy management: because you lose out on energy regeneration you get from cast. Of course you have the same ernergy regeneration during the GCD following an instant Snipe.... except when this particular Snipe puts you under 60% (or god forbid 40% ) energy, you will lose out on energy regeneration compared to a casted one! About your gear, I don't see anything wrong in stat distribution... I wouldn't go lower than the crit rating you're using but as your gear improves, I would keep the same power/crit ratio you have right now. Also, I would go for higher Surge so if possible, start packing Alacrity while keeping the Surge at basically the same rating. Finally, your APM *is* a little low. For this, my advice is to keep hitting the Followthrough hotkey like a maniac during casts and channels. It won't interrupt any of them so you're safe to do so! And of course, practice, practice, practice.
  18. This is a valid concern and although I'm not sure a PvE hybrid would be viable, like Aelanis suggested, the talent could be tied to Clairvoyant Strike with each stack of Clairvoyance giving 50% crit chance to the next Shadow Strike used with Infiltration Tactics. It would actually be somewhat more elegant this way.
  19. Yeah I've been talking about this for about 2 months now. Thanks for remembering
  20. True, but I wanted to show how a very simple feature could change a LOT for this spec without going into the "danger territory" of PvP balance. The original idea was the addition of: . Breaching Shadow / Static Charge to PROC 100% from melee attacks only with an extended 6s iCD (instead of 4.5) . Infiltration Tactics / Duplicity to PROC 100% with and extended 12s iCD (instead of 9) But both these suggestions DO change PvP slightly: reducing marginally maximum burst potential but making the burst somehow more reliable. In my opinion, those pretty much cancel each other out and don't affect PvP one bit... The point of this thread was to suggest ONE simple change that literally doesn't touch PvP and gives the PvE boost Infiltration / Deception is in dire need of, even if only partially.
  21. As of 2.8, Deception will be so far behind Madness that there virtually won't be any reason to play that spec in Operations anymore. Making Duplicity give an auto-crit to Maul on non-player targets would have three consequences: . Fixes sustained damage output for PvE . Makes the DPS much more reliable for PvE . Doesn't change anything for PvP nor the playstyle/rotatin/priority for PvE A fourth consequence would be allowing us to still play the spec in high level content. To illustrate how this change would NOT be over powered, I took the best Infiltration (Deception) parse I could find. If Knightrider's Shadow Strike (Maul) were to be 100% crit, the DPS in this parse would be around 3.95K. This is obviously a lot, however, this parse had exceptionally high crit chances on Spinning Strike (Assassinate), Force Breach (Discharge) and Project (Shock). Even more amazing is the crit chance on Shadow Strike (Maul), which makes the change I'm suggesting on Duplicity not as radical as it seems. Basically, the PvE only auto-crit buffs sustained DPS and DPS reliability, but the burst aspect of the spec, relying on crit chances will still exist. Only, it will have a narrower range between the worst and the best DPS output possible, while effectively bringing both up to be competitive in PvE. With this changes and compared to Madness, Deception will always be fairly below in terms of sustained DPS, as it should be. And more importantly, PvP would be literally untouched. EDIT: As someone pointed out, this does carry the risk to make a PvE hybrid spec OP. The solution would be to tie the auto-crit talent to Voltage: each stack granting 50% crit chance on the next Maul with Duplicity. Thanks to ShawnyBoi and Aelanis for their feedback on this.
  22. As of 2.8, Infiltration will be so far behind Balance that there virtually won't be any reason to play that spec in Operations anymore. Making Infiltration Tactics give an auto-crit to Shadow Strike on non-player targets would have three consequences: . Fixes sustained damage output for PvE . Makes the DPS much more reliable for PvE . Doesn't change anything for PvP nor the playstyle/rotatin/priority for PvE A fourth consequence would be allowing us to still play the spec in high level content. To illustrate how this change would NOT be over powered, I took the best Infiltration parse I could find. If Knightrider's Shadow Strike were to be 100% crit, the DPS in this parse would be around 3.95K. This is obviously a lot, however, this parse had exceptionally high crit chances on Spinning Strike, Force Breach and Project. Even more amazing is the crit chance on Shadow Strike, which makes the change I'm suggesting on Infiltration Tactics not as radical as it seems. Basically, the PvE only auto-crit buffs sustained DPS and DPS reliability, but the burst aspect of the spec, relying on crit chances will still exist. Only, it will have a narrower range between the worst and the best DPS output possible, while effectively bringing both up to be competitive in PvE. With this changes and compared to Balance, Infiltration will always be fairly below in terms of sustained DPS, as it should be. And more importantly, PvP would be literally untouched. EDIT: As someone pointed out, this does carry the risk to make a PvE hybrid spec OP. The solution would be to tie the auto-crit talent to Clairvoyance: each stack granting 50% crit chance on the next Shadow Strike with Infiltration Tactics. Thanks to ShawnyBoi and Aelanis for their feedback on this.
  23. For next year, I'm suggesting that something should be done for "Revenge of 5th" also
  24. Still, a casted ground-targeted AoE would be more useful than what we currently have, especially for tanks (in PvE). But my choice would be an instant ability that doesn't trigger GCD, of course!
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