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Payneintherear

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Posts posted by Payneintherear

  1. I do feel over-powered, both in PvP and even more in PvE. There are numerous bosses that I can tank easily, just shrugging off damage, where an equally-geared (and far more skilled) guardian tank was getting eaten alive.

     

    Outside of Resilience, the Guardian tank will be a lot better than the Shadow for PvE tanking, so what exactly are you trying to tell us here?

  2. Hi, Mr. Condescending, thanks for replying. Since you don't seem to read posts well because your head is shaking while doing so, let me put it in more succinct terms: shroud is better with other abilities used at the same time.

     

    Was that simple enough? Or did that point get lost in your head too?

     

    Remedial school, I take it?

     

    No, I totally got the point this time. You use shroud predominantly to escape once every 2-3 minutes, unless you play huttball, where you might actually use it to prevent CC in a fire trap and score. It's still horrible use of the only effective defensive cool down we have.

     

    Thanks for clearing things up.

  3. It might seem that way (the bigger numbers do tend to get noticed more often than the little ones)...

     

    But if you're running ~100 crit like you say, you have about 22% crit chance +5% smuggler buff + 9% after getting a force crit. 36%... So, with probability with the two DS hits...

     

    13% both hits crit

    46% one hit crits

    41% neither hit crits

     

    But, but...everytime I get a crit, it is a crit, I tell ya!

  4. power is always the best becuase it makes non crits, your most common form, hit harder.

     

    For adrenaline power is the best, because the crit/surge one, runs into DR for both stats. That's the only reason.

     

    Furthermore, that statement about Power always being the best, because most hits are non-crits? That's ridiculous...

     

    What happens if I get my crit chance to 50.1% then?

  5. It really has become rare reading a comment without shaking my head in disbelief.

     

    So you never use shroud to reduce incoming damage? Are you serious? The only effective defensive cooldown we get and you use it as as utility? Alright.

     

    Shroud has 45-60s CD and cloak has 120-180s. Care to elaborate on how you are going to align these two, unless you are not making extensive use of one or the other?

     

    PvE server I take it?

  6. And they say survivability and threat...and threat means damage.

     

    As far as I know they are specifically addressing AoE threat, which means that all three tanks will have similar threat output in an AoE situation. Slow Time is probably going to be the template ability for the changes.

  7. Very interesting. Thanks for sharing the quotes and the references.

     

    Anecdotally speaking, Force Potency feels like there's a massive difference going from base 10% to 40% crit, in both PVE and PVP content. From what you've written, it sounds like the attacker's crit chance is an absolute value, and will automatically push any excess combined (attacker crit + defender shield) off the table. It also makes the 35% unbuffed crit sweet spot sound like a reliable place to be, assuming that you don't have to sacrifice too much wp/power/surge to get there.

     

    Do you have accuracy calculations on hand by any chance? I'd like to run the numbers on the right place to be for a PVP build. It seems like the WH Stalker gear has too much accuracy. It'd be nice to know how many of those accuracy mods and enhancements to swap out.

     

    Basic Accuracy % = 90 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 0.55 ) )

    Accuracy over 100% reduces the Defense of the target. The only basic attack we have is Saber Strike.

     

    Special/Force/Tech Attack Accuracy % = 100 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 0.55 ) )

    Accuracy over 100% reduces the Defense of the target

     

    Melee/Ranged Basic: Base 90% accuracy, defendable

    Melee/Ranged Special: Base 100% accuracy, defendable

    Force/Tech: Base 100% accuracy, undefendable (there are counters to this in form of talents and abilities like the 2% from Shadowsight and Resilience).

  8. Your right, I had them flip flopped. My mistake. In a very general sense im right, if I flip what I said.

     

    Wrong again. Another try perhaps?

     

    Hint: Say both Willpower and Power affect all ability damage and you will be right.

  9. What's easier for a healer to deal with? A health bar that moves at a constant rate, or one that jerks around spasmodically? Burst, not pressure dps, is a PVP healer's biggest headache.

     

    To give people an idea of what you are actually saying with this. I'll take the liberty and post some numbers. A 1% increase in damage on a non-crit Project is around 15 extra damage prior to mitigation. A single crit on Project will add around an extra 1900 damage compared to a non-crit.

     

    Did the devs confirm this? Could you link that please?

     

    Yes, it has been confirmed several times. Can't find a link, but I have the quote:

     

    First is a hit roll, accuracy versus defense, and if the attacker misses then no damage occurs. If the attacker rolled poorly enough to miss even discounting the target’s defense then a “Miss” result occurs. If he misses because of the defense then the result varies based on the attack type, the cover state of the target, and the target’s equipped weapons. All the possible results – Dodge, Parry, Deflect, Resist, Cover – are mathematically the same, but they can trigger different effects and are visualized in different ways.

     

    Quote: Originally Posted by Georg Zoeller

    Combat Results:

     

    We use a two-roll system for determining combat results.

     

    First is a hit roll, accuracy versus defense, and if the attacker misses then no damage occurs. If the attacker rolled poorly enough to miss even discounting the target's defense then a "Miss" result occurs. If he misses because of the defense then the result varies based on the attack type, the cover state of the target, and the target's equipped weapons. All the possible results - Dodge, Parry, Deflect, Resist, Cover - are mathematically the same, but they can trigger different effects and are visualized in different ways.

     

    If the attacker hits, then a second roll is made with the crit chance of the attacker versus the shield chance of the target. If a Crit or a Shield occurs then the damage is adjusted up or down (based on Surge/Absorb), and then it goes through to the armor and damage resistance. A critical can never be shielded, and an attacker with a high enough crit chance can push the target's shield chance off the table. It shouldn't be possible to get your passive crit chance high enough to start pushing off the target's shield chance, but there are short-duration buffs that push these chances high enough to come into conflict.

     

    Heere some examples that clarify how the system works (c/p from Taugrim's blog):

     

    Scenario 1

     

    Attacker’s Crit Chance: 30%

    Defender’s Shield Chance: 30%

    So remaining 40% is normal hit (not Crit, not Shielded)

    Scenario 2

     

    Attacker’s Crit Chance: 60%

    Defender’s Shield Chance: 30%

    So remaining 10% is normal hit (not Crit, not Shielded)

    Scenario 3: Shield Chance reduced

     

    Attacker’s Crit Chance: 80%

    Defender’s Shield Chance: 30%, but for the roll calculation it’s treated as 20% because the Crit Chance pushed 10% off the table

    Scenario 4: Shield Chance negated

     

    Attacker’s Crit Chance: 100% (e.g. due to a proc buff that makes the attack Crit)

    Defender’s Shield Chance: 30%, but for the roll calculation it’s treated as 0%

    Therefore, the attack is a guaranteed non-Shielded Crit

  10. It's called 'Force Shroud' Removes All dot's and gives you a 100% chance too resist any Force/tech attack's meaning.... even if the warrior or whoever try's to dot you, or on the other hand does dot you... by using the above they are removed and this result's in a successful in-combat stealth, if it's off of cooldown well.. tough.... it's on a 1min CD which is fairly low anyway.

     

    Except that this is the only relevant defensive cooldown the class has and if you are required to use it to shroud, then it isn't much of a defensive cooldown, is it?

  11. I have two questions about this:

     

    (1) How do critical hits differ from regular hits in this game, other than higher damage. (In some games crits were "special" in that they would bypass armor, always do 100% damage, or ignore other forms of mitigation, which usually led to heavy pressure for maxing out crit chance on classes that could achieve 50% or better). If crits bypass mitigation in any way, then this could make a big difference on targets with very high mitigation, like heavy armor wearering players and bosses or operation mobs.

     

    Crits bypass shield mitigation.

  12. Way to blow my post out of proportion.

    At no point did I say ignore crit, I said crit is devalued and that its inherently unreliable till 100%.

     

    Both points are irrelevant is what I am trying to tell you, I guess. You say crit is devalued, yet it's still more valuable than Power for both DPS specs and the fact that crits are unreliable until you reach 100%, that's like saying probabilities are inconsequential or something.

  13. I should start a blog since i've played plenty of MMO's just for the pvp over the last 10 years... maybe I can be considered credible for that too.

     

    That ship sailed when you started defending Marauder's and Sentinel's OP status in every thread (lately you have been arguing that changes to their defense would affect pve balance?).

     

    Start your blog early the next game you play.

  14. In terms of the traditional darkness hybrid, 27/0/14, I believe 27/1/13 is superior.

     

    With a single point in duplicity, you are not getting more than a proc every 15s, I'd guess. So basically you'll trade a potential 25 force on an attack that requires you to be behind the target, thus ignoring 50% of the target's armor for a guaranteed 12.5 force on an on demand ability that deals internal damage, has 30m range and a 3 target AoE effect. Also, don't forget that one is defendable, while the other pretty much isn't.

     

    Both will deal about the same damage.

     

    I don't really see why I should choose Duplicity over a force cost reduction to DF. Furthermore with Thrash dealing close to the same damage as Maul for less force, since you pick up the Claws of Decay trait, in practice, when Exploit Weakness is up, you are ignoring 50% armor for 2 more Force, if you can get behind the target. If the target wears light armor or is armor debuffed, Thrash is actually going to be just as good and that's completely without prerequisite.

  15. At the end of the day until you get 100% crit it is an unreliable (within limits) stat.

     

    What kind of statement is this? Reality is the closer you get to 100% crit rate the less important crit becomes, not the other way around.

     

    There is exactly one crit talent for Infiltration and that is not triggering unless you crit with your force attacks to begin with and it only affects melee. Going all out Power with the BiS gear tailored to that design will leave you at under 18% crit chance. You might as well not pick up any crit damage talent whatsoever, as that's a waste of points.

     

    While there is a point for each ability, where Power will add more sustained DPS than crit rating, it is a) so far into crit rating's DR, that the term "stacking power" hardly applies anymore and b) still only adding a few % damage in terms of average hit per ability and never be ahead in terms of short term dps windows (bursts).

     

    Basically, Power is a PvE stat for Infiltration and even then it's pretty much about finding the sweet spot for Clairvoyant Strike's coefficient and gear up Power based on that (as that's the ability that will deal the most damage over time).

     

    PS.: Balance is pretty much in the same boat, just so we understand each other. Not only is Force Potency less effective for Balance builds, but most of your damage is force based with the exception of Double Strike, which has a low coefficient and a crit damage bonus that kicks *** in that tree. This is of course on top of the whole Balance survivability mechanic that builds around small heals from crit ticks

  16. Im counting the tier 1 balance talent, with enough crit its not hard to maintain a solid uptime on it.

     

    Firstly, that talent only affects melee abilities and secondly you'd still need 43% crit chance , which is impossible unless you stack crit in every slot like a mad man. Just saying.

  17. I understand that I was wasting points in shadowy veil, but now you're wasting points because you have shadow technique, but skills that require combat technique.

     

    Umm, that build uses Combat Technique, but it has to purchase Shadow Technique to get a crit modifier on Shadow Strike. You don't need to have Shadow Technique active to get the crit damage bonus on SS.

     

    Never said the build was ideal, but it's a lot closer to what you were trying to do than what yours was accomplishing imo.

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