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Quantemoq

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Everything posted by Quantemoq

  1. sticky grenade exploding after time runs out ftw
  2. highest parse of gunslinger/sniper = 3358 dps http://www.torparse.com/a/236380/5 highest sentinel/marauder = 3242 dps http://www.torparse.com/a/305237/1 highest scoundrel/operative =3127 dps http://www.torparse.com/a/319950/1 highest commando/merc = 3117 dps http://www.torparse.com/a/308636/1 highest sage/sorc = 3005 dps http://www.torparse.com/a/294314/5 highest vangaurd/powertech =3002 dps http://www.torparse.com/a/319062/1 highest guardian/jugg = 2940 dps http://www.torparse.com/a/278969/14 highest shadow/assains = 2818 dps http://www.torparse.com/a/273652/1
  3. if you main hand is 72 pve instead of 65 conquerer you gain a ~0.5% damage increase but a small survivability loss. if you have a lot of white attacks it is a bit more. (since all white extra damage is on the mainhand for most classes) everything else is not worth to be replaced by pve gear after the last patch.
  4. depends. if you go for the 2/22/22 spec or 8/8/30 you might want around 100-200 crit-rating because of assault trooper. otherwise 0 crit and full power. accuaracy to 110% for pve. (tech acc) pvp i'd take accuracy to 104-105 % (which is basically 3% from talents 1 from companion and around ~1% from enhancements). all other secondary stats should go into surge for both pve and pvp. and ofc aim augments unless you do not take steely resolve for some reason.
  5. if someone else consumes your "suppression" he will also get the +20% (suppression damage bonuses stack +20% +40% +60% etc) on whatever dot they use. same is if you consume someone else's dot so i don't see that much of an issue there. ofc, if you have 2 telekinesis sages and one balance. the two telekinesis guys will eat your "surpressions" with their dots without providing any extra "suppression" for you -> they get higher dps because of you and you get lower dps because of them, but the total dps delt to the boss is more or less the same.
  6. well the feat that gave arsenal mercs 30% extra crit damage was bugged and did not work back in the days. even though since the very beginning people were posting in the forums about that bug , it took about 4 months to fix it.
  7. at that level you have very few abilities. so i suggest you find out who is healing in your team and put "guard" on him (and stay within 15 meters). if you do not have a healer, figure out the highest dpser in your team and guard him. eventually a tanks objective is "pealing". which means to pull/cc/taunt the target that tries to burst down the player you guard. aside from that, a tank is usually the one carrying the ball in huttball (although usually guardian tanks and shadow tanks will do that) PS: calling incomings early and correctly is crucial ! so if you do that you are already helping your team more then many.
  8. except for the fact that "barrage " (aka the unload proc) doesn't make unload free but increases its next damage by 25%.
  9. your reply doesn't make a lot of sense. he is comparing tofn to grav daragon, not to other mmos. not like they have different content there.
  10. http://image.noelshack.com/fichiers/2013/09/1362011240-dr-curve-2-0-swtor.png as you see in the graph no matter high high surge gets it can never surpass +30% (50% is base +30%= 80%) you can get +1 % extra crit multiplier through maxing out certain companions. furthermore you can get +crit multiplier through talents (although most of them won't show in your char-sheet except for dark resonance http://www.torhead.com/ability/BhBT90/dark-resonance) but even though it doesn't show in your sheet, you can get crits that deal more then 100% extra crit damage. all talents multiplier stack ontop of the base surge value.
  11. with the change on how shielding works (now shielding all kinetic/enegry damage no matter if force,tech,ranged or melee) a lot of classes including sorcs have to deal with it. the best setup against it are classes and specs with high critchance (crit overwrites shieldchance) and high internal/elemental damage (because they cannot be shielded). that would be both powertechs speccs and leathailty snipers (they have 50%+ of their damage coming from elemental/internal damage and quite high crit chance on the rest of their attacks through talents)
  12. i know that from the 2.0 description of "assault trooper" one should recieve a 30% extra crit damage boost to : "plasma cell, high impact bolt, ion pulse, incendary round, and assault plastique." but my ion pulse doesn't recieve it when i crit. is that a know a bug ?
  13. the problem with vanguards is that it looks super ridiculous when he holds his blaster like a sniper rifle to shoot a target only 10 meter away (especially since 10 meter in game seem more like 5 meter in real life) it looks as if he's myopic or somthing. furthermore he almost never changes the stupid "aiming" pose. high impact bolt, iopulse, pulsegun, mortar volley all look almost the same just with different projectiles. and it looks totally stupid running into melee with a long blasterrifle (almost pokeing the target in the eye with it) just to hit the target with the back of the gun? also a lot of the attacks that come out of the blaster rifle don't seem to fit. i mean mortars? ionstorms? for the big *** gun of the commando it makes kinda sense but a blaster rifle? (same weapon as the operative of the imperial side). the pistol of the powertech is tiny compared to the armor but it fits the idea of the class. the armor is the weapon of the powertech and the pistol is only used for the weakest standard attack. railshot is fired out of a gun on the wrist, same goes for flameburst and flamethrower and all the rockets, the "death from above" is fired while the powertech flies in the air with his jetpack and the missiles are launchen from both arms. and unlike the fumbling attempt of the vanguard to hit the target with the stock of his rifle, the powertech activates boosters on his boots and performs a "falcon punch".
  14. i'm sorry to be a nazi about that. but there are no "physical attacks" , nor is there "physical damage". there are only force/tech and ranged/melee attacks. and kinetic/energy and internal/elemental damage sources. armor protects against kinetic/energy damage which is dealt by about 60-70% of all attacks (unless it is a powertech).
  15. where did you get this info from? because i thought only armor debuffs (like grave round etc.) reduce armor rating and armor penetration ingores the actual % (after the debuff, in case one is appield).
  16. (only speaking in terms of pvp dps) powertech= easiest class in the game and very powerfull (every rated team that wants to win has at least one of those, better 2) marauder = medium to play, when mastered very powerfull juggernout= medium to play, when mastered powerfull and great utility sniper = hard to play ,when mastered quite powerfull (though not faceroll) sorc= hard to play, when mastered quite powerfull (but not faceroll) assassin = hard to play, when mastered great for utility/objectives but mediocre for dps operative= very hard to play, when mastered good for utility/objectives , bad for dps mercenary = hard to play, even when mastered almost no utility , and mediocre for dps
  17. This! (except i'd probably change the first rule into:" immediately leave if there is one or more players with less then full recruit, or more then two bad classes like merc dps")
  18. smash , as well as all force/tech attacks (or yellow attacks) can never be shielded even if they don't crit.. all in all it feels like buff to rage jugg dps to me. 30sec cd on enrage (and every attack reduces the cd 2sec), an improved version of sundering assault (now much more like battering assault from the mara) and a free scream/ smash allows you to replace all assault uses with vicious slash. that not only does way more damage but also has higher critchance,higher accuracy and deals extra force damage now. further all white attacks have 15% more crit damage and whenever you use smash you gain +9% extra damage for the next 6sec. ans with a base cooldown of 12sec for smash and a cd reduction of 1 sec per attack you basically smash every 7-8 sec
  19. heavy armor ~30% 30% - 0.6 x 30% = 12% so with 60% armorpenertation your HiB deals 88% of its base damage instead of 70% that means your number will be 88/ 70 =1.26 times higher (aka 26% more damage) if you have "high friction bolts" the impact will be slightly less since you already have 30% AP so it is 90% AP vs 30% ap that reduces heavy armor to 3% and 21% so your HiB deals 97% vs 79% 97 /79 = 1.23 (aka 23% more damage)
  20. of course not. it is less damage ,can be delfected and shielded and costs 3 more ammo (base cost of 19 and is not recuded by the gunnery feat that reduces the cost of grav round) but it gives you insight of that "hehehehe"-guy's testing skills. -------------------------------------------------------------------------- i also seem to have more resource problems and i do not feel that my dps increased anywhere near as much as the dps of my powertech, sniper sorc and juggernout. pre 2.0 it was powertech>sniper>commando>juggernout>sorc now it is powertech>jugg=sniper>sorc>commando in my opinion the problem is that an expensive hib is almost not superiour to a grav round when cof is proccable . and since every FA is aleady 3 sec, it leaves about 1.5 sec for other attacks then grav round (because grav round takes 1.5 sec casting time so you can start casting 1.5 sec before the COF-proc cooldown is offer). often you needed to put your ammo management abilities into that 1.5 sec period as well as demolition round. pre 2.0 you cound use hib as ammo management but that is no longer the case. also the buff for alacrity didn't benefit commandos as much as other classes. since you already have 70+% of you damage comming from channeled/casted attacks anyway.
  21. missile blast with salvo has about the damage of one rapidshots, which doesn't justify the 25 heat ever. even with the guaranteed cgc .
  22. you guys know that weakening blasts stacks right?. (deathmarks from sorcs too btw) that means if two snipers place wb on the same target , ofc it will only last 5 ticks (5 for each sniper's dot) but each dot will be increased by 60% (30% from the own and 30% from the other snipers wb) so it is no damage loss.
  23. weapon claibrations 2% alacrity. (used to be 4%) critical reaction 3% alacrity (used to be 5%) also high impact bolt is now basically gets +8% damage (new set bonus) but costs 10 ammo instead of beeing free
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