Jump to content

Quantemoq

Members
  • Posts

    178
  • Joined

Everything posted by Quantemoq

  1. you know what's really unfair , if you are a bad player with crap gear, you have a 100% chance to be with a crap player in your team. so unbalanced!
  2. agreed and there is something more to this missconception. let's say there are 16 people on the rep side queing and 16 on the imperial side. one 4 men premades and 12 pugs on each side. now let's say you are a pug. your chances are 50% to go against a premade +4 pugs why? because the composition is either: premade +1st 4 pugs , premade + 2nd 4 pug, premade +3rd 4 pug or 1st 4 pugs + 2nd 4 pugs, 1st 4 pugs +3rd 4pugs, 2nd 4pugs + 3rd 4 pugs the chances for yourself to be in group with a premade is only 33% though . why? because you can either be with the "second 4 pugs",or with the" 3rd 4 pugs" or with the "premade" in one team. so it might seem that the oposite faction has almost twice as much premades as your side has even though it is not the case.
  3. honestly even though it is frustrating there is a pretty simple solution to it. just level a powertech to 50. let's face it, gearing is the only thing that requires a lot of time and you can just sent 80% of your merc's gear mods/armorings/enhancements over to your powertech and have him fully geared instantly. just uncraft the mods put them in some legacy gear and sent them over. with the new event you can even sent barrel over since you get a legacy bound weapon.
  4. 100% confirmed it is on gcd. probably a bug that will never be fixed
  5. the thing is you suggested, was changing alacrity for crit. i was making a sarcastic comment about it, since it is not possible. crit trades for power, alacritiy trades for surge /accuarcy. in the end you have around 550 points that have to be either alacrity/surge/ or accuracy. and you cannot trade them for neither power, nor crit ,nor willpower. btw a global cool down is 1.5 sec not 1sec and all abilities that are affected by alacrity (all channels and casts) do not even have a gcd. gcd is only for instant casts
  6. ok some problems here, first grav round decreases armor "rating" [AR] not armor damage reduction and it doesn't stack with armor penetration but multiplies. that means, 35% armor penetration ignores in fact 35% of the DR. A normal juggernaut tank has 42.6% DR from armor (8000 rating) so it would be reduced to 27.7%. With 5 stacks of vortex the AR would be reduced by 20% -> (=6400) which is around 37% . now the armor penetraion from the cylinder would be applied on the 37% damage reduction (not the 42.6%) => 24% damage reduction left. so the effective difference between 5 grav vortexes and 0 grav vortexes is only 3.7% damage on a full tank . now another problem. high impact bolt and full auto together make around half of your damage as gunnery commando and they are subject to shielding/absorbtion as well as accuracy. now with 10% accuracy you already miss 20% of the time against a full tank jugg (30% defense). then if you hit the tank, ~50% of the time your damage will be reduced by ~50% due to absorption . one can roughly say that every second non-crit of your full auto gets its damage reduced by 50%. that would reduce your damage of all the non-missing attacks by 14%. Full auto has 60% armor penetration which basically reduces the 37% (6400 rating) to 14.8%, but lets see how much that actually effects the damage: say you deal 1000 damage. 200 of it is lost due to defense, another 120 damage is lost due to armor and another 100 damage is lost due to absorption. that leaves you with 580 damage at the end. now let's take a 0 armorpenetration tech attack without any armor reducing buffs: 1000 initial damge, you would lose no damage due to defense or absorption only due to armor of 42% (8000) that would be 420 damage and would leave you with 580 damage. so a white attack with 60% armor penetration and 20% armor ration reduction is equivalent to a 0 ap 0 armor debuff tech attack. making a lot of other classes better tank killers then a gunnery comando.
  7. totally agree, it is juts ridiculous how fast 5 operatives can kill one marauder! (while the rest of his team wins the warzone)
  8. sage(bubble spec healer) > gunslinger(saboteur) > sage (balance) >>>>>>>> merc(dps)
  9. that is exactely what i did and what kind of results i had. luckily i have the legacy gun, so in only costed a couple of thousand credits to get my powertech full ewh instantly.
  10. how can you trade alacritiy for crit ? because all enhancements have either surge/accuracy or alacrity ?
  11. i asked a couple of people (including me) that are all full elite warhero to dps a dumyy for 5 min in each spec. every single one did less single target damage on lighting then on madness. (in hybrid madness with lighting baragge they were slightly higher then full madness though)
  12. "crushed" is the dot from crushing darkness. and force lighting is "shocked".
  13. seems like overclock doesn't decrease casting time Commando - Gunnery: Decoy: Diversion has a <<x>>% chance to intercept and absorb the next incoming direct Force or tech attack. Lasts <<y>> seconds. Overclock: Reduces the cooldown of Concussive Round by <<x>> seconds and Tech Override by <<y>> seconds. In addition, Tech Override has a <<z>>% chance to yield a second charge, making your next two abilities with an activation time activate instantly. Reflexive Shield: When you take damage, you have <<x>>% chance to reduce the active cooldown of Reactive Shield by <<y>> seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a <<y>>% chance to emit an Energy Redoubt, which absorbs a low amount of damage and lasts <<a>> seconds. This effect cannot occur more than once every 10 seconds. http://www.darthhater.com/articles/feature/23065-game-update-1-7-datamined-information-updated-with?page=3
  14. ahm. no you can neither be pulled, grappled nor charged .
  15. http://www.torhead.com/ability/arJX2s8/cloak-of-pain http://www.torhead.com/ability/ei8yu4T/defensive-roll 53% armor (with cloak of pain) vs 34% armor damage reduction and smashes are reduced by 30%.
  16. are we really back there again? a marauder has 3 dps options and jugg has 2 dps options and one tank option and is squishier then a marauder when he is in a dps spec. so haveing a tank/heal option is not the same has beeing a tank/healer.
  17. pyros can almost fully dps a backlash sorc healer without getting stunned (10 meter flamburst, 30 meter railshot ,10 meter td, 10 meter im) while a rage jugg will have some serious trouble if the enemy team has 1-2 of those sorcs. that is why pyro > jugg when backlash is involved
  18. well even though there is not question that lighting sorc <marauder. i would not throw all marauder abilities from each tree together in the comparison. 1: 90% of all dangerous pvp marauders are rage. (so no self healing ) 2: as rage spec, marauders suffer greatly from active predation (because during predation they cannot get any berserk stacks . aka their rage and shockwave supply is reduces significantly)
  19. while marksman has the potential highest burst. the burst comes with a drawback. first marksman has almost not armor penetration nor internal damage in its attacks. and second almost all attacks are "white" aka deflectable and shieldable. leathality and enigneerings have most of their attacks from tech and also in case of leathality have a lot of internal damage . so if you plan to kill tanks in pvp you will be much better off with either engineering or leathality (or a hybrid).
  20. dots are only good if combined with burst (aka leathal engineer snipers or pyro powertechs) you dots someone, you burst him to low health and when he los you with 10%, he'll die from the dots (because often he also los his healer).
  21. You would fill the resolve of enemies even if you don't want to. you would knock targets out of range of melee allies (smash). combinding major damge abilities with ccs is always a double edged sword. (just imagine huttball and a clueless sorc useing thundering blast on the ballcarrier tank , making him unpullable and and ccable before he even passed the first fire)
  22. madness without the root from creeping terror is a free kill in warzones. the only thing you do as hybrid is force linghting, and affliction on everyone to boost your numbers at the end (but in fact you are hurting your own team more then your help becuase with every enemy beeing dotted, 8sec ccs become impossible)
  23. step 1: stack power over mainstat step 2: stack surge to 600 step 3: place 6 deathfields on the weakest enemy in a warzone until you crit. step 4: lose your warzone and check your highest hit on the board and f ap to it ^^
  24. too bad that corrosive grenade doesn't benefit from experimental explosives
  25. here are some results of very high parsings (given the date). operatives shares the last spot with sorcs. while snipers/gunslingers lead the boards together with marauders and vanguards http://www.swtor.com/community/showthread.php?t=567773 in this one neither operatives not sorcs made it even on the list due to falling behind so heavily http://www.swtor.com/community/showthread.php?t=534251
×
×
  • Create New...