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Hoppinswtor

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Posts posted by Hoppinswtor

  1. Seeing as I start work today and I can't sleep...Might as well, right? Get those records in before the merges next month.

     

    Rules

     

     

    1. List 5.5 records ONLY unless your class wasn't part of the nerfs/buffs.
       
    2. Farm games, whether it be group ranked or acid farming in huttball, will not be included if I find that is what happened. Mostly working on the honor system here.

     

     

     

     

    WARZONES

     

    OVERALL DAMAGE

     

    Overall Damage - Juggernaut and Guardian

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    Overall Damage - Marauder and Sentinel

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    Overall Damage - Sage and Sorcerer

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    Overall Damage - Shadow and Assassin

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    Overall Damage - Sniper and Gunslinger

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    Overall Damage - Operative and Scoundrel

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    Overall Damage - Vanguard and Powertech

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    Overall Damage - Mercenary and Commando

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    DAMAGE PER SECOND

     

    DPS - Juggernaut and Guardian

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    DPS - Marauder and Sentinel

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    DPS - Sage and Sorcerer

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    DPS - Shadow and Assassin

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    DPS - Sniper and Gunslinger

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    DPS - Operative and Scoundrel

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    DPS - Vanguard and Powertech

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    DPS - Mercenary and Commando

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    DAMAGE PER SECOND (Tank)

     

    DPS - Juggernaut and Guardian

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    DPS - Shadow and Assassin

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    DPS - Vanguard and Powertech

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    BIGGEST HIT

     

    Biggest Hit - Juggernaut and Guardian

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    Biggest Hit - Marauder and Sentinel

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    Biggest Hit - Sage and Sorcerer

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    Biggest Hit - Shadow and Assassin

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    Biggest hit - Sniper and Gunslinger

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    Biggest Hit - Operative and Scoundrel

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    Biggest Hit - Powertech and Vanguard

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    Biggest Hit - Mercenary and Commando

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    OVERALL PROTECTION

     

    Overall Protection - Juggernaut and Guardian

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    Overall Protection - Vanguard and Powertech

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    Overall Protection- Shadow and Assassin

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    OVERALL HEALING

     

    Overall Healing - Operative and Scoundrel

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    Overall Healing - Mercenary and Commando

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    Overall Healing - Sage and Sorcerer

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    HEALING PER SECOND

     

    HPS - Operative and Scoundrel

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    HPS - Mercenary and Commando

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    HPS - Sage and Sorcerer

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    BIGGEST HEAL

     

    Biggest Heal - Operative and Scoundrel

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    Biggest Heal - Mercenary and Commando

    1. I am killing this category until the shield heal is nerfed or removed such that it actually has some meaning

    2. I am killing this category until the shield heal is nerfed or removed such that it actually has some meaning

    3. I am killing this category until the shield heal is nerfed or removed such that it actually has some meaning

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    Biggest Heal - Sage and Sorcerer

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    MOST PROTECTION (in a single life)

     

    Juggernaut and Guardian

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    Vanguard and Powertech

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    Shadow and Assassin

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    Highest Kills

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    SOLO KILLS (Stealth)

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    SOLO KILLS (Non-Stealth)

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    KILLING BLOWS

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    HIGHEST OBJECTIVES

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    DAMAGE TAKEN

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    HIGHEST MEDALS

    who cares

  2. Lightning is still the best ranged burst spec for PvE.

     

    Let's get one thing straight: on a single target, lightning is parsing about 250 less than it used to. That's a 3 percent nerf at most. In PvP, this might be slightly more due to the extra hits of (a nerfed) chain lightning. It's still not more than a 5 percent nerf. Hell it might be even LESS of a nerf in PvP if you're force storming for filler.

     

    Please keep in mind that Lightning has an aoe component AND dot refresh built into its regular rotation. For this reason, Lightning's dps is actually quite good in a multi-target setting compared to the other two ranged burst specs. And when push comes to shove, its single target damage is still about 50-100 dps higher than the other ranged burst specs.

     

    Read my other thread for sample parses. Lightning was able to clear all content before, and it still is now, unless you're stacking all ranged burst or something. I don't agree with how they balanced the game, but you can still clear content once you're in full 248's. Master the rotation, get your alacrity to 1557 and your APM to 56-57, and bang out those parses. Trust me, it's not a doomsday scenario.

  3. I wondered if the nerf badly affected PvP, seems like you just confirmed my thought. :/

     

    Yeah, games where I'd normally hit 6500 as Lightning are now yielding 6k at most. The nerf is more noticable in PvP, where multiple players will be stacked for the (weakened) Chain Lightning and you won't really have as many chances to stand still and cast crushing darkness + shock for the dps gain.

  4. I'll still main lightning but madness will be doing more damage in most situations, including pvp (unless teams are stacking perfectly for force storm and chain lightning and the fights don't last too long for the sake of force management).
  5. They were somewhat fotm/overpowered last patch as well, just not to the extent they are now. (Solo ranked may be an exception, but that's just one example: they were pretty darn good in pve, regs, actual group ranked, and duels against all but operatives, madness sorcs, and the most elite of assassins.)
  6. All other things being equal, gear matters.

     

    99.9% of the time however, all other things are not equal. Outside of ranked.

     

    In the old days, absolutely. These days, things are pretty much never equal in ranked. A bunch of teams end up getting farmed and then everyone does kickball. Solo ranked comes down to which tanks and healers are queuing against each other, and which trolls are online throwing matches. Ranked in this game isn't prolific and people really only do it to pass the time because they prefer arenas over eights.

     

    Server merges may change this and there is optimism along those lines.

     

    Ironically, regs are probably the most equal form of pvp in this game these days...besides duels between players of equal skill.

  7. "sustain" rdps IO merc has better burst than lightning now.

     

    yep, 45k in 2 gcd's for IO versus 35-40k in 2 gcds with equal setup work. even madness can be just as bursty as lightning if you set it up right (demolish into recklessness force leech/death field with dots is about 35k in the span of 2 gcds).

  8. Overall what I expected and sustain is more than enough, although the burst did take a hit unfortunately.

     

    Yeah, it should still be able to clear all content. The buff to shock does not make up for the nerf to burst, but hey, let's just turn all of PvP into a parsefest, eh?

  9. After 3 parses, my highest was 9502 (51 percent crit with a couple mistakes) and my lowest was 9159 (47 percent crit played with very few mistakes). It's clear that the nerf was between 200 and 300 dps, because my 9503 parse would've easily been 9700 before the nerf, and my "mediocre" parses beforehand were about 9350.

     

    The buff to shock seems to be an increase of about 100 dps, but I am losing a couple hundred dps on my heavy hitters and the forked lightning procs due to the nerfs.

     

    http://parsely.io/parser/view/321410

     

    http://parsely.io/parser/view/321406

  10. I don't PvE so I won't comment on that.... Honestly I don't care about the numbers that I pull in PvP, what I care about is balance and the enjoyment of the process. High TTK is fun in my opinion since you have to learn to survive and think more, when you downing a player in seconds its not thinking, its button mushing which require less skill, with high TTK you MUST learn how to plan your moves more, since just blowing all your cool downs at once won't work to kill a player. You say "we", don't include me there, excuse me but f*ck the numbers....:rak_04::rak_01::rak_04:

     

    I disagree that people have to focus more on survivability in a high-TTK meta. On the contrary; it's easier to survive because you have a higher margin of error in the form of extra defenses and health. It's important to remember that the enemy can down you in seconds just as you can down them. When TTK was lower, people had to be far better at positioning, survivability, and cooldown management If your cooldown use sucked, you could get globalled. If your awareness sucked, you'd get destroyed. If you overextended, you were punished for it. You had to be aware of all the heavy hitters in the game and how to handle them. Now, you can eat an autocrit ambush and barely feel a tickle when you have a tank and two healers on your back.

     

    Hardswaps in this meta are indeed tough to pull off, but that's mostly just because of the amount of defenses and the health pools (and now the lack of real burst for some specs). You can play it perfectly and still fall short of the mark a lot of the time. If anything, PvP in the current meta is a lot like PvE - teams parsing on each other until one team gets worn down. With a lower TTK, you are rewarded much more consistently for good hardswaps and the like.

  11. Here's how you fix AP in particular:

     

    * Make shoulder cannon heals a passive. Replace this utility with one that provides 4 seconds of cc immunity after AoE taunt.

    * Change the 30 percent aoe taunt defense chance into a 30 percent DAMAGE REDUCTION. This makes it less rng-heavy.

    * Give PT's Kolto Surge (from Merc) as a passive, but adjust it based on the spec. It should be usable while stunned by default.

    * Increase range of Rail Shot and Shatter Slug to 15 meters. PT is a midrange class and should feel as such.

     

    That should fix most of the problems.

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