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pieceofjunk

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Everything posted by pieceofjunk

  1. Not sure if this was asked already but what is happening with the Tanking Secondary Stats? Are shield, absorb and defense staying or is that changing like some of the other stats?
  2. So we have 2 more weeks of under performing Shadow tanks? Maybe because I play a shadow tank but putting us at a disadvantage in a raiding environment seems more like something that should be patched ASAP. I am guessing this probably also affects the new PVP season as well. Very disappointing.
  3. Hey Tait! Any word on when this fix will be in?
  4. Thank you Tait! I thought it was an issue with one of those two Class features.
  5. I checked Logs from 2-10 and 2-17. Since 3.1 I am only regaining 2 force from Double Bladed Saber Tactics instead of 4. Screen Cap of log from 2-10 http://i.imgur.com/9QiVDdg.jpg Screen Cap of Log from 2-17 http://i.imgur.com/lJfWz1r.jpg Devs! Please Address this!
  6. I checked Logs from 2-10 and 2-17. Since 3.1 I am only regaining 2 force from Double Bladed Saber Tactics instead of 4. Screen Cap of log from 2-10 http://i.imgur.com/9QiVDdg.jpg Screen Cap of Log from 2-17 http://i.imgur.com/lJfWz1r.jpg Please Address this!
  7. I don't think so as I tried excluding Force breech from my rotation so it was closer to the pre 3.1 rotation and it didn't make a difference. My Co-tank is a Guardian so I don't have to worry about that de-buff. I think in adding the Proc to Double Bladed Saber Tactics they may have accidentally made it so the 2% force recovery doesn't happen. I will try to look at some logs tonight. Force breach cost 20 force, which is the same as Slow Time. Double Strike is 21? maybe 25 force.
  8. I found this an issue on all my fights in SM Ravagers and ToS, also the First 2 fights of HM Ravagers(haven't cleared Bulo yet). I am mostly 192 with a 3600 point budget. I did not have these force issues before 3.1 with a lesser budget.
  9. Hello I have found that my force regen seems very low since the implementation of 3.1. Even if I ignore the new proc for Force Breech and stick with my old rotation I have Force issues when Tanking. I do not know why, maybe double bladed saber defense is broken. Please look into this. Link to my post in the Shadow/assassin forums. http://www.swtor.com/community/showthread.php?p=8039924#post8039924
  10. Has anyone noticed any issues on their Shadow Tanks with regards to Force? When I have tanked since the patch for 3.1 I have noticed I often am exceptionally low on force. I thought it might be because with the new Force Breech proc I was trying to use that more often so I took that out and went back to my standard rotation. Project > Slow Time> Double Strike till proc >Project >Cascading Debris. I was still often having force issues. Yes this is when I was main tanking OP's bosses. I was wondering if something got changed on Double Bladed Saber defense that I missed or a bug was introduced? Anyone else seen anything like this?
  11. You are punishing people in game for purchasing SoR in time to gain early access. Especially those of us who are not credit rich. I will be advising everyone in my guild to not level anymore characters until the patch drops, which will take away quite a bit of the point of having early access.
  12. I am sure it is a work in progress but you still list the +3% accuracy talent in your guide and these no longer exist.
  13. Please bring back the Role (DPS, Healing, Tanking) forums in the class section. They were extremely valuable. I am not sure where to go for items such as KBN's ideal stat distribution. I know myself and other guild-mates referred to these forums often for information even if we never posted in them. Bring Them Back!!!!
  14. I think that the NiM boss trophies costing 1 Million Credits each to donate to your guild is excessive.
  15. Does anyone else think that I have to purchase decoration for my guild is ridiculous? I should just be able to donate any personal decorations with no cost attached.
  16. Yeah I would love to see a guide as well. I want to see how groups are handling the increased number of monsters etc.
  17. My guild mate asked this question on the forums and no one is sure so thought I would post it here in the hopes that some Theory-Crafters can tell me. I've been looking around in the swtor forums for a while and can't seem to find a definitive answer, so I thought I'd check to see if anyone knew here. I'm trying to figure out exactly how armor reduction, penetration, and ignore armor all work - mostly in PVE. Here's what I've heard: - Ops bosses reduce kinetic/energy damage by 35%. Elemental and internal damage ignore armor entirely. - Armor debuffs from abilities like grav round, sunder, or flourish shot reduce that amount by 20% which is calculated multiplicatively - leaving ops bosses with 28% damage reduction. These abilities can't stack with each other. - "Armor penetration" and "ignore armor" are the same thing as each other, but they are different than the "armor reduction" from stuff like grav round. Armor pen/ignore percentages can stack and are added to each other (so for example Sharpshooter Gunslingers get 30% armor penetration on Aimed Shot since they get 20% from "Sharp Aim" and 10% from "Slick Shooter"). My questions are, first of all is that information above correct? And second of all, how do armor reduction and armor penetration interact. For example, if a Sharpshooter Gunslinger uses Aimed Shot on an ops boss that has an armor debuff on it - what happens? Is the damage only reduced by 19.6% (70% of the 28% it would be without any penetration)? This is also getting me curious about how armor reduction and penetration work in PVP where people have different armor values. Does armor penetration help more on targets with high armor or on targets with low armor?
  18. Why on the cartel market are the new Dyes sold only in random packs? Why can I not just pick a specific Dye and buy it? My guess is most people will want to dye their armors specific colors not whatever random crap dyes they get from the cartel market. This has nothing to do with the dyes available through artifice crafting only the cartel market.
  19. KBN has done alot of good work on this. The most important stuff is in the spoiler sections of the OP. http://www.swtor.com/community/showthread.php?t=616779
  20. This is the thread you want. http://www.swtor.com/community/showthread.php?t=616779
  21. Surge hits DR very quickly now. Somewhere, I cant find it now, I saw numbers for each stat and when DR really starts. Surge was around 270. In this Vigilence guide there is a link to this graph That shows DR curves. If those hold up you should get a little surge then get your accuracy to 100/110% since those trade off on enhancements.
  22. KBN has this thread going. Under the spoiler section of the OP he sets out goals for each 100 points of your stat budget.
  23. That is a theorycrafter Math question. I just go with what KBN tells me since I have found his gearing theories test out over play time.
  24. In the article the most important part for gearing up is the Spoiler area that covers Stat Distribution. A Guardian one looks like this {1500,{defense->900,shield->600,absorb->0}} The first number is your Total Stat budget. If you added all the points up from Defense, Shield and Absorb that your gear provides. Mousing over a stat on your Character Sheet should provide you with the total number for that Stat. Soo if your total point in the 3 Defensive stats add up to 1500 you would shoot for the above distribution. 900 points in Defense and 600 in shield with none in Absorb. As you get better gear your Stat budget goes up and you try to add the points in accord with the new target. These are ideal and should be somewhat attainable targets through itemization and Augments. I think Full Dread Guard gear with MK-6 augments gets you a stat budget of around 1650. Full Arkanian, the first new raiding gear set that includes set bonuses, is around 2100 i think. These targets are still Universal just instead of looking at a % you are looking at the number in each stat. This is because there are static % increases to some stats such as 3% Defense from Soresu Form or 4% Shield Chance from the Defense Tree Shield Talent that always just add a percent no matter the number of Points you have in a stat. Example: My Guardian Tank is almost completely 63 gear. I have 713 Points in Defense, 561 points in Shield and 428 points in Absorb. Now that I am 55 I will be working towards a budget more like {1700,{defense->1009,shield->680,absorb->11}} But I don't plan to go swap out tons of Mods and Enhancements. Instead when I get newer better gear I will be looking to trade in Absorb for Defense and to up my Shield stat. KBN took the stat budgets out to 5000 because the way the DR curves are reworked starting at 55 he feels that they are scaling gear now with a very long term view including new tiers of Gear and Content. I hope that helped.
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