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Nnekk

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Everything posted by Nnekk

  1. The +235 crit/surge I refered to in the OP is not from an Adrenal, but rather a BM relic....which is re-usable.
  2. If that is the case, then it makes the choice easy. 15% more damgage/reduction/healing for 25 secs sure beats a +5.05% increase to crit chance and a 12.2% increase in crit multiplier for 20 secs. Those numbers are a fully geared BM.
  3. With full BM gear, expertise gives a bonus to damage/damage reduction/healing by ~12.63% So, in PvP, which would be better to use? Not sure if the 15% boost is to the raw value (702 Expertise) or to the 12.63%. More than likely, it's the 702 that is boosted to 807. Which would net you just over a full 1% gain on the 12.63% for a total of 13.63% Crit chance is given as: Crit Chance % = 5 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( PrimaryStat / max(Level,20) ) / 2.5 ) ) + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( CritRating / max(Level,20) ) / 0.45 ) ) Crit chance can also include a bonus from a secondary stat. Have a look at your damage or healing bonus on the character screen, if it includes a bonus from a secondary stat it will also have a small crit bonus from that stat calculated as + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( SecondaryStat / max(Level,20) ) / 2.5 ) ) Crit Size % = 50 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( SurgeRating / max(Level,20) ) / 0.11 ) ) While the formula on the diminishing returned on expertise is: PvP Damage Bonus % = 20 * ( 1 - ( 1 - ( 0.01 / 0.2 ) )^( ( Expertise / max(Level,20) ) / 0.72 ) )
  4. This is one of the most asinine things in the game. I will un-subscribe if it's not fixed by my anniversary date!
  5. HAHA! Yeah, know what you mean.
  6. I think Maurader's have too many abilities. I think some of them should be consolidated into a single ability. Complexity is not an issue. Too many cooldowns combined with too many keybinds take away some of the pleasure of the game in terms of being able to actually watch my own gameplay. Right now, I am stuck most of the time, basically watching my cooldowns and making sure my hands/fingers are placed just right to hit all 30+ keybinds. Some simplification is in order.
  7. Some might say if you don't like it, ask for it to be changed; if others don't like the change, maybe they can play another class. We all know the world does not revolve around the players who like it exactly the way it was introduced. /slight_sarchasm_off
  8. I like the 15 minute lock-out after leaving a WZ that is in progess. No exceptions; even though there will be legit reasons. Deal with it.
  9. Just wondering... http://i168.photobucket.com/albums/u196/bigfree123/Screenshot_2012-02-09_22_29_24_412455.jpg Thanks
  10. For all you out there who disagree with the OP just look at the stats at the end of WZ's. Huttball, really shows this mostly, but you can see the data cleary in the other two WZ's as well. Look at total damage done. Look at number of deaths. Look at number of kills. Look at number of medals earned. Numbers/Statistics don't lie. Marauders are severely hampered due to KB (sometimes more than other dpending on map) One other was to "fix" thihngs would be to leave all the KB's alone and basically double or triple the damage output of the Marauder when they are in Melee range. Basically, everyone would be sort of safe with distance between yourself and the Marauder, but you will get upset when one gets in your face for any amount of time. Something needs to be done, the numbers prove this out. See how many Marauders actauly play versus the numbers of the other classes. It's less and less every week.
  11. In response to OP; I sure hope so!
  12. If Auto-Facing is in for one class, it should be in for all; Melee and Ranged alike. Though, I'd prefer if it were not in the game at all. While we're at it, there should be a "to-hit" penalty for ANYONE ranged firing weapons/spells while moving and a similar penalty for the Melee class as well.
  13. Not sure if I buy this as a whole. But, I do notice some lopsided victories too many times....
  14. Against other Melee classes, Marauder is comparable....well, against the Warrior class. But, that's about it. Severely limited against ranged types. Either not enough tools to close the distance or to remove stuns/hindurances to allow one to move within melee range of the opponent. You could leave the above alone and just double the damage output of the class so that WHEN they are in melee range, the opponent knows it and feels it immediately. Perhaps Sabre block should be an "always on" skill for the warrior class for ranged attacks.
  15. tru dat. Bunch of whiners....you all got balanced against the rest of us and I'm not so sure they went far enough. I meanI'm happier, now, that you got nerfed, but I'm pretty sure you still a bit OP. Wait for the 2nd round of stats to prove out that your class still needs to be ratcheted back a notch.
  16. READS: I used to WTFPWN everyone until my profession got re-balanced in-line with what other professions were doing and were meant to be doing. I'm sad I no longer insta-kill others. I loved the feeling of being uber even thogh my skills were, average, at best, as a general MMO player. I may have to choose another COTM to return myself to my former glory.
  17. I think the "number" given by the RNG when given a bag should be augmented by a number that represents the level of valor a character has. More valor=better chance at obtaining pieces you need.
  18. I'm allowed to do so, in-game (no mechanics to dis-allow it), and it nets me some of the materials originally used to make it, but is there any benefit to doing so? IE: Will I get a better schematic out of it? If not, why oh why do they allow you to Reverse Engineer it then? It seems some of the rules for RE'ing that apply to other crew skills don't apply to BioChem...maybe?
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