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Kinslayer

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Everything posted by Kinslayer

  1. Operatives already had a very high sustained tree in Lethality but it didn't stop them from buffing Concealment to be even better at sustained DPS than that...
  2. Guess I should maybe think about stopping being lazy then...
  3. Both classes have an ability which increases their accuracy by 30% for 10 seconds which obviously benefits Gunslingers more than Snipers because it means their Offhand attacks won't miss during this period. Given it's on a 2 minute cooldown it's not as obvious as this current disparity but it does mean that an equally geared and skilled (and lucky) Gunslinger will always beat a Sniper.
  4. The biggest thing I can see which is preventing you from getting higher numbers is your APM. I can't see any problems with your rotation but sometimes there's 0.2-0.3s delays between ability activations which definitely would hurt your end DPS. I see quite a lot of 1.5s gaps between activations so it's not all the time. I guess just make sure you have the ability queue set to 1s and that you're queuing abilities as soon as possible (obviously not for FA without trimming it) and this should definitely help.
  5. My best commando parse is this one, although it is actually worse than the other one of mine you linked in terms of plasma cell uptime. 100 is definitely closer in my opinion. Either way it's definitely a noticeable and significant difference.
  6. Meh, even if the OH never had a chance to apply/refresh the CGC DoT my best parse still would've been over 4k. I'd also like to know where 100-150 comes from. It's not even 100.
  7. Plus also having 2 attacks that can proc CoF means if one is interrupted you still have the other.
  8. Nefra (trimmed to when I stopped doing damage to Nefra) Marisi - Pyrotech Mercenary - Aurum Gaming - 3891.82 - http://www.torparse.com/a/622813/time/1395285610/1395285727/0/Overview Draxus Marisi - Pyrotech Mercenary - Aurum Gaming - 3308.75 - http://www.torparse.com/a/622838/10/0/Overview Brontes Marisi - Pyrotech Mercenary - Aurum Gaming - 2976.4 - http://www.torparse.com/a/622838/21/0/Overview Bestia Marisi - Pyrotech Mercenary - Aurum Gaming - 3449.2 - http://www.torparse.com/a/622813/6/0/Overview
  9. This was proven quite a while ago and is the main reason why Merc's cylinder uptime is much higher than Mando's.
  10. 12:18:23.807 Mari activates High Impact Bolt. 12:18:23.807 Mari loses Ionic Accelerator. 12:18:23.987 Mari gains 8 energy. 12:18:25.356 Mari activates Incendiary Round. 12:18:25.356 Mari spends 16 energy. 12:18:26.848 Mari activates Charged Bolts. 12:18:28.354 Mari spends 16 energy. 12:18:28.356 Mari activates Charged Bolts. 12:18:29.849 Mari spends 16 energy. 12:18:30.743 Mari activates Charged Bolts. 12:18:32.264 Mari spends 16 energy. 12:18:32.264 Mari gains Ionic Accelerator. So what do you make of this? 2 Charged Bolts and more than 6 seconds had passed after IA was used and no proc.
  11. If Demo Round auto-critted the target if the Gravity Vortex debuff was present, it would certainly help close the gap but it's not going to add 500 DPS. But then this would most likely cause PvP imbalance if you had a guaranteed 10k+ hit every 15 seconds with no real setup.
  12. That's weird. I just hopped on to my Mando and did a parse - http://www.torparse.com/a/622197 where all I did was IR CB CB HIB then FA CB HIB. I didn't get an IA proc on 2 of the 2x CB combos but the FA CB one worked every time and from what I can recall this is generally the case for me. If the proc fails it's on the 2x CB combo.
  13. First up, her testing. The DPS difference between my best Merc and Mando parses is about 3.6% but like I say every time, the Mando is not BiS and also is on a server where I used to have 250-300ms ping compared to 170-190ms on the server my Merc is on. I've since moved to Canada so both server's pings are no longer a concern but I haven't parsed much since moving. The gear difference between the two is a net difference of 40 power but I'm not sure how much that would've boosted my Mando's parse. The Merc OH definitely does create a fairly substantial difference particularly when it comes to RS (which itself makes no sense since the ability is fired from your all-purpose gauntlet, not the pistols...) and the CGC but I've never thought that proccing RS reliably on my Merc was easier than the Mando. If anything I experience less failed procs on my Mando although in both cases they are quite rare. As far as fixing/adding things, there are 2 things I would like to see for now: the aforementioned ammo counter and also upon accepting a revive/battle rez, the ammo to be correctly to be set to 50 instead of 6 as spamming auto attacks until you get your ammo back isn't particularly fun.
  14. Yeah because even with these changes Pyro without an armor debuff still does more damage than Arsenal with one.
  15. Yeah, I'm surprised we ever get good results. Council Marisi - Pyro Mercenary - Aurum Gaming - 3478.61 - http://www.torparse.com/a/605549/33/0/Overview
  16. Hey at least you guys don't have people pulling you into red circles, into infernos, into the wrong circle on Calphayus, dropping aggro on a boss when you're standing right next to it etc etc.
  17. Actually the rotation in my parses is identical up until the ending and that's only different because of the difference in dummy HP coming out of the last Vent Heat / Recharge Cells so I still had to focus a bit of ammo management. In absolutely no way would I say Pyro is easier to manage resources than Assault even with the resource bar that Troopers lack. The only substantial advantage (maybe 15-20k damage over 1M HP) that the Merc OH grants is that, like I was explaining in the thread that AngelFluttershy linked earlier, Rail Shot / High Impact Bolt has a 100% chance of refreshing the CGC DoT if it is present on the target when the ability hits and if the RS OH doesn't miss it will immediately refresh the DoT a second time and because the CGC burn ticks as soon as it's applied it's additional burns that Commandos lack.
  18. I'm definitely biased in my opinion here because it's nice being at the top of the PvE food chain after being mediocre for so long but any changes to the PPA/IA lockout would be far more than just a slight nerf simply because RS/HIB is used just as much as a resource management ability as it is a good source of DPS. If there are going to be any nerfs to Pyro/Assault it really can only be to ability base damage as anything else will destroy the spec imo. As for Arsenal/Gunnery though, 100% agreed that procs need to be more reliable. Given they've already gone that way for Vengeance and 2.7 for Lightning so far it's only a matter of time before this gets the same treatment.
  19. Was at 3861 on Nefra before tanks both decided to die shortly followed by myself and 3586 on Bestia before I decided to walk through some red circles. Brontes Marisi - Pyro Mercenary - Aurum Gaming - 2846.72 - http://www.torparse.com/a/595927/time/1392782567/1392782987/0/Overview Raptus Marisi - Pyro Mercenary - Aurum Gaming - 2805.82 - http://www.torparse.com/a/595927/32/0/Overview Just in case!
  20. I believe that when he's stuck in place with the pipe smash / magnet he takes increased damage.
  21. Ahh this post is irrelevant now. Should've checked dates as it's a necro!
  22. Calphayus and Corrupter Zero have the wrong guild name for my entries. And my Tyrans one was missed. Tyrans Marisi - Pyro Mercenary - Aurum Gaming - 3923.56 - http://www.torparse.com/a/587785/33/0/Overview
  23. As far as PvE goes, unless your group is completely lacking the armor debuff, there's no real reason to go Gunnery; even though ~70% of Assault's damage is increased by the debuff, without it it still parses 200 dps or so higher than Gunnery.
  24. Going from this and what I previously said in relation to my latest parse: This selection is from ability activate (Thermal Detonator) and ends with the dummy's death and shows a total time of 4m 5.012s as it incorrectly includes 328ms of non-combat time. Compare that to: This selection which is the exact same parse but the activation time of the first TD was moved back 15 thousandths of a second so it doesn't get included as the 'start' of combat when using Torparse's dropdowns. The second one has exactly the same Enter Combat, exactly the same Exit Combat / Death, exactly the same damage and all abilities are exactly the same, but because it only includes events between Enter Combat and Death, it shows the correct TTK whereas the first one is incorrect.
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