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DPS Class vs. Class Specialties?


Drewhat

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So i've sort of briefly browsed over this thread:

 

http://www.swtor.com/community/showthread.php?t=213530

 

and am wondering if there is the equivalent analysis from a DPS perspective? It seems like it would imply that some classes with categories of damage heavily in the 'unresistable' category would best be countered by those who get most of their tank from armor, and inversly those who deal that kind of damage should thereby target those people more? Has anyone found good analysis on this?

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Generally speaking, sniper and saber attacks are mitigated by defense and shielding (some rifle attacks too but they are fewer). Most DoTs do internal or elemental damage which bypass armor.

 

So basically, DoTers are the best tank killers (which does not mean they should focus them), jedi/siths (apart from the sages/sorcs) and snipers are better on squishy target because they have a healthy amount of "white" damage. Troopers, sages and scoundrels (and their counterpart) deal mostly "yellow" damage and should be able to take down anyone (depending on their armor pen).

 

As for tanks, shadows/sins have the least mitigation which makes them more vulerable to yellow damage (when they are not immuned to it). You don't want to attack a shadow or a vanguard with white damage because of the offensive benefits they get from it (and their mitigation) whereas I'm pretty sure guardians don't have that much avoidance/shielding on PvP so armor penetration should be the best factor to consider.

 

That's really a generalisation. The most important thing is to understand how it works what are the tools at your disposal.

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Thanks for the comments. Where does the idea of yellow or white damage come from?

 

White and yellow refer to the color of the damage numbers that pop up when you attack.

 

There are 4 attack types and 4 damage types.

 

Attack types are: melee, ranged, force, tech. Force and tech can be resisted but not avoided. the others are dodged/parried/shielded

 

Damage types are: Kinetic, weapon, elemental, internal. Kinetic/weapon are white numbers and are mitigated by armor. Internal & elemental ignore armor but have a resist stat.

 

shadows/sins have the most ele/int resist. Vangards/powertechs have the most armor. Guardians/juggernauts also have high armor and very good def cooldowns.

Edited by grandmasterub
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White and yellow refer to the color of the damage numbers that pop up when you attack.

 

There are 4 attack types and 4 damage types.

 

Attack types are: melee, ranged, force, tech. Force and tech can be shielded the others are dodged/parried

.

 

 

That's wrong.

 

White attacks, or physical melee and ranged attacks can be shielded, dodged, parried, and are reduced by armor. So in other words, they have to go through a lot of checks when doing their damage.

 

Tech and force attacks only go through armor. They ignore shields, dodges, and parries.

 

So say for arguments sake you are fighting a jedi guardian and you are a marksman sniper. All of your attacks except your dot and explosive probe do reduced dmg, can be evaded, and can be shielded. If that jedi guardian pops his cooldown to increase his evade chance by 50%, he is pretty much immune to all that sniper's damage except for the dot and the 30 sec cd explosive probe.

 

Now lets take a sage and grav round specced commando fighting that same guardian. The sages attacks only get reduced by the armor and all of his evasion and shield chance is worthless. If he pops his cd for increased evasion, it won't do him any good because like I said, the force attacks ignore that. The grav round specced trooper will have his full auto and high impact bolt be fairly weak and useless when the guy pops his cd, but grav round being tech dmg will ignore all the shield chance and evasion chance.

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Ugh. Had a nice response typed out. #smartphonefail

 

Anyway I stand corrected. Editted my post to be right.

 

Its important to note though that attack type and damage type are different and can be paired in any manner. Attack type determines how the attack is avoided. Damage type determines how it is mitigated.

 

IE the "best" attack for pvp would be a force/tech ability that does elemental/internal damage since on average these will hit more and be reduced least.

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