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why commando grav round damage is decreasing and increasing the casting time? :((((((


kanun

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grav round already has casting time; so what is the point to decrease its damage? some1 explain me plz, this game is going to unbalance realy...

 

 

Commando

Concussion Charge now triggers snare visual effects on affected targets.

Charged Bolts has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.

Cure now costs 1 Energy Cell (down from 2).

 

Gunnery

Charged Barrier now provides 1% damage reduction per stack.

Curtain of Fire: the chance to trigger this effect has been increased significantly.

Demolition Round's damage output has been increased by approximately 10%.

Grav Round has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.

Muzzle Fluting no longer reduces Energy Cell costs. It now reduces the activation time of Charged Bolts and Grav Round by .5 seconds.

Tenacious Defense now reduces the cooldown of Concussion Charge by 2.5 seconds per point.

 

Combat Medic

Field Training now increases critical chance by 1% per point.

Field Triage now reduces the cost of Medical Probe by 1 (down from 2).

Kolto Bomb now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.

Kolto Residue now increases all healing received by 3% (down from 5%).

Psych Aid no longer reduces the cost of Field Aid. It now causes Field Aid to heal the target for a small amount.

Supercharge Cells now restores 1 Energy Cell (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Bomb now reduces damage taken by 5% (down from 10%).

Trauma Probe now costs 2 Energy Cells to activate.

 

Assault Specialist (Commando)

Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.

 

http://www.swtor.com/community/showthread.php?t=363056#Trooper_Commando

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The cast time is not increasing , it is the same , cause of muzzle , it is just to take it away from cross hybrid spec , that spec 18 11 11 for pvp .

 

to have bigger burst and all the functionality that PvP healers need to solo kill and group heal.

 

And that one was expected ,

 

The damage decrease probaly in the same way story . but the 10% should not return in demo round but futher down the tree. since it will create again inbalance later on .

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The cast time is not increasing , it is the same , cause of muzzle , it is just to take it away from cross hybrid spec , that spec 18 11 11 for pvp .

 

to have bigger burst and all the functionality that PvP healers need to solo kill and group heal.

 

And that one was expected ,

 

The damage decrease probaly in the same way story . but the 10% should not return in demo round but futher down the tree. since it will create again inbalance later on .

 

Demo is the final skill in the tree.

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grav round already has casting time; so what is the point to decrease its damage? some1 explain me plz, this game is going to unbalance realy...

 

 

Commando

Concussion Charge now triggers snare visual effects on affected targets.

Charged Bolts has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.

Cure now costs 1 Energy Cell (down from 2).

 

Gunnery

Charged Barrier now provides 1% damage reduction per stack.

Curtain of Fire: the chance to trigger this effect has been increased significantly.

Demolition Round's damage output has been increased by approximately 10%.

Grav Round has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.

Muzzle Fluting no longer reduces Energy Cell costs. It now reduces the activation time of Charged Bolts and Grav Round by .5 seconds.

Tenacious Defense now reduces the cooldown of Concussion Charge by 2.5 seconds per point.

 

Combat Medic

Field Training now increases critical chance by 1% per point.

Field Triage now reduces the cost of Medical Probe by 1 (down from 2).

Kolto Bomb now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.

Kolto Residue now increases all healing received by 3% (down from 5%).

Psych Aid no longer reduces the cost of Field Aid. It now causes Field Aid to heal the target for a small amount.

Supercharge Cells now restores 1 Energy Cell (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Bomb now reduces damage taken by 5% (down from 10%).

Trauma Probe now costs 2 Energy Cells to activate.

 

Assault Specialist (Commando)

Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.

 

http://www.swtor.com/community/showthread.php?t=363056#Trooper_Commando

If your worried about it just put FA right next to grav round so its easier to click *wink* then when that yellow ribbon/wave goes around your body hit FA..and those same morons that complained about GR will still face plant..and if you PVE your damage might actually go up but ammo will have to be managed a little better.

Edited by Zekeiele
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Demo is the final skill in the tree.

 

Demo with one commando sees a decrease in dps now .

Demo with 2 I am not sure .

DEMO with 3 is uber now .

DEMO with 4 commando , is like easy mode ..

 

That is why the 10% is in the wrong place ..

For both pvp and pve , infact PvPers gain a bigger burst now with demo 10& damage increase.

 

While PVER suffers from a damage in sustained dps if solo commando .

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Demo with one commando sees a decrease in dps now .

Demo with 2 I am not sure .

DEMO with 3 is uber now .

DEMO with 4 commando , is like easy mode ..

 

That is why the 10% is in the wrong place ..

For both pvp and pve , infact PvPers gain a bigger burst now with demo 10& damage increase.

 

While PVER suffers from a damage in sustained dps if solo commando .

 

<-----confused poster is confused now.

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<-----confused poster is confused now.

 

Graveshot isn´t capped at 5 stacks .

 

So more commando , brings more stacks ..

So that makes demolition round do more damage.

 

Think it is intentional , should have been hotfix otherwise.

 

So example 4 commando makes your demolition round do 200% damage .

Same thing applies to merc tracermissile.

So 200% damage isn´t that much , but calculate the multiplier for critical surge and now 10% damage on top . you get the idea ;)

 

So somebody being hit in pvp by multiple commando goes down fast.

 

So what is confusing about that ?

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Graveshot isn´t capped at 5 stacks .

 

So more commando , brings more stacks ..

So that makes demolition round do more damage.

 

Think it is intentional , should have been hotfix otherwise.

 

So example 4 commando makes your demolition round do 200% damage .

Same thing applies to merc tracermissile.

So 200% damage isn´t that much , but calculate the multiplier for critical surge and now 10% damage on top . you get the idea ;)

 

So somebody being hit in pvp by multiple commando goes down fast.

 

So what is confusing about that ?

I do see now what you are saying the multiple Gunnery Mandos was a very foreign thought....but in PVP the chances of having more than one DPS commando is pretty close to zero..no sure how well and 8 commando premade would do though haha...that would make for some interesting focus fire :).

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I do see now what you are saying the multiple Gunnery Mandos was a very foreign thought....but in PVP the chances of having more than one DPS commando is pretty close to zero..no sure how well and 8 commando premade would do though haha...that would make for some interesting focus fire :).

 

I see it all the time. One trooper is easy to interrupt, but four or five spamming gravity round ticks me off.

Edited by Pcolapat
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