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Additional stats on your pvp match


Citizen-fet

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I think it'd be a good idea if they gave an additional stat at the end of each wz match

 

Currently you get dmg, healing & protection. Now if they (assuming it can be done) added Prevented as another stat it would show who's helped the team by preventing damage to their team mates.

 

Now prevented damage would be things like the -%30 tanks inflict with taunt, sage by casting force shield on others, Gunslingers from their area shield etc. You obviously could count all this as protection but as far as I can tell that is only from Guard on tanks, maybe the odd healing tree ability that adds a shield to it's healed target.

 

The reason why it'd be a good stat to give is it would encourage (remind!) people of these preventative skills so they might use them more - and demonstrate who does

 

Cant dish out medals for this prevented damage as that would upset the balance, but it'd be good to see who is helping others

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I would like to see Goals scored and an "assist" metric for Huttball. I know they are included in objectives, but I think it warrents being seperated out.

 

Also I would like to see the columns rearranged.

 

Objectives -- Protection -- Healing -- Damage -- Medals

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  • 4 weeks later...
Funny, I shield absorb plenty, and my healing is always 0 at the end.

 

not cooldowns, static barrier. defense cooldowns have no impact on anything other than flat reductions to damage taken.

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Only significant things I can think of that don't display as anything are the sniper/slinger area bubble (that area-wide 20% damage mitigation to self/allies), accuracy debuffs, damage debuffs (excluding taunts), group-wide increases to defense chance (via marauder predation, for example, though the speed boost alone certainly helps avoid a lot of damage, but I supposed that depends on how a person utilizes it) and armor increases attached to certain healing abilities from heal specs.

 

Now, on a strange side-note, I find that EVERY DPS class I have (without any means to self-heal) is still getting healing values (my carnage marauder, my pyro p-tech -even without kolto overload-, my deception assassin, and my MM sniper, which is a lowbie - NONE of these characters have anything talented, nor do they have any healing abilities -excluding the p-tech's kolto overlaod, which I've been told doesn't actually result in any healing done values, though I have purposely avoided using it in some warzones and still end up having healing values-). My healing values for these characters are significantly low (most I've seen from them is ~12k healing done from a full-duration WZ, and the "highest heal" values are always ~500's), so I'd like to figure out exactly what is going on to consistantly give me healing values.

 

Note - carnage marauder doesn't have reactive healing from DoT's, that is annihilation marauder, nor does it have the 10% heal when you use the stun-break, that's rage; deception assassin doesn't self-heal on charge-procced damage or force lightning, that's Tankassin, nor does it self-heal from DoT crits, that's madness; MM sniper doesn't have self-healing from adrenaline probe, that's engineer. Anyone have any insight for me?

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MM sniper doesn't have self-healing from adrenaline probe, that's engineer. Anyone have any insight for me?

 

Shield Probe. Works like Static barrier, so counts as healing.

 

Every bubble-type ability or proc, counts as healing.

Edited by Altheran
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