FourPawnBenoni Posted June 27, 2012 Share Posted June 27, 2012 I'm traveling and haven't had a chance to play. I'm looking for community feedback if 1.3 helped or hurt our overall damage output. I heard stock strike was nerfed but I don't see anything in the patch notes. Thanks. Link to comment Share on other sites More sharing options...
Mightyshagy Posted June 27, 2012 Share Posted June 27, 2012 I apologize for my lack of damage numbers, but one thing I noticed after 1.3, is that my accuracy went down. I was over 100% pre 1.3, I think I was at like 101 point something, and after I was sitting at 99 point something. At work so I can't give the exact number. I don't recall seeing anything about accuracy reduction. Link to comment Share on other sites More sharing options...
TeganKing Posted June 27, 2012 Share Posted June 27, 2012 (edited) major increase for assault, able to break 300k dmg in a wz with ease now I hear gunnery is fun now too! Notes for quick reference Commando Gunnery Cell Charger has been redesigned. While Armor-Piercing Cell is active, there is a 50% chance per point to generate 1 Energy Cell every 6 seconds. Charged Barrel and Gravity Surge have swapped positions in the Skill Tree. Charged Barrel now requires Grav Round and Gravity Surge now requires Charged Barrel. Gravity Surge now additionally grants an extra stack of Charged Barrel and Charged Barrier, if applicable, with each Grav Round fired. Heavy Trooper now increases healing received by 1% per point (down from 3%). Assault Specialist (Commando) Target Lock has been redesigned and now gives Full Auto and High Impact Bolt 10% of armor penetration per point. Edited June 27, 2012 by TeganKing Link to comment Share on other sites More sharing options...
pclchicagox Posted June 29, 2012 Share Posted June 29, 2012 It's exactly the same for me. We have higher stats now with the augments, but I somehow remain at the exact same dps. I think that this has to do with a general adjustment to prevent the content from being significantly easier just from adding augment slots to each piece of gear. I mean, if you add it up that's basically giving yourself at least another full piece of gear, maybe 2. I guess they had to stealth nerf everyone, otherwise enrage timers would be a joke in HM/NM. Numbers: 2150 aim, 40 crit, 80 surge. 98acc (ranged) WH cannon barrel. Gunnery with all the pve options. PVE 2 set bonus. Parses average 1250-1300 on a test dummy over 4 minute fights. This was the same with much lower stats pre 1.3. I don't claim to be the best at rotation, and I do not carry the 'free HIB' 4 set bonus due to my general hate of endgame trooper gear looks. Link to comment Share on other sites More sharing options...
deadandburied Posted June 29, 2012 Share Posted June 29, 2012 (edited) As a Gunnery Commando i get a consistent 1470's dps on the Ops test dummy using 11 minute fight durations. All buffs but no adrenals or stims. I only need 2 more pieces of gear (Boots and PvP war Hero Relic) to have best in slot. Also still need to swap out a few mods. As buffs and debuffs no longer stack this pretty much means that the Ops training dummy is theorectical max dps for Commandos minus inspiration during an Ops. But since there are no fights were we just stand in 1 spot we'll never see numbers like this. I know for a fact i'm hitting for a lot less than previously during an ops. Crits are 800-1200 less for Demo Round and High Impact Bolt for example. But with the change we use HiB and Full Auto more. Which is good btw. I haven't beaten any of my previous dps numbers yet for any Ops. I've yet to break 1,300dps on any Ops boss fights. If you solo, dps should be increased. In an Ops figure it's about the same as it was previously. Least that's the way i'm seeing it. Edited June 29, 2012 by deadandburied Link to comment Share on other sites More sharing options...
Dayrun Posted June 30, 2012 Share Posted June 30, 2012 Anyone saying damage has increased has not done any testing at all. Nothing in this patch increased damage. Wr are still nerfed the 25% from 1.2. The only thing that happened was a little bit of ammo increase every 6 seconds. Which doesn't help if you were using the correct rotation anyways. We did lose 3-4% of aim though. It's unfortunate that bioware can not dig through the forums and decipher the truth from the cry babies. It really doesn't matter though, with player count dropping so fast it's just a matter of time before more layoffs and less improvements. Link to comment Share on other sites More sharing options...
Gyronamics Posted June 30, 2012 Share Posted June 30, 2012 Anyone saying damage has increased has not done any testing at all. Nothing in this patch increased damage. Wr are still nerfed the 25% from 1.2. The only thing that happened was a little bit of ammo increase every 6 seconds. Which doesn't help if you were using the correct rotation anyways. We did lose 3-4% of aim though. It's unfortunate that bioware can not dig through the forums and decipher the truth from the cry babies. It really doesn't matter though, with player count dropping so fast it's just a matter of time before more layoffs and less improvements. Wow you're full of it. Augments. Relic changes. Increased Armour Penetration. Pretend it doesn't exist and don't make the effort to make your char better. Link to comment Share on other sites More sharing options...
Dayrun Posted July 1, 2012 Share Posted July 1, 2012 (edited) Show me the numbers that support our dps has improved. Some people actually track damage before patches and after so they can make arguments, show me yours.. Numbers havent changed in damage from 1.2 to 1.3. Our class was the only class getting augments? wow I didnt know that. Stand next to a DPS sage with equal gear and the question will be do they beat your dps by 5 or 15% Edited July 1, 2012 by Dayrun Link to comment Share on other sites More sharing options...
Gyronamics Posted July 1, 2012 Share Posted July 1, 2012 (edited) Show me the numbers that support our dps has improved. Some people actually track damage before patches and after so they can make arguments, show me yours.. Numbers havent changed in damage from 1.2 to 1.3. Our class was the only class getting augments? wow I didnt know that. Stand next to a DPS sage with equal gear and the question will be do they beat your dps by 5 or 15% Great so by your logic you'll show me a lousy dps parse from before and after to justify how the class is broken. First you say that our dps has not improved then you really do try to gloss over the augmenting. You then said jack about the relic changes. If I put it in black and white terms... You are wrong. Our DPS has improved. The real reason for your ranting isn't that we do low dps, over 1700dps isn't low after all. It's actually that you're butthurt about other classes being able to do higher dps* Oh and as for parses... This is from before 1.3: http://www.fryingtime.com/?filename=highdmg.txt_4272568637ad8b94712a901d97f6e6c9 Add another 30dps to simulate extra burn damage when the target gets below 30% health. I'll show you one from 1.3 just as soon as I get another 300k to get an operations dummy on my ship away from the lag of fleet with 300 people on each instance. Should be a couple of hours. I fully expect you won't show me your parses but I'm happy to prove what I say. *single target, zero movement, 100% engagement which of course is representative of every fight.... Edited July 1, 2012 by Gyronamics Link to comment Share on other sites More sharing options...
Gyronamics Posted July 2, 2012 Share Posted July 2, 2012 (edited) Here's a post 1.3 parse now: http://www.fryingtime.com/?filename=combat_2012-07-02_15_48_37_156250.txt Add 28dps to simulate the effect of my elemental damage ramping up if the target goes below 30% health (which ofc the dummy cant) And it's the predicted 1700dps. No Inspiration buff from a sentinel mind you, that would jack it up a bit more. If you're interested though.... 272 second parse at 1708dps (1708 x 15 x 1.15) + (1708 x 257) / 272 = 1722dps Edited July 2, 2012 by Gyronamics Link to comment Share on other sites More sharing options...
Llama-Eight Posted July 2, 2012 Share Posted July 2, 2012 As a Gunnery Commando i get a consistent 1470's dps on the Ops test dummy using 11 minute fight durations. All buffs but no adrenals or stims. I only need 2 more pieces of gear (Boots and PvP war Hero Relic) to have best in slot. Also still need to swap out a few mods. What is your rotation & your stats (aim, power, crit & surge)? I'm definitely getting a fair bit lower than that (somewhere in the 1100/1200 region I think), but my rotation's improving so it's getting better. The rotation I'm aiming for is the following: 3x Grav round to start with Reserve Powercell + Demo Round Full Auto 2x more Grav round High Impact Bolt Then the following depending on what is/is not on cooldown: Demo round when Reserve Powercell is off cooldown Full Auto when it's off cooldown HiB with 5 stacks of Charged Barrel Any suggestions as to improving that? Other than me getting more practice at my rotation. One issue I have is that Curtain of Fire procs after Grav round goes off (which is understandable) but I've usually hit Grav round a second or two to before that to keep things casting constantly which means I'm not using Full Auto as much. Link to comment Share on other sites More sharing options...
JoeeyyMagzz Posted July 2, 2012 Share Posted July 2, 2012 (edited) What is your rotation & your stats (aim, power, crit & surge)? I'm definitely getting a fair bit lower than that (somewhere in the 1100/1200 region I think), but my rotation's improving so it's getting better. The rotation I'm aiming for is the following: 3x Grav round to start with Reserve Powercell + Demo Round Full Auto 2x more Grav round High Impact Bolt Then the following depending on what is/is not on cooldown: Demo round when Reserve Powercell is off cooldown Full Auto when it's off cooldown HiB with 5 stacks of Charged Barrel Any suggestions as to improving that? Other than me getting more practice at my rotation. One issue I have is that Curtain of Fire procs after Grav round goes off (which is understandable) but I've usually hit Grav round a second or two to before that to keep things casting constantly which means I'm not using Full Auto as much. The only things I would change is don't use Demo Round until the enemy has 5 stacks of gravity vortex on them and then continue to use it every time it's off CD. You're going to have to keep 5 stacks of gravity vortex on the enemy at all times, which isn't really difficult since you're using grav round anyway to get 5 stacks of Charged Barrel on yourself. Another side note: Demo Round isn't really expensive enough for you to use Reserve Powercell on it, and it's definitely not expensive enough to have to wait for Reserve Powercell to pop again to use it. Save Reserve Powercell for Plasma Grenade, Explosive Round, or Pulse Cannon; or save it for the end of a fight when you're blowing all of your CD's and use it on Demo Round when you're out of ammo before you use Recharge Cells and continue on. Because Reserve Powercell is on a 2 minute CD, you will be able to use it twice during a fight, so you can use it right at the beginning of the fight if you want and during that last burst to mow down the boss. Also, missing a single GCD for Full Auto isn't too bad, but when you start missing 2, 3 or 4 GCD's for Full Auto, that's when it get's bad for DPS. Edited July 2, 2012 by JoeeyyMagzz Link to comment Share on other sites More sharing options...
Llama-Eight Posted July 2, 2012 Share Posted July 2, 2012 My main issue with using Demo round whenever it's off cooldown, as against whenever Reserve Powercell is off cooldown is that my ammo seems to drop quite a lot more than otherwise. Also, Reserve Powercell is modded for 1min 30sec cooldown. This is my current build, with the additional 2 points in Weapon Calibration for +4% alacrity ('cause I couldn't think of anywhere better to put it, though Advanced Tech might be a better idea). Link to comment Share on other sites More sharing options...
deadandburied Posted July 3, 2012 Share Posted July 3, 2012 (edited) What is your rotation & your stats (aim, power, crit & surge)? I'm definitely getting a fair bit lower than that (somewhere in the 1100/1200 region I think), but my rotation's improving so it's getting better. The rotation I'm aiming for is the following: 3x Grav round to start with Reserve Powercell + Demo Round Full Auto 2x more Grav round High Impact Bolt Then the following depending on what is/is not on cooldown: Demo round when Reserve Powercell is off cooldown Full Auto when it's off cooldown HiB with 5 stacks of Charged Barrel Any suggestions as to improving that? Other than me getting more practice at my rotation. One issue I have is that Curtain of Fire procs after Grav round goes off (which is understandable) but I've usually hit Grav round a second or two to before that to keep things casting constantly which means I'm not using Full Auto as much. I'm still missing some campaign gear and lots of mods need to be changed out. I also don't have any war hero relics. So way short on power. Here's my unbuffed stats. Sadly the best i've done on any 16 man Ops boss is 1446dps. Aim=2102 Power=527 (needs to be 900+) Crit=36.04 (i need to drop 6%) Crit Multi=75.63 Tech+damage=867.3 If you use Plasma Grenade and you should you need to use it in conjuntion with Tech Overide and Reserve Powercell. Demo Round and High Impact Bolt are our 2 hardest hitting abilities. Both need to be used every time they're off cooldown and you have a 5 stack. To maximize ammo regen you must use HiB then follow with Demo Round. Try to keep the cooldowns the same so you can always use them this way. This helps to keep ammo regen at it's higher rate. Also don't use Sticky Grenade if there's only 1 mob or it's a dps loss. Save it for when you're running for single targets. If multiple targets then yes use it every cooldown. Just putting the sticky comment out there for others reading this as they may not know. Edited July 3, 2012 by deadandburied Link to comment Share on other sites More sharing options...
JoeeyyMagzz Posted July 3, 2012 Share Posted July 3, 2012 This is my current build, with the additional 2 points in Weapon Calibration for +4% alacrity ('cause I couldn't think of anywhere better to put it, though Advanced Tech might be a better idea). Definitely want the +4% alacrity. Faster casts = more damage output. You always have to wait for the global cooldown, but if an ability that used to be a 1.8 second cast is now a 1.2 second cast, over the course of a long fight that will make a huge difference in damage output. Link to comment Share on other sites More sharing options...
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