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3 things that should be done to fix bolster


iRedRIng

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Currently there are 3 issues with bolster:

 

1. Crafted purples that have been RE'd up from green to blue and then blue to green are currently being bolstered as if they were green.

 

Here are some screenshots of a comparison of a campaign weapon that has the high power mods/enhancments, low mainstat hilt, and a power crystal versus a pve level 54 weapon that was RE'd from green to purple. This campaign weapon outperforms the conqueror one in damage and will be discussed in the next part.

 

http://imgur.com/a/peIEj

 

http://imgur.com/a/hYPRi

 

As you can see there is a massive increase in tech power from the 2012 that everyone is bolstered to (1006 per weapon) The difference between what is show in tech power is exactly 183. This is the same difference in tech power between the green weapon and the crafted purple weapon.

 

The same issue occurs with implants/earpieces

 

Cybertech crafted Earpiece (from trainer):

http://imgur.com/5G8MvDb

Conqueror Earpiece:

http://imgur.com/CQFoimM

 

Biochem crafted implant (from trainer):

http://imgur.com/Zvtps93

Conqueror implant:

http://imgur.com/E2BWVpj

 

Biochem blue crafted implant vs purple crafted implant (from trainer):

http://imgur.com/a/QOqIU

 

Solution to fix:

 

This is clearly a bug with the system itself and can likely only be dealt with by altering your bolster system to recognize the difference between crafted greens/blues/purples

 

 

 

2. Currently the fact that power/endurance/crit crystals are available on bolstered pve weapons, but not available on the nonbolstered pvp weapons allows some pve weapons (With the best currently being campaign weapons) to have either a higher damage output, or a higher health pool than conqueror weapons while losing a minimal amount of other stats. ie endurance if you use a power crystal or shield/absorb if you are a tank using an endurance crystal

 

The total tradeoffs pre bolster when moving from conqueror to campaign weapons using the high power mods/enhancments, a power crystal and the high mainstat hilt/barrel is the following

 

gain

36 power

 

lose

2 mainstat

33 endurance

7 secondary stat such as surge/alac/acc etc

 

After bolster you lose a total of 1 or 2 expertise depending on which class you are. (Some classes seem to be bolstered differently here. Same applies with weapons and implants that are crafted. In particular, the types that were discussed in the previous issue.)

 

Here are some screenshots of comparisons between partisan and the campaign weapons. To find the difference between these and conqueror you simply need to use the accepted multipliers of 1 mainstat = 0.20 bonus damage and 1 power = 0.23 bonus damage

 

61 slot PVE weapon vs. Partisan Weapon

http://imgur.com/a/pir6G

or

http://imgur.com/a/X6nn0

 

61 vs.

Partisan

 

The difference is:

11.1 bonus damage

-26 endurance

0.1 critical rating

-3 surge

 

Conq vs. Part:

 

5 power

7 Main stat

8 endurance

4 surge

 

Total:

5 * 0.23 = 1.15

7 * 0.2 = 1.4

1.4 + 1.15 = 2.55 bonus damage difference

 

So the updated 61 (bolstered) weapon vs. conqueror would be:

11.1 - 2.55 = 8.55 bonus damage

-26 - 8 = - 34 endurance

-3 - 4 = -7 surge

 

high end barrel/hilt 61 vs. conq:

5.95 bonus damage

-22 end

 

low end barrel/hilt 61 vs. conq:

8.55 bonus damage

-34 end

 

So the total difference between this particular crafted 54 weapon and the conqueror weapon is:

 

gain

47.95 bonus damage

1.5 percent crit

55 secondary stat such as surge/alac/acc (This is the aggregate total of both of the stats on the weapon and is in reality higher than this because you gain extra stats from bolster)

 

lose

823 health (After the 5 percent Bounty Hunter buff)

1 expertise

 

The gains could be different depending on the itemization of the crafted weapon itself.

 

Solutions to fix:

 

Remove expertise crystals from the game and rework bolster so that you reach the cap on expertise at 1936 expertise (2018 - 82. 41 for each crystal). This will require you to change your divisor in your formula for the calculation of damage boost to 3226.66. Of course doing this will cause many people to have crystals that are useless or must be destroyed. I recommend adding in some kind of vendor that allows people to exchange their crystals with power/endurance/crit. This could be very difficult to actually deal with.

 

Another suggestion to fix the crystal issue is simply remove stats from all color crystals entirely. Obviously this will slightly nerf pve, but I don't really think it would be such a huge nerf that it will highly effect performance.

 

A third suggestion is to increase the level on the current power crystals so that bolster realizes it is a higher level item and lowers the expertise gain on the crystals themselves. Unfortunately, it is such an increase that even with this change, using plus 31 crystals will still output better results when specializing for dps/heals/survivability.

 

 

 

3. Some pve set bonuses are far superior to their pvp counterparts.

 

Solution to fix:

I recommend adding pvp armorings to the vendor that cost either the same as or slightly more than the mods/enhancements that are currently on the vendor. This would allow people to get the BiS pvp gear by pvping.

Edited by iRedRIng
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no what they need to do to fix bolster is have it set everyone to equal stats regardless of gear. Then remove expertise from the game and allow PvPers to earn unique title mounts and armor shells that can only be gained though PvP

 

PvP is supposed to be a test of skill vs skill... not gear vs gear. As long as PvP is gear based balance can bever be achived because gear throws it off completely, not to mention that een a small amount of "pvp" gear make a player basically a god in terms of world PvP.

 

You should never be forced to gather a set of PvP gear in order to do a PvE activity like daily quests.

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