Angelsgrace Posted July 3, 2013 Share Posted July 3, 2013 (edited) basically i am wondering which what my gear targets should be if the standard layout is correct for watchman spec of if i should be focusing more on crit accuracy= 100 percent or as close as possibleCrit = 25 percent with smuggler buff (20 percent unbuffed)Surge = 70 percentthen from there on stack power till your nose bleeds.. the reason i wonder is i am wondering if higher crit would be of use as so many dots ticking with watchman if the higher crit would be useful when zen isn't procing. also with the watchman ark/und gear BW seems to be force feeding us cirt on our set pieces Edited July 3, 2013 by Angelsgrace Link to comment Share on other sites More sharing options...
oofalong Posted July 3, 2013 Share Posted July 3, 2013 Accuracy rating = 395 Surge rating = 395 crit rating = 0 Power everything else... read the link in my signature for more information Link to comment Share on other sites More sharing options...
Angelsgrace Posted July 3, 2013 Author Share Posted July 3, 2013 Accuracy rating = 395 Surge rating = 395 crit rating = 0 Power everything else... read the link in my signature for more information some of your numbers don't make sense especially the less than 100 percent accuracy with the 395 as every time i have tried lower than 100 percent accuracy i miss a Great deal..farm more than the .2 percent would make sense for. as well as i disagree with some of the other gearing points in your post using might augs over power Link to comment Share on other sites More sharing options...
oofalong Posted July 3, 2013 Share Posted July 3, 2013 some of your numbers don't make sense especially the less than 100 percent accuracy with the 395 as every time i have tried lower than 100 percent accuracy i miss a Great deal..farm more than the .2 percent would make sense for. as well as i disagree with some of the other gearing points in your post using might augs over power With 395 Accuracy, 3% from Steadfast and 1% from Scourge, you should be sitting at 99.51% for Main Hand Special Attacks and Force attacks. You will still record numerous misses from your Off Hand as well as from Strike. Do you have any basis for suggesting Overkill Augments are superior? Again here is my position: Power contributes 0.23 to bonus damage, while Strength contributes 0.20. However, Strength is buffed by the Sith Inquisitor | Jedi Consular buff by 5%. Thus, the comparison becomes 0.23 vs. 0.21 (1.05 * 0.20 = 0.21). The increase in bonus damage is thus 0.02 per point of power. Considering Power Augments provide an extra 448 (32 * 14 = 448) Power, the increase to Bonus Damage is 8.96 (448 * 0.02 = 8.96). Our class buff boosts these both by 5% so we end up with a total of 9.408 more bonus damage from Power augments. Next, Strength also increases crit %. These 448 points in strength contribute 1% to crit chance. Specifically from 2,349 strength to 2,797 based on full 72 gear and Nano-Infused Stim. Thus, the true comparison becomes 9.408 more Bonus Damage vs. 1% more crit. Again my math shows Strength to be ever so slightly better even at the next tier of gear. Link to comment Share on other sites More sharing options...
Angelsgrace Posted July 3, 2013 Author Share Posted July 3, 2013 (edited) With 395 Accuracy, 3% from Steadfast and 1% from Scourge, you should be sitting at 99.51% for Main Hand Special Attacks and Force attacks. You will still record numerous misses from your Off Hand as well as from Strike. Do you have any basis for suggesting Overkill Augments are superior? Again here is my position: Power contributes 0.23 to bonus damage, while Strength contributes 0.20. However, Strength is buffed by the Sith Inquisitor | Jedi Consular buff by 5%. Thus, the comparison becomes 0.23 vs. 0.21 (1.05 * 0.20 = 0.21). The increase in bonus damage is thus 0.02 per point of power. Considering Power Augments provide an extra 448 (32 * 14 = 448) Power, the increase to Bonus Damage is 8.96 (448 * 0.02 = 8.96). Our class buff boosts these both by 5% so we end up with a total of 9.408 more bonus damage from Power augments. Next, Strength also increases crit %. These 448 points in strength contribute 1% to crit chance. Specifically from 2,349 strength to 2,797 based on full 72 gear and Nano-Infused Stim. Thus, the true comparison becomes 9.408 more Bonus Damage vs. 1% more crit. Again my math shows Strength to be ever so slightly better even at the next tier of gear. yes the basis being that our own class buff increases the power augments by the same 5 percent.. negating the "added" effect you are speaking of . and if you you switch even jsut 1 augment between power and might you will see the higher bonus damage with a power aug then the might one. and you yourself even state this. Our class buff boosts these both by 5% so we end up with a total of 9.408 more bonus damage from Power augments. Edited July 3, 2013 by Angelsgrace Link to comment Share on other sites More sharing options...
oofalong Posted July 3, 2013 Share Posted July 3, 2013 So what doesn't make sense? 9.4 more bonus damage vs. 1% more crit. You then need to consider the various coefficients for abilities used... Link to comment Share on other sites More sharing options...
Angelsgrace Posted July 3, 2013 Author Share Posted July 3, 2013 So what doesn't make sense? 9.4 more bonus damage vs. 1% more crit. You then need to consider the various coefficients for abilities used... if we are removing crit stat from the build to increase damage output... how would removing damage to increase crit make sense Link to comment Share on other sites More sharing options...
oofalong Posted July 4, 2013 Share Posted July 4, 2013 there is a difference between crit rating and crit chance. the equation for crit rating's contribution to crit chance is really poor so it is not worth spending allocating points there. I am the first to admit that Power & Strength are really close - less than 1% - but my math shows that strength is superior. Link to comment Share on other sites More sharing options...
Bugattiboy Posted July 4, 2013 Share Posted July 4, 2013 (edited) This thread would like to have word with you about 0 crit rating. Edited July 4, 2013 by Bugattiboy Link to comment Share on other sites More sharing options...
oofalong Posted July 4, 2013 Share Posted July 4, 2013 This thread would like to have word with you about 0 crit rating. I am not sure what in that thread you referring to, I read a lot about crit in general and crit for snipers. In my analysis, I looked at the abilities used by Annihilation Marauders/Watchman Sentinels and build a model around these abilities. Using this model, you can compare various builds/stats. I derive all of my conclusions from this. While appreciate the more general discussions, I think it is best to make recommendations on a spec by spec level to ensure the best information. Link to comment Share on other sites More sharing options...
Leafy_Bug Posted July 4, 2013 Share Posted July 4, 2013 (edited) I play watchman, I am getting close to BIS 72, I have the following stats : 1. Accuracy: 100.36% 2. Melee Bonus DMG : 940 3. Force Bonus DMG : 1450 4. Critical :25.92 5. Surge 71.98 I still need a few more enhancements and mods to get the 72 sweetspot. I am also using the 36 8 2 spec with the 2 points in insight as it does not give more benefit than an extra 12% offhand damage. The reason for which one would stack overkill augments is two fold. First and foremost, my sentinel does not have the 3k strength approach like most. I am sitting at 2892 strength with everything else being pure power to get the above stats. As soon I hit my sweetspot with crit, why should I continue to put might augments? A personal choice on my side as i want to fully invest in damage output which requires overkill. Bear in mind that Watchman applies dots with white damage so the higher the melee bonus damage, the more constant your white/force damage output remains. Its nice to see a 3.7k dot when relic and andrenal stack or an 8k Merciless slash. So to summarize : stack might until you get the crit rating you want, then overkill. Simple and elegant. I am parsing on the dummy, depending on fleet conditions, defender instances and broken animations, 2.65-2830 DPS. Yesterday at Thrasher I did 2830 dps with 47 APM. Still working on gear and then I try the dummy again. Edited July 4, 2013 by Leafy_Bug Link to comment Share on other sites More sharing options...
Ardarell_Solo Posted July 5, 2013 Share Posted July 5, 2013 That's force critical, not melee, right? Link to comment Share on other sites More sharing options...
Bugattiboy Posted July 5, 2013 Share Posted July 5, 2013 I am not sure what in that thread you referring to It's right at the start of the thread. Generally, DPS are going to want between 50 and 100 points in crit. I think we all agree that Crit Rating's value has been severely lessened, but I still don't think it's best completely dump all of it. Link to comment Share on other sites More sharing options...
oofalong Posted July 6, 2013 Share Posted July 6, 2013 It's right at the start of the thread. I think we all agree that Crit Rating's value has been severely lessened, but I still don't think it's best completely dump all of it. Again, that thread talks about crit in the abstract. I refer to crit based on the abilities used for a Watchman. Do whatever you want though... Link to comment Share on other sites More sharing options...
Leafy_Bug Posted July 9, 2013 Share Posted July 9, 2013 That's force critical, not melee, right? Yes force critical. Melee is above 20 as well. Link to comment Share on other sites More sharing options...
oofalong Posted July 10, 2013 Share Posted July 10, 2013 I play watchman, I am getting close to BIS 72, I have the following stats : 1. Accuracy: 100.36% 2. Melee Bonus DMG : 940 3. Force Bonus DMG : 1450 4. Critical :25.92 5. Surge 71.98 I still need a few more enhancements and mods to get the 72 sweetspot. I am also using the 36 8 2 spec with the 2 points in insight as it does not give more benefit than an extra 12% offhand damage. This is correct DWM is superior to Insight. The reason for which one would stack overkill augments is two fold. First and foremost, my sentinel does not have the 3k strength approach like most. I am sitting at 2892 strength with everything else being pure power to get the above stats. As soon I hit my sweetspot with crit, why should I continue to put might augments? A personal choice on my side as i want to fully invest in damage output which requires overkill. Bear in mind that Watchman applies dots with white damage so the higher the melee bonus damage, the more constant your white/force damage output remains. Its nice to see a 3.7k dot when relic and andrenal stack or an 8k Merciless slash. So to summarize : stack might until you get the crit rating you want, then overkill. Simple and elegant. I believe there are a number of errant statements in this paragraph though. First off, your DoTs are internal/elemental Force damage, which means they crit based on your Force crit rate, not your melee damage. Next, Might Augments are superior. Power contributes 0.23 to bonus damage, while Strength contributes 0.20. However, Strength is buffed by the Sith Inquisitor | Jedi Consular buff by 5%. Thus, the comparison becomes 0.23 vs. 0.21 (1.05 * 0.20 = 0.21). The increase in bonus damage is thus 0.02 per point of power. Considering Power Augments provide an extra 448 (32 * 14 = 448) Power, the increase to Bonus Damage is 8.96 (448 * 0.02 = 8.96). Our class buff boosts these both by 5% so we end up with a total of 9.408 more bonus damage from Power augments. Next, Strength also increases crit %. These 448 points in strength contribute 1% to crit chance. Specifically from 2,349 strength to 2,797 based on full 72 gear and Nano-Infused Stim. Thus, the true comparison becomes 9.408 more Bonus Damage vs. 1% more crit. Again my math shows Strength to be ever so slightly better even at the Kell Dragon tier. In other words, your DPS will be better with Might Augments instead of Overkill. Link to comment Share on other sites More sharing options...
Recommended Posts