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Top 3 issues: Your opinion


ArchangelLBC

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I cannot add anything that wasn't already suggested but since it was asked for, here are my top 3 issues that should be addressed IMO:

 

1. Sustained Ammo management:

 

It was already suggested in many forms but Ammo is currently probably the largest issue with Commandos and especially with Commando healers. In any sustained boss fight that requires a constant, very large amount of damage/healing (e.g. HM and NiM bosses) Commandos struggle to keep up big numbers. It's a downhill battle until Recharge Cells comes off cooldown. Then it's another downhill battle for 120 mins.

 

Healers are especially hard hit, large heals cost tons of Ammo and there is not enough time to regen between casts. Healers universally agree that healing as a Commando is much harder than healing as a Sage or Scoundrel. We're not asking for a resource system, where we never have to watch our resource (a.k.a MM/SS Sniper/Slinger) but we our ammo management should get a bit less intensive.

 

2. Lack of Utility

 

Although Gunnery's damage can approach a Sniper's damage on a good day (mind you it takes infinitely more skill and effort), there is still no reason to pick a Commando over a Sniper in any situation. Although, we have Electro Net now, it only works in a 1v1 situation and only for a very short time. Another melee DPS can still freely charge and shut down a Commando while ENet is ticking on another player. A MM Sniper has fewer casts than a Commando, yet it is immune to jumps and interrupts by default! 95% of the time, we're still very easily shut down by any opponent.

 

Ironically, since 2.0, the Sniper is one of the most mobile classes in the game. For being turret classes, both Snipers and Sages are infinitely more mobile than Commandos. We cannot even outrun the gosh darn rats in the Dash'roode encounter in S&V. Snipers and Sages also have better team utility (Ballstic Shield and Rescue). Commandos offer virtually nothing in the way of team utility.

 

3. Assault Specialist is useless

 

Assault Specialst is worthless since 2.0. Its damage pales in comparison to Gunnery and there is no situation in the game, where I would pick Assault over Gunnery.

 

Furthermore, Commandos lack offensive cooldowns (both Snipers and Sorcerers have them, Snipers have 2!) and have probably the worst defensive cooldowns in the game. Adrenaline Rush is completely rubbish and should be removed or redesigned.

 

these are my thoughts exactly and i think this is what should be asked/ brought up to the devs whenever we get our rep and they get to say something to the devs

 

/cheers

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the problem with the new 4-set bonus isn't that it's more difficult to manage ammo for gunnery (it's an extra 40 out of the ~400 regenerated every minute); it's just that each one seems to favor one spec over the other. imagine if the 4-set bonus buffed full auto instead. it would clearly be a drastic increase to gunnery while a marginal one for assault.

 

also, it's just that neither one of them are really worth all that much in terms of a dps increase. the 2-set bonus is far and away worth more for assault and gunnery than either 4-set bonus.

 

 

 

 

 

this is going to sound crazy, but, in terms of being overpowered or not, i honestly don't see what would be so bad with having the old and the new set bonus: +8% dmg to HIB and -8 cell cost

one drastically helps one spec while marginally helping the other, although not with the same proportions, so there's still a problem there with affecting both specs equally.

and even then, i'm not sure if it would be worth more than the +15% GR / CB crit

 

 

it should probably be completely reworked to be worth about the same for both specs, and it possible, actually worth more than the 2-set bonus (although other classes suffer from that as well, especially scoundrel).

anyway, i don't think the 4-set bonus needs to deal with HIB at all tbh. it could be:

 

  • something that affect demo round and assault plastique (since they are both on the same 15s cooldown and cost the same ammo for both specs).
    could be extra damage or if people really want the extra ammo management from the old set bonus, i would suggest going this route (and fixing assault plastique so it's a viable 36-point skill for assault) because it has the same overall effect for gunnery and it actually helps assault too (unlike the old bonus)
     
     
  • something else entirely that added to ammo management (cell return on hammershot hits for example similar to the saber strike set bonus shadows get)
     
     
  • if we actually had a big dps cooldown like battle focus, i'd suggest something that lowered its cooldown, but, well, we don't.
    the only thing i can think of is possibly a cooldown reduction for electronet since it's pretty close to the same amount of damage for both specs and on a relatively long cooldown.
    for a PVE set bonus, i don't know that people would really be complaining about it in terms of pvp. being a 4-set bonus, one would have to give up a lot of expertise for the shortened cooldown.
     
     
  • in lieu of that, a lowered cooldown for reserve round / tech override or a buff to both (ammo regen, alacrity / crit / damage buff, etc. for a short time after use similar to the illegal mods or zen set bonuses that gunslingers and sentinels get), but they're both on different timers for each spec.

Edited by oaceen
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We dont need a knew ammo regen rate, we need our old set bonus back, nothing more. I dont even want the 8% damage buff since its just ridiculous. I have two 72 BIS Commandos, one with the old setbonus and one with the knew one. In bossfights i do more than 100dps more with the old bonus without even trying.

 

The old set bonus has to do with HiB, which currently gives back energy cells in assault spec. Without the proc (Ionic Accelerator) that makes HiB free, it would still be be 0 energy cells in AS, with the proc you gain 8 cells. Negative cost. The former set bonus wouldn't do much for AS, for further reasons look at my previous post.

 

8% damage to HiB is very important in AS because you fire one every 6 seconds. The ammo cost is a gunnery issue I assure you.

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I don't care where the ammo fix comes from. I just want ammo management fixed in Gunnery. It's more than a little ridiculous that you can do as much damage with the old 4 piece considering that means giving up basically 73 aim (4*16*1.14). Utterly ridiculous.
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the problem with the new 4-set bonus isn't that it's more difficult to manage ammo for gunnery (it's an extra 40 out of the ~400 regenerated every minute); it's just that each one seems to favor one spec over the other. imagine if the 4-set bonus buffed full auto instead. it would clearly be a drastic increase to gunnery while a marginal one for assault. also, it's just that neither one of them are really worth all that much in terms of a dps increase. the 2-set bonus is far and away worth more for assault and gunnery than either 4-set bonus.
40 out of 400 is 10 percent more ammo regen or at least 3 gcds not wasted on Hammershots. More importantely, its much easier to play the Commando in an actual fight since you aren’t required to balance on an razor blade when it comes to ammo management. Sure you can say, if you play perfect, there isn’t that much difference between the two. But nobody does play perfect in a bossfight, not even odwagg. And it really doesn’t matter what you can do on the dummy without anything else going on when you’re up against NM Dread Guards.

The main problem is no the difficulty in itself however, its our ammo management compared to other classes, especially the Gunslinger. Compared to us this class has no ammo regen issues and they do way more damage with much easier rotations. Its ridiculous at this point what we have to do the get the the level of average Gunslingers.

 

this is going to sound crazy, but, in terms of being overpowered or not, i honestly don't see what would be so bad with having the old and the new set bonus: +8% dmg to HIB and -8 cell cost

Nothing crazy about it. The 8% damage buff on HiB doesn’t give you much anyway as Gunnery.

In any case, they need to do something about the ammo regen issue. Its by far the biggest problem for the class now.

 

The old set bonus has to do with HiB, which currently gives back energy cells in assault spec. Without the proc (Ionic Accelerator) that makes HiB free, it would still be be 0 energy cells in AS, with the proc you gain 8 cells. Negative cost. The former set bonus wouldn't do much for AS, for further reasons look at my previous post.

8% damage to HiB is very important in AS because you fire one every 6 seconds. The ammo cost is a gunnery issue I assure you.

So because Assault is a basket case , Gunnery players should suffer too? What did you do before the changes with 2.0??

Anyway, the solution here is obvious. The effect of the 4 piece bonus should depend on the Cell you are using. Plasma gives you 8% dps buff and Armor Piercing gives you zero cost for HIB.

Or you go withs ocaeens suggestion, just leave it both in.

 

I don't care where the ammo fix comes from. I just want ammo management fixed in Gunnery. It's more than a little ridiculous that you can do as much damage with the old 4 piece considering that means giving up basically 73 aim (4*16*1.14). Utterly ridiculous.

I play two Commandos, one with the old bonus, one with the new – you do more damage with the old one in an actual boss fight. And yes, ridiculous.

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40 out of 400 is 10 percent more ammo regen or at least 3 gcds not wasted on Hammershots.
i'll try to be more clear. i'm not saying that it's an insignificant set bonus, i'm just saying:

 

managing ammo, in and of itself, is not difficult without the old set bonus. my rationale for this statement stems from the many people who willingly chose to go with 2x +15% GR crit instead of the old set bonus before stacking 2/2 was fixed.

people willingly chose to go with the stricter ammo rotation because the extra +15% GR crit more than made up for it.

 

i think we can all agree with this distinction that, by comparison, +8% HIB damage is not worth the extra ammo, with the proof as ArchangelLBC pointed out: losing 73 mainstat and still doing as much or higher dps.

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i'll try to be more clear. i'm not saying that it's an insignificant set bonus, i'm just saying:

 

managing ammo, in and of itself, is not difficult without the old set bonus. my rationale for this statement stems from the many people who willingly chose to go with 2x +15% GR crit instead of the old set bonus before stacking 2/2 was fixed. people willingly chose to go with the stricter ammo rotation because the extra +15% GR crit more than made up for it.

[/Quote] People were stacking crit because it was the overall the far better choice when it came to dps. Even with severe ammo issues, you could do your part with the insane Grav Round damage.

 

Ammo Managing is doable without the old setbbonus but its far from not difficult. Especially if you are required to play at your personal limit to justify your spot in a raidgroup doing NM content.

Its said about the Commando that it is an very easy class to play at say 80 percent Efficiency and thats very true IMO. But anything better, meaning anything close to top dps classes in game because very difficult very quickly, especially with the new bonus. Sure, its always possible to do the neccessary dps with the new bonus, but you will play without a safety net. One wrong attack, one lag spike or to few Full Auto Procs and you are done.

 

 

i think we can all agree with this distinction that, by comparison, +8% HIB damage is not worth the extra ammo, with the proof as ArchangelLBC pointed out: losing 73 mainstat and still doing as much or higher dps.
that we can
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So because Assault is a basket case , Gunnery players should suffer too? What did you do before the changes with 2.0??

Anyway, the solution here is obvious. The effect of the 4 piece bonus should depend on the Cell you are using. Plasma gives you 8% dps buff and Armor Piercing gives you zero cost for HIB.

Or you go withs ocaeens suggestion, just leave it both in.

 

Or you can just fix cell charger, like I've been saying for 5 posts now...

 

And I am appalled that your ammo management is so terrible that a 8% damage increase is doing less damage than 8 energy cells off an ability you do once every 15 seconds in gunnery. Ammo management might be harder but you should be doing more damage regardless...

 

I think that's an issue with your rotation....

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Or you can just fix cell charger, like I've been saying for 5 posts now...

[/Quote] You could do that. But they could give us a straight dps buff too and that will not ever happen.

Ist much easier to ask them to give us something back they have taken from us (without realizing it i guess).

 

And I am appalled that your ammo management is so terrible that a 8% damage increase is doing less damage than 8 energy cells off an ability you do once every 15 seconds in gunnery. Ammo management might be harder but you should be doing more damage regardless...

 

I think that's an issue with your rotation....

You dont have a Rotation as Gunnery Commando, you play a priority System. And the only difference between playing old and new setbonus is more Hammershots. Do you play a Gunnery Commando?

I dont like it either but in boss fights, the old set bonus allows you to do more dps. Dummy is something entirely different, you should do more dps with the new Bonus on the dummy when all its said and done. But smashing the dummy with a perfect rotation (hell, i could propably do a macro for this) has nothing to do with a Boss Fight. In a Boss fight you have movement, AoE Damage, Defensive stuff, burn phases, damage pauses and what not. Nobody will ever be able to do a perfect rotation in such fights. Even if the player would play perfect, there is always too much rng crap going on you just cant factor in. And this is hurting us since our ammo management is pretty much like dancing on a razor blade. One wrong move and you can say goodbye to Slingers and Sentinels.

Of course all this doesnt matter most of the time. But try to get to 2600dps on the Dread Guards with old and new bonus. They are worlds apart.

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Or you can just fix cell charger, like I've been saying for 5 posts now...

 

And I am appalled that your ammo management is so terrible that a 8% damage increase is doing less damage than 8 energy cells off an ability you do once every 15 seconds in gunnery. Ammo management might be harder but you should be doing more damage regardless...

 

I think that's an issue with your rotation....

 

It isn't really. The problem is that when CoF procs start running dry you simply have to hammer shot more to stay in top tier ammo regen. It used to be that every 15 seconds, you could use HiB instead because it was now free, and of course HiB does much more damage than Hammer shot. Since you only ever need 1-3 Hammershots per 10 GCD cycle, having half of those be HiBs instead with the same ammo management is a DPS increase, and of course gets HiB out so you can focus on rebuilding charged barrel stacks and fishing for Curtain of Fire procs.

 

With HiB as it is now, even with a 10 ammo cost, you have to occasionally Hammer Shot just to use HiB without dipping too low. That extra Hammer shot is essentially a whole extra attack in your rotation (since HiB has to go out) which means using it takes away from Grav Round which is what is building those aforesaid stacks of Charged Barrel and fishing for those CoF procs. This has a powerful cumulative effect over the course of an entire boss fight or decent length dummy parse. Additionally to this is the fact that you HAVE to push that ammo as hard as possible to get competitive damage.

 

I honestly don't think fixing cell charger, but rather fixing special munitions. Make the talent reduce HiB by 5 ammo per point for AP cell (making it a 1 ammo ability, which is cheaper than gunnery can get it now even with the old 4 piece), or make it reduce Grav Round cost by 2 (GR has a base cost of 19 in 2.0, so the cost reduction in that talent is just an insult. If cost had stayed at 16 ammo, 13 ammo Grav Rounds would actually probably be pretty nice for ammo management).

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I honestly don't think fixing cell charger, but rather fixing special munitions. Make the talent reduce HiB by 5 ammo per point for AP cell (making it a 1 ammo ability, which is cheaper than gunnery can get it now even with the old 4 piece)

 

i was actually thinking of this exact thing last night. or just natively reducing the cost of HIB by 8 cells.

i'm sure everyone involved (except assault as i doubt they'd care too much) would be happy with the change.

Edited by oaceen
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I honestly don't think fixing cell charger, but rather fixing special munitions. Make the talent reduce HiB by 5 ammo per point for AP cell (making it a 1 ammo ability, which is cheaper than gunnery can get it now even with the old 4 piece), or make it reduce Grav Round cost by 2 (GR has a base cost of 19 in 2.0, so the cost reduction in that talent is just an insult. If cost had stayed at 16 ammo, 13 ammo Grav Rounds would actually probably be pretty nice for ammo management).

 

As I have said:

 

The 4 piece set bonus should remain the buff to damage in my opinion, that way its equal to vanguards. You could simply make special munitions have HiB totally free in armor piercing cell.

 

The 4 piece is fine, the ammo issue is gunnery alone.

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Yes. That was me agreeing with you. Though if it's still better to use old 4 piece then the 4 piece needs to be overhauled to provide both benefits.

 

if grav round ended up being only 13 ammo via your suggested change to special munitions, it would be a net gain in available energy cells for your rotation wouldnt it?

 

at that point id imagine the newer +8% damage set bonus would be preferred.

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if grav round ended up being only 13 ammo via your suggested change to special munitions, it would be a net gain in available energy cells for your rotation wouldnt it?

 

at that point id imagine the newer +8% damage set bonus would be preferred.

 

Yes I tend to think so as well. And/or making it simply make HiB completely free. Whichever really.

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A slightly higher chance of the Curtain of Fire/Barrage proc might help, too, because during Full Auto we can regen a good amount of Ammo.

 

I tend to get into desperate situations when I have to use Grav Rounds in a row because Full Auto doesn't want to proc and all the other skills are on cooldown. In such a situation you have two choices, either keep spamming Grav Round (and run out of Ammo) or use Hammer Shot (and drop almost all DPS).

 

A slightly more reliable Full Auto would go a long way towards fixing the Ammo issue in my opinion. Of course, this does not address the more urgent part of the problem, namely that healers burn through Ammo even faster than DPS.

 

Still, just a thought.

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Commando Healer:

 

What can we improve?

 

* Giving Hold the Line a talent that allows casting while HTL is active.

* Giving our Concussion ability an increase of targets (AOE) instead of a single target CC.

* Increase our Shield Ability from 25% damage reduction to 50%.

 

These three would SIGNIFICANTLY help us and make us viable in ranked warzones.

 

These three abilities are what makes scoundrels good. Give us the opportunity to be come as good as them.

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Commando Healer:

 

What can we improve?

 

* Giving Hold the Line a talent that allows casting while HTL is active.

* Giving our Concussion ability an increase of targets (AOE) instead of a single target CC.

* Increase our Shield Ability from 25% damage reduction to 50%.

 

These three would SIGNIFICANTLY help us and make us viable in ranked warzones.

 

These three abilities are what makes scoundrels good. Give us the opportunity to be come as good as them.

 

 

Scoundrels have a 12s 50% DR cooldown? I don't think that would honestly help as much as you'd think. Also those are all three PVP oriented changes, none of which address the need for on demand guaranteed burst (which for us is largely crit dependent). Also, I said this to cash when he suggested it, I just don't know that an AoE 60 second mez would be considered kosher in the PVE area.

 

A slightly higher chance of the Curtain of Fire/Barrage proc might help, too, because during Full Auto we can regen a good amount of Ammo.

 

I tend to get into desperate situations when I have to use Grav Rounds in a row because Full Auto doesn't want to proc and all the other skills are on cooldown. In such a situation you have two choices, either keep spamming Grav Round (and run out of Ammo) or use Hammer Shot (and drop almost all DPS).

 

A slightly more reliable Full Auto would go a long way towards fixing the Ammo issue in my opinion. Of course, this does not address the more urgent part of the problem, namely that healers burn through Ammo even faster than DPS.

 

Still, just a thought.

 

While I would certainly like a more consistent CoF proc, FA is just ammo neutral, not ammo positive. As such it can delay hammer shots but we need something that will help give us more ammo back is my feeling. Still I could be wrong. Ammo management IS a lot easier when you go on a streak because Ammo neutral is still way better than being ammo negative like every other one of our abilities that isn't Hammer shot. Honestly if PG was efficient enough to use on CD I'd be using RP on FA because you regen more ammo during the cast.

Edited by ArchangelLBC
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A slightly higher chance of the Curtain of Fire/Barrage proc might help, too, because during Full Auto we can regen a good amount of Ammo.

 

 

As far as the 45% full auto proc, that needs to be fixed.

 

That was probably why I switched to AS in raids, HiB procs more reliably on charged bolts than full auto did to grav round. They both have a 45% chance.

 

That 45% is not a true 45%, too many grav rounds have been fired.

 

See that their sacrifice was not in vain...:rak_01:

 

I guarantee the 45% i get from bolts procs HiB more than the 45% CoF Full Auto.

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I guarantee the 45% i get from bolts procs HiB more than the 45% CoF Full Auto.

 

It certainly doesn't FEEL like it, but you'd have to crawl through a lot of logs to be sure. I happen to agree, but I'm too lazy to do said log crawling to prove that less than 45% of the grav rounds I fire not affected by the ICD are actually proccing CoF. Guess a good hour long parse could probably be done.

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Scoundrels have a 12s 50% DR cooldown? I don't think that would honestly help as much as you'd think. Also those are all three PVP oriented changes, none of which address the need for on demand guaranteed burst (which for us is largely crit dependent). Also, I said this to cash when he suggested it, I just don't know that an AoE 60 second mez would be considered kosher in the PVE area.

 

I don't wanna be rude but PVE is the least thing a Commando Healer should worry or complain about at this very moment. You're not far inferior to Sage or Scoundrel that the raidleader unfortunately refuses to bring you to the raid as a main healer. No. At least not on the european servers.

 

And the scoundrel has a 100% melee/ranged dodge which has a talent that reduces the cooldown when being attacked ASWELL as an absorb shield probe. Commandos has a tiny 25% damage reduction. I don't see why you're even questioning this. (I didn't say scoundrel had a 12s 50% DR ability though).

 

And for the AOE CC part, sure it may not be a vital part but again.

 

The Hold the Line talent that allows you to cast while running is ESSENTIAL.

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I don't wanna be rude but PVE is the least thing a Commando Healer should worry or complain about at this very moment. You're not far inferior to Sage or Scoundrel that the raidleader unfortunately refuses to bring you to the raid as a main healer. No. At least not on the european servers.

 

And the scoundrel has a 100% melee/ranged dodge which has a talent that reduces the cooldown when being attacked ASWELL as an absorb shield probe. Commandos has a tiny 25% damage reduction. I don't see why you're even questioning this. (I didn't say scoundrel had a 12s 50% DR ability though).

 

And for the AOE CC part, sure it may not be a vital part but again.

 

The Hold the Line talent that allows you to cast while running is ESSENTIAL.

 

Aw, why are you throwing the PVE Combat Medics under the bus? I can't see how you can say that Commando healers have problems in PVP without also saying they have problems in PVE.

 

I wouldn't make any change other than your HTL suggestion, though. The game really doesn't need more group AoE CC, thank you very much. A better approach to give Combat Medics more control would be to let Kolto Residue's slow refresh with each tick of Kolto Pods -- it presently doesn't which doesn't make sense since the other two buffs do refresh. You also wouldn't need to bump up Reactive Shield since Commandos would be taking a lot less damage (because they can heal on the move). And besides that, I don't think you could touch Reactive Shield without giving some love to Vanguards. I doubt they'd be very happy if Commando got such a juicy upgrade to their defensive shield while the Vanguards -- who probably need that more -- get nothing.

Edited by SpaniardInfinity
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Aw, why are you throwing the PVE Combat Medics under the bus?

 

I wouldn't make any change other than your HTL suggestion, though. The game really doesn't need more group AoE CC, thank you very much. A better approach to give Combat Medics more control would be to let Kolto Residue's slow refresh with each tick of Kolto Pods -- it presently doesn't which doesn't make sense since the other two buffs do refresh. You also wouldn't need to bump up Reactive Shield since Commandos would be taking a lot less damage (because they can heal on the move). And besides that, I don't think you could touch Reactive Shield without giving some love to Vanguards. I doubt they'd be very happy if Commando got such a juicy upgrade to their defensive shield while the Vanguards -- who probably need that more -- get nothing.

 

But Vanguards pre 2.0 were as squishy as they are now. Only difference is that they no longer have any burst which makes them non-viable in PVP. Still made them a good class considering they weren't unstoppable.

 

But not to change the topic to if Vanguard needs a fix or not;

 

The reason why our "output" healing isn't as good as for an example scoundrels is because;

 

It's hard for a scoundrel NOT to go "out of energy."

 

A commando needs something what a Scoundrel has. Each crit tick of your beam should restore X amount of energy cells.

 

Sages? Well they don't even have a regenerating debuff if they go too low like scoundrels and commandos does. And scoundrels can regen fast ASWELL as having "Cool Head".

 

With all due respect to Bioware, I have no idea how they decided to design a Commando healer the way they did to scoundrels. It's just mindblowing.

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I don't post in this forum much, but I'd like to chime in and say that I'd like to see PvE DPS ammo management addressed. I main Gunnery and have full 72 CM gear for when I need to fill in a healing role in HM ops. I love CM to pieces and wish I could switch that to my main. I have no issues keeping up with healing or ammo in that spec.

 

I hurt continuously with Gunnery ammo management after 2.0 took away our free Hi Impact Bolt. It's so bad that I look forward to high movement fights just for the two extra seconds to hit max regen mode. My dps has suffered compared to what I was able to dish out non-min/maxed pre-2.0.

 

Am I playing wrong? I don't feel that way. I'm on par with other Gunnerys that ditched their Rakata armorings and I come here often looking for ammo management tips from the people who really know their stuff.

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It certainly doesn't FEEL like it, but you'd have to crawl through a lot of logs to be sure. I happen to agree, but I'm too lazy to do said log crawling to prove that less than 45% of the grav rounds I fire not affected by the ICD are actually proccing CoF.

 

someone made a thread recently saying that it was actually only 30% (and now i can't find it)

but i wanted to see for myself, so i did a lengthy parse today and fired 113 grav rounds, got 50 procs

 

50 / 113 = .4424 * 100 = 44.24%

 

 

my methodology was to just use GR > FA (to clean up the CoF buff if it proc'd. i did an earlier parse where i didn't do this at came up with like 24%. i suspect the OP of the previous thread i saw might have made a similar mistake)

anyway, then i waited for dummy to reset

start over (which takes about 10s for dummy to reset and start again)

 

then i counted the number of GRs fired and times i gained CoF

 

 

i will say thought that it certainly doesn't feel to me like they're in line with each other either. charged bolts definitely seems to proc ionic accelerator a lot more often than grav round procs curtain of fire, but i'm not sure why. curtain of fire seems to be working just fine, but i have a theory that maybe alacrity works against us in such a way that 5 GCDs after a CoF reset, it can't reset again because it's 5% just inside the window.

 

i am not entirely sure how to test it honestly, but i know for sure that CoF can proc 4 GCDs after it does initially. i wonder if it's just 'lucky' server lag.

i did a very lengthy parse where i would use GR until i got CoF, then used GR 4 more times afterwards, but the problem though is it's hard to tell by examining a parse because it doesn't tell you if you proc curtain of fire while curtain of fire is already up.

i think maybe i could tag each round with full auto; then i would just count the number of times i used full auto instead of counting the curtain of fire procs. idk, i'll take a look at it later. spent enough time sitting in front of a dummy today.

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