Jump to content

[3.0+] The Marksmanship I Sharpshooter Guide


DieGhostDie

Recommended Posts

  • Replies 208
  • Created
  • Last Reply

Top Posters In This Topic

  • 2 weeks later...
i thought you were going to school to make spreadsheets

 

also, tac: have u posted your sheets anywhere? i see the graphs on dulfy... but no model/sheets

 

You're lucky I looked in here :p

 

What I did was created the graphs through matlab. After making the model, I determined optimal Surge/Alacrity values, then made a code on matlab to generate a plot with typical set ups for surge/alacrity as well as the one determined to be optimal.

 

I will happily share the code with people asking for it (I'm always looking for ways to improve on it), though since I've only got ~30 days left on my matlab license I'm gonna have to start looking into moving it to other sources.

 

Probably Python for the determining optimal Surge/Alacrity and then Excell for the graphs

Edited by TACeMossie
Link to comment
Share on other sites

You're lucky I looked in here :p

 

What I did was created the graphs through matlab. After making the model, I determined optimal Surge/Alacrity values, then made a code on matlab to generate a plot with typical set ups for surge/alacrity as well as the one determined to be optimal.

 

I will happily share the code with people asking for it (I'm always looking for ways to improve on it), though since I've only got ~30 days left on my matlab license I'm gonna have to start looking into moving it to other sources.

 

Probably Python for the determining optimal Surge/Alacrity and then Excell for the graphs

 

Just dropping by to say please do. I'm quite curious to see how Alacrity and Surge are in terms of data.

 

AFK irl. :(

Edited by DieGhostDie
Link to comment
Share on other sites

Just dropping by to say please do. I'm quite curious to see how Alacrity and Surge are in terms of data.

 

AFK irl. :(

 

Don't worry, I was AFK too.

 

Here's the current version of the Plasmatech optimizer for the PTS:

 

 

OptimalCrit = 0;
OptimalAimAugments = 0;
OptimalAccuracyEnhancements = 0;
OptimalAccuracyAugments = 0;
OptimalSurge = 0;
OptimalAlacrity = 0;
OptimalSurgeAugments = 0;
OptimalAlacrityAugments = 0;
MaxDPS = 0;

STDH = 318.5;

% Weapon_Damage = [820, 871.5];
% Bonus_Tech = [2626, 2790];


%Changed to this for PTS Optimizing
Weapon_Damage = [820, 820];
Bonus_Tech = [2626, 2708];

Mod_Power = [82, 90];
Mod_Aim = [97, 106];

Enhance_Power = [74, 81];
Enhance_Surge = [111, 120];

Armoring_Aim = [124, 134];
Augment_stat = 52;

Implant_Aim = [221, 266];
Implant_Power = [156, 171];

Power_Mods = 0;
Power_Enhancements = 0;
Power_Implants = 0;
Power_Crystals = 0;

Power_Augments = 0;
Aim_Augments = 0;
Accuracy_Augments = 0;
Surge_Augments = 0;
Alacrity_Augments = 0;

Surge_Enhancements = 0;
Accuracy_Enhancements = 0;

Relic_1 = [[0, 855], [0, 890]];
Relic_2 = [[855, 0], [890, 0]];

Relic_Power = [48, 53];

Stim_Aim = 198;
Stim_Power = 81;

%Base_Aim = 600;

%Changed for weaker mainhand + 3 192 armorings
Base_Aim = 560;
Cunning = 166;

Base_Crit = 11;
Base_TechCrit = 11;

BossArmor = 8829 * 0.8;
Armor_Reduc = (1 - BossArmor/(BossArmor+240*60+800));

Gear_Rating = 2;

Accuracy_Rating = 0;

Loops = 1;

while Accuracy_Enhancements < 7;
   while Accuracy_Augments < 15;
       Accuracy_Rating = Accuracy_Enhancements * Enhance_Surge (Gear_Rating) + Accuracy_Augments * Augment_stat;
       if Accuracy_Rating >= 758 && Accuracy_Rating < 810;
           while Power_Augments < (15 - Accuracy_Augments);
               total_augments = Accuracy_Augments + Power_Augments;
               while Aim_Augments < (15 - (total_augments));
                   total_augments = Accuracy_Augments + Power_Augments + Aim_Augments;
                   while Surge_Augments < (15 - total_augments);
                       total_augments = Accuracy_Augments + Power_Augments + Aim_Augments + Surge_Augments;
                       while Alacrity_Augments < (15 - total_augments);
                           total_augments = Accuracy_Augments + Power_Augments + Aim_Augments + Surge_Augments + Alacrity_Augments;
                           while Power_Mods < 10;
                               while Power_Enhancements < 8;
                                   while Power_Implants < 4;
                                       while Power_Crystals < 3;
                                           while Surge_Enhancements < (11-Accuracy_Enhancements);
                                               Aim = 1.05*(Base_Aim + Stim_Aim + 9*Mod_Aim(Gear_Rating) + 9*Armoring_Aim(Gear_Rating) + 3*Implant_Aim(Gear_Rating) + Aim_Augments*Augment_stat);

                                               Power = Relic_Power(Gear_Rating) * 2 + Stim_Power + 41*Power_Crystals + Power_Mods * Mod_Power(Gear_Rating) + Power_Enhancements * Enhance_Power(Gear_Rating) + Power_Implants * Implant_Power(Gear_Rating) + Power_Augments*Augment_stat;
                                               Crit = 41 * (2-Power_Crystals) + Mod_Power(Gear_Rating) * (9 - Power_Mods) + Enhance_Power(Gear_Rating) * (7 - Power_Enhancements) + Implant_Power(Gear_Rating) * (3 - Power_Implants) + Augment_stat * (14 - (total_augments));

                                               Surge_rating = Enhance_Surge(Gear_Rating) * Surge_Enhancements + Surge_Augments * Augment_stat;
                                               Alacrity_rating = Enhance_Surge(Gear_Rating) * (10 - (Accuracy_Enhancements + Surge_Enhancements)) + Alacrity_Augments * Augment_stat;

                                               Surge = 51 + 30 * (1 - (29/30)^(Surge_rating/13.2));
                                               Alacrity = 1+(30 * (1 - (29/30)^(Alacrity_rating/75))/100);
                                               Accuracy = (91 + 30 * (1 - (29/30)^(Accuracy_Rating/72)))/100;

                                               RatingCrit = 30 * (1 - (29/30)^(Crit/54));
                                               AimCrit = 20 * (1 - 0.95 ^ (Aim/330));
                                               CunningCrit = 20 * (1 - 0.95 ^ (1.05*Cunning/330));

                                               Relic_Rating = 2*(Gear_Rating - 1);

                                               Relic_Powerboost = Relic_1(Relic_Rating + 1) + Relic_2(Relic_Rating + 1);
                                               Relic_Aim = (Relic_1(Relic_Rating + 2) + Relic_2(Relic_Rating + 2))*1.05;

                                               Relic_Crit = 20 * (1 - 0.95 ^ ((Aim+Relic_Aim)/330));

                                               Ranged_Bonus = (0.2 * (Aim + 6*Relic_Aim/23*Alacrity) + 0.23 * (Power + 750 * (15*Alacrity/180)+6*Relic_Powerboost*Alacrity/23))*1.05;
                                               Tech_Bonus = (0.2 * (Aim  + 1.05*Cunning + 6*Alacrity*Relic_Aim/23) + 0.23 * (Power + 750 * (15*Alacrity/180) + Bonus_Tech(Gear_Rating)+6*Alacrity*Relic_Powerboost/23)) * 1.05;

                                               crit = Base_Crit + RatingCrit + (AimCrit*(23-6*Alacrity) + Relic_Crit*Alacrity*6)/23 + 25/8;
                                               techcrit = Base_TechCrit + RatingCrit + CunningCrit + (AimCrit*(23-6*Alacrity) + Relic_Crit*6*Alacrity)/23 + 25/8;
                                               elementcrit = techcrit + 3;

                                               weapon_damage = Weapon_Damage (Gear_Rating);

                                               HS = (weapon_damage + Ranged_Bonus)*Armor_Reduc*(Accuracy - 0.1) * 1.05;
                                               HS = HS .* (1 + (crit/100 * Surge/100));

                                               SHSk = (Tech_Bonus + STDH) * 1.78 * 1.15 * Armor_Reduc;
                                               SHSk = SHSk .* (1 + (techcrit/100 * (Surge+30)/100));

                                               HiB = (1.3089*weapon_damage + (Ranged_Bonus + STDH) * 1.9705)*(1 - (BossArmor * 0.4)/(15200 + (BossArmor * 0.4))) * 1.05;
                                               HiB = HiB .* (1 + Surge/100);

                                               SC = 0.98 * (Tech_Bonus + STDH+(81.5))*Armor_Reduc*1.05;
                                               SC = SC .* (1 + ((techcrit + 175/8)/100 * Surge/100));

                                               IP = (Tech_Bonus + STDH)*1.05;
                                               IP = IP .* (1 + (elementcrit/100 * Surge/100));

                                               SHSe = (Tech_Bonus + STDH) * 0.41 * 1.15;
                                               SHSe = SHSe .* (1 + (elementcrit/100 * (Surge+30)/100));

                                               IR = (Tech_Bonus + STDH) * 0.41 * 1.05;
                                               IR = IR .* (1 + (elementcrit/100 * Surge/100));

                                               IRb = (Tech_Bonus + STDH) * 0.34 * 1.05;
                                               IRb = IRb .* (1 + (elementcrit/100 * Surge/100));

                                               FP = (Tech_Bonus + STDH) * 1.74 * 1.05;
                                               FP = FP .* (1 + ((100 + 3*elementcrit)/400 * (Surge+30)/100));

                                               PCL = (Tech_Bonus + STDH) * 0.1715 * 1.35;
                                               PCL = PCL .* (1 + (elementcrit/100 * Surge/100));

                                               PCN = (Tech_Bonus + STDH) * 0.55 * 1.55 * 1.1;
                                               PCN = PCN .* (1 + (elementcrit/100 * (Surge+30)/100));

                                               PT = (Tech_Bonus + STDH) * 0.37 * 1.05;
                                               PT = PT .* (1 + (elementcrit/100 * (Surge+30)/100));

                                               Kinetic = (HiB * 8 + SC * 4 + SHSk * 12 + HS * 10)/120 * 1.05;
                                               Elemental = (14*IP + 12*SHSe + 8*IR + 40*IRb + 8*FP + 60*PCL + 32*PCN + 44*PT)*1.07/120;

                                               DPS = 10./(7./(Kinetic + Elemental) + 3./(Kinetic + Elemental*1.1));

                                               DPS = DPS .* Alacrity * 1.01;

                                               if DPS > MaxDPS;

                                                   MaxDPS = DPS;

                                                   OptimalCrit = Crit;
                                                   OptimalAimAugments = Aim_Augments;
                                                   OptimalAccuracyEnhancements = Accuracy_Enhancements;
                                                   OptimalAccuracyAugments = Accuracy_Augments;
                                                   OptimalSurge = Surge_rating;
                                                   OptimalAlacrity = Alacrity_rating;
                                                   OptimalSurgeAugments = Surge_Augments;
                                                   OptimalAlacrityAugments = Alacrity_Augments;
                                                   MaxDPS = DPS;
                                               end

                                               Surge_Enhancements = Surge_Enhancements + 1;

                                           end
                                           Surge_Enhancements = 0;
                                           Power_Crystals = Power_Crystals + 1;
                                       end
                                       Power_Crystals = 0;
                                       Power_Implants = Power_Implants + 1;
                                   end
                                   Power_Implants = 0;
                                   Power_Enhancements = Power_Enhancements +1;
                               end
                               Power_Enhancements = 0;
                               Power_Mods = Power_Mods + 1;
                           end
                           Power_Mods = 0;
                           Alacrity_Augments = Alacrity_Augments + 1;
                       end
                       Alacrity_Augments = 0;
                       Surge_Augments = Surge_Augments + 1;
                   end
                   Surge_Augments = 0;
                   Aim_Augments = Aim_Augments + 1;
               end
               Aim_Augments = 0;
               Power_Augments = Power_Augments + 1;
           end
       end
       Power_Augments = 0;
       Accuracy_Augments = Accuracy_Augments + 1;
   end
   Accuracy_Augments = 0;
   Accuracy_Enhancements = Accuracy_Enhancements + 1;
end

 

 

Note that random procs for resources and dynamic alacrity are a pain to work with when doing a model, you should go for a simulation for those things (see, TK Sage, Sharpshooter Slinger, DF Slinger, Gunnery Commando, etc...). You can make a rough estimate though for a spec that only has to deal with dynamic alacrity by simply adjusting alacrity so after the initial line you add the following, and it accounts for Sniper Volley

 

"Downtime = 45 / Alacrity - 15

 

Alacrity = Alacrity / Downtime + (Alacrity + 0.1) / Uptime"

 

So, for example, Sniper Volley is 15 seconds uptime and 30 seconds downtime. Only its slightly better, as its downtime is reduced by Alacrity (Downtime = 45/Alacrity - 15, not 30)

 

Finally, to account for the slightly different opener, you can use the 'Loops" technique:

 

You split up the rotation into 3 sections:

Opener

Rotation

ExecuteRotation

 

The damage is then set up as:

 

DamageDone = Opener + (10 * Loops / (7 / Rotation + 3 / ExecuteRotation))

DPS = DamageDone / (OpenerTime + Loops*RotationDuration) * 1.01 * Alacrity

 

Note this assumes 100% set bonus uptime for 2-piece.

Link to comment
Share on other sites

Excellent guide. Only thing I would challenge is whether you aren't undervaluing Stroke of Genius/Pandemonium combined with cover proc utility for it in PVP. Double charged shot HURTS. It doesn't when they have plenty of time to LOS you which happens a lot with casting time. I have run out of energy in one PVP match in the last two months so not generally an issue there but you do sacrifice one of your more reliable defenses when used purely for offense which is a risk you have to calculate fairly carefully.

 

There is also the psychological impact of knockback, root, immediate charged shot + trick shot followup in face before they can even start moving again. And then penetrating shot with slow-down on their second attempted advance AND the auto-knockback. The more you can force melee attackers to weigh their options before attacking you again the better off you are. The best way to do that is to halt their advances and smack them around as much as possible before they can land another hit or do a little hurt and escape when things look ugly.

 

It's also nice to at least get in some heavier damage with a trick shot followup when a recently force leaped juggernaut/guardian ignores the knockback and silly you didn't give them a 3-count before hitting the pulse. You might not win that fight but there's a good chance you can at least hurt them and escape with a flash grenade leaving them to ponder whether it was worth the effort.

 

I often get criticized for popping out of cover too often, but I find the benefit of restoring my dampers and squeezing another charged shot + trick rapidly is worth well-timed periods of vulnerability. Staying in one place too long is a recipe for getting focused anyway. Being more mobile also makes the AOE reduction less of a going concern for me, freeing up the much preferred slowdown utility. I only miss it when AOE forces me out of a dome but rolling out of it and spamming AOE for AOE generally gets the sorcs moving regardless and then I just run back in for the dome + damper refresh + immediate charged shot.

 

The hunker down move-immunity utility is the only true must-have for PVP IMO. Leaving cover without it in a fight is a huge risk. It also gives Marksman an added layer of move-cc-immune mobility other specs don't have with the 3 second hunker on roll allowing you roll, and get up and run for 6 seconds of move-cc-immunity at +50% speed, THEN cover, hunker, run again. You can cover a lot of distance with 12 seconds of running at 150% and a roll.

Link to comment
Share on other sites

Excellent guide. Only thing I would challenge is whether you aren't undervaluing Stroke of Genius/Pandemonium combined with cover proc utility for it in PVP. Double charged shot HURTS. It doesn't when they have plenty of time to LOS you which happens a lot with casting time.

 

The same principle applies in pvp as in pve in regards to Pandemonium. It is just an apm gain, not a dps gain. You are pretty much required to take Seek Cover and Law Low in Sharpshooter for pvp. If you wanted to take something else the next choice would be Hotwired Defenses. Pandemonium is not even close to be worth what you are giving up by taking it.

Link to comment
Share on other sites

Regarding augments I want to offer an alternative. Instead of going for cunning augments you could go for aim augments instead.

The idea behind it is because pretty much all of your damage as a sharpshooter is ranged damage. Both cunning and aim are affecting the bonusdamage for ranged abilities with the same formule. Meaning, your bonus damage won't change. However your critical chance will change due to lower dimishing returns. You get almost 1% extra critical chance on ranged abilities.

 

The sweet spot appears to be around 4-6 aim augments.

 

Good thing to note is that your damage output won't chance much because of it. But than again, neither is the cunning vs power vs acc vs alac vs surge arguement ;)

Link to comment
Share on other sites

Good thing to note is that your damage output won't chance much because of it. But than again, neither is the cunning vs power vs acc vs alac vs surge arguement ;)

 

If the damage output doesn't change considerably, it's better to just go with cunning so you can swap to viru/engi since they both are more heavily tech-based.

Link to comment
Share on other sites

I want to find out why I'm often out of "energy" (the yellow bar) during my rotation. I assume that there must be something wrong with it. I'm playing a Gunslinger, Markmanship or how it is called - does there exist any non-mirror class guide for that ?

 

My question is serious because I don't have a Sniper and I don't want to play one, so I've got to rely on the Gunslinger terms. And because of that I just cannot understand much of the Sniper terms.

 

And then I have to translate them into German-language SWTOR as well ...

 

I could give you my current rotation, but only in German language, since I play SWTOR in my own language, and since I don't know any list of translations. Therefore you wouldn't understand me - apart from those who have both languages installed.

Edited by AlrikFassbauer
Link to comment
Share on other sites

Well, english names are:

 

Ambush (Sniper)/Aimed Shot (Slinger) - level 10 Marksmanship/Sharpshooter

Penetrating Blasts/Penetrating Rounds - Level 26

Followthrough/Trickshot - Level 41

Sniper Volley/Burst Volley - level 57

 

Snipe/Charged Burst - level 1, 1.5 sec cast time, number of procs including the main one gained at level 59

Corrosive Dart/Vital Shot - Damage over 18 seconds

Takedown/Quickdraw - Target needs to be below 30% health to use, gained upon choosing gunslinger class

 

Anything else is either rarely used or never used

Link to comment
Share on other sites

I got enough free time to reply to comments, so here we go. Inb4 wall of texts inc. :(

 

Snip

 

Your thoughts on Stroke of Genius/Pandamonium are interesting in your case. My stance, however, is still the same on not using that utility. Wiseposterior is right. I wouldn't take that utility unless they either a.) scrap it or b.) redesign it to be a viable alternative.

 

Regarding augments I want to offer an alternative. Instead of going for cunning augments you could go for aim augments instead.

The idea behind it is because pretty much all of your damage as a sharpshooter is ranged damage. Both cunning and aim are affecting the bonusdamage for ranged abilities with the same formule. Meaning, your bonus damage won't change. However your critical chance will change due to lower dimishing returns. You get almost 1% extra critical chance on ranged abilities.

 

The sweet spot appears to be around 4-6 aim augments.

 

Good thing to note is that your damage output won't chance much because of it. But than again, neither is the cunning vs power vs acc vs alac vs surge arguement ;)

 

I've been getting some feedback on Aim Augments having an advantage with the MM/SS Discipline. This is purely preference of me, but even I wouldn't resort to that route. Like Jad said, I would stick with Cunning augments if you're going to be using all three disciplines.

 

STILL, this is a decent alternative per se, and some people I've seen play MM/SS with those aim augments. I won't stop anyone from saying you can't use those augments. Go ahead and BiS your Sniper/Slinger with those. :)

 

Snip

 

Tac has your back, sir. :p Also, if it helps, watch my Sharpshooter/Marksmanship video to get the basics of managing energy.

Link to comment
Share on other sites

I'm just going to reply to a bunch of posts.

 

 

 

 

Also, Shulk, do you know why the top parses for Marksman are significantly lower than than for Sharpshooter? I see about 200-300 DPS difference in the 1 million section and I'm not sure how much of that is due to luck. You know if there are any faction-specific bugs to cause Sharpshooter to do more damage or Marksman to do less than normal? I don't have a Sniper so I can't check.

 

I just did some testing due to this thread and I got a 4932 parse on my 4th try (1st time not screwing up my rotation), but I didn't check how lucky I was and I don't have time to do more parsing right now so I don't know my average. I'm missing my mainhand hilt and I need 3 mods to be BiS, but that's about it. I'm sure a 5k parse is possible on the 1 million health dummy with BiS slot gear and/or super luck.

 

Hey Aeralos. I think we found the definite problem.

 

 

<Ability Id="187931" Status="Changed">

<Fqn NodeId="16140959110981312911">abl.smuggler.charged_burst</Fqn>

<Name Id="807157498904576">Charged Burst</Name>

<Description Id="807157498904577">

Fires a series of powerful blasts for <<1>> weapon damage. Fires both blasters if dual wielding.

</Description>

<Tokens>

<Token Id="1">

<ablCoefficients>

<Action Name="effAction_WeaponDamage">

<effParam_StandardHealthPercentMax OldValue="0.194">0.174</effParam_StandardHealthPercentMax>

<effParam_StandardHealthPercentMin OldValue="0.194">0.174</effParam_StandardHealthPercentMin>

<effParam_AmountModifierPercent OldValue="0.29">0.16</effParam_AmountModifierPercent>

<effParam_Coefficient OldValue="1.94">1.74</effParam_Coefficient>

</Action>

<Action Name="effAction_WeaponDamage">

<effParam_IgnoreDualWieldModifier OldValue="True">False</effParam_IgnoreDualWieldModifier>

<effParam_StandardHealthPercentMax OldValue="0.194">0</effParam_StandardHealthPercentMax>

<effParam_StandardHealthPercentMin OldValue="0.194">0</effParam_StandardHealthPercentMin>

<effParam_AmountModifierPercent OldValue="0.29">0.16</effParam_AmountModifierPercent>

<effParam_Coefficient OldValue="1.94">0</effParam_Coefficient>

 

 

So it turns out Charged Burst is doing more damage than it was intended. Check the average crit values of your parse and compare it to mine.

Link to comment
Share on other sites

Hey Aeralos. I think we found the definite problem.

 

 

<Ability Id="187931" Status="Changed">

<Fqn NodeId="16140959110981312911">abl.smuggler.charged_burst</Fqn>

<Name Id="807157498904576">Charged Burst</Name>

<Description Id="807157498904577">

Fires a series of powerful blasts for <<1>> weapon damage. Fires both blasters if dual wielding.

</Description>

<Tokens>

<Token Id="1">

<ablCoefficients>

<Action Name="effAction_WeaponDamage">

<effParam_StandardHealthPercentMax OldValue="0.194">0.174</effParam_StandardHealthPercentMax>

<effParam_StandardHealthPercentMin OldValue="0.194">0.174</effParam_StandardHealthPercentMin>

<effParam_AmountModifierPercent OldValue="0.29">0.16</effParam_AmountModifierPercent>

<effParam_Coefficient OldValue="1.94">1.74</effParam_Coefficient>

</Action>

<Action Name="effAction_WeaponDamage">

<effParam_IgnoreDualWieldModifier OldValue="True">False</effParam_IgnoreDualWieldModifier>

<effParam_StandardHealthPercentMax OldValue="0.194">0</effParam_StandardHealthPercentMax>

<effParam_StandardHealthPercentMin OldValue="0.194">0</effParam_StandardHealthPercentMin>

<effParam_AmountModifierPercent OldValue="0.29">0.16</effParam_AmountModifierPercent>

<effParam_Coefficient OldValue="1.94">0</effParam_Coefficient>

 

 

So it turns out Charged Burst is doing more damage than it was intended. Check the average crit values of your parse and compare it to mine.

 

I like the part where the offhand hit was boosted by your bonus damage. And did full damage

Edited by TACeMossie
Link to comment
Share on other sites

I like the part where the offhand hit was boosted by your bonus damage. And did full damage

 

I didn't want to reveal this until this was 100% confirmed (otherwise, it'd be a total salt mine), but I'm glad they are going to fix this faction imbalance bug.

 

Special thanks to KBN for informing me about this strange bug btw (sorry I couldn't give you my log. Pls forgive me D: )

Edited by DieGhostDie
Link to comment
Share on other sites

Hey Aeralos. I think we found the definite problem.

 

 

<Ability Id="187931" Status="Changed">

<Fqn NodeId="16140959110981312911">abl.smuggler.charged_burst</Fqn>

<Name Id="807157498904576">Charged Burst</Name>

<Description Id="807157498904577">

Fires a series of powerful blasts for <<1>> weapon damage. Fires both blasters if dual wielding.

</Description>

<Tokens>

<Token Id="1">

<ablCoefficients>

<Action Name="effAction_WeaponDamage">

<effParam_StandardHealthPercentMax OldValue="0.194">0.174</effParam_StandardHealthPercentMax>

<effParam_StandardHealthPercentMin OldValue="0.194">0.174</effParam_StandardHealthPercentMin>

<effParam_AmountModifierPercent OldValue="0.29">0.16</effParam_AmountModifierPercent>

<effParam_Coefficient OldValue="1.94">1.74</effParam_Coefficient>

</Action>

<Action Name="effAction_WeaponDamage">

<effParam_IgnoreDualWieldModifier OldValue="True">False</effParam_IgnoreDualWieldModifier>

<effParam_StandardHealthPercentMax OldValue="0.194">0</effParam_StandardHealthPercentMax>

<effParam_StandardHealthPercentMin OldValue="0.194">0</effParam_StandardHealthPercentMin>

<effParam_AmountModifierPercent OldValue="0.29">0.16</effParam_AmountModifierPercent>

<effParam_Coefficient OldValue="1.94">0</effParam_Coefficient>

 

 

So it turns out Charged Burst is doing more damage than it was intended. Check the average crit values of your parse and compare it to mine.

 

All right, glad to hear they are fixing it. One faction-imbalance down and a bunch more to go.

Link to comment
Share on other sites

  • 2 weeks later...

News here:

http://zorzz.enjin.com/

 

First off, I would like to thank everyone for reading my guide. I never thought I would get up to nearly 50k views as well as having this five-starred. You guys are awesome. I love you all.

 

That said, it is with a heavy heart that I am officially quitting the game permanently. With Zorz disbanding, I saw no reason to ever play the game even further. I've been playing SWTOR for three years as indicated on my sig, but now, I've reached my breaking point of losing interest. I won't call this as my waste of years because this game is my first MMO, and I am glad to have played it with the raiders (but most important, friends) I enjoy.

 

Special thanks to Jad, Aeralos, and everyone else who helped me answer questions to my guide, but most of all to Zorz for letting me come back to experience what World 1st raiding is like. Much love. <33333

 

With that, I close my chapter and taking on a Nightmare Mode operation called Real Life. :rak_03:

 

Til Next Time,

 

Shulk

Edited by DieGhostDie
Link to comment
Share on other sites

×
×
  • Create New...