Jump to content

TavaraCap

Members
  • Posts

    31
  • Joined

Reputation

10 Good
  1. Focusing on underleveled players getting extra credits/experience while most of the wealth sits with the top .1% of players who have guild banks and legacy banks full of credits. Big hmm. The value of CC went up when the changes to player referral went into effect and made everything insanely expensive on the GTN. Now that credits are nearly worthless, these changes make those small amount of credits harder to obtain. I mean, 64 billion credits over 2 years to lots of low level players as opposed to the billions of credits up on the GTN today for gold augments. We should keep rewarding lower level players for completing objectives and doing their story. The credits acquired during the story are nothing compared to the amount of credits it costs to do anything in this game. Instead, try to redistribute some of the wealth by REWARDING players for finishing first time story quests and continue to value tasks like gathering skills that require time from low level players, but give them an actual opportunity to make some credits back from the market. And the experience loop is something that's a lot of fun. It's like the rush you feel when hitting a slot machine. Why take something away that is actually exciting and takes the grind out of some of the leveling process? Just lower the experienced gained from that specific objective rather than remove something fun from the game.
  2. Hi, When using the vent station today after the patch, the battery was completely drained. Also, we noticed that we were getting contagion significantly more than usual. Please fix! Thanks!
  3. I used my lower stats gear to mimic what you use....My gear is fine I'm not worried about that EDIT: Because that armor has more absorb/shield as I have modded it myself. /Sigh this guy is so ignorant All you do is talk about how I don't understand. But obviously I put out the numbers you asked for. And you still act like a d*ck and try to put me down with personal attacks. Regardless, anyone who could actually benefit from this, if you are sitting at 15/60/60, take more defense. The rest of these idiots are just trolling at this point
  4. You asked me for my "credentials" so I gave them. So you want numbers? I didn't have time in the morning but I have some now: DEFENSE: 16.20% SHIELD: 58.80% ABSORB: 60.3% Taking off 18 points of defense leaves me at 15.73%, a .47% loss Taking off 18 points of shield leaves me at 58.36%, a .44% loss Now, consider the damage: CASE 1: HIGH SHIELD 15.73% DEF 58.36% SHIELD Roll 1 15.73% chance of 100% DR Roll 2 58.80% chance of 60.3% DR 51.1864% of damage reduced/mitigated CASE 2: HIGH DEFENSE 16.20% DEF 58.36% SHIELD Roll 1 16.20% chance of 100% DR Roll 2 58.36% chance of 60.3% DR 51.3911 % of damage reduced/mitigated So this calculation is for SHIELD, which will cause your cycler to proc less often. I'll take the DR boost, use the proc relic(which will add to the shield percentage more now that the stat is slightly lower). Let's do the same calculation with a mix shield/absorb Absorb loss is .58% per 18 points of absorb CASE 1A: HIGH ABSORB/SHIELD 15.73% DEF 60.03% ABSORB 58.80% SHIELD Roll 1 15.73% chance at 100% DR Roll 2 58.80% chance at 60.3% DR Same as before - 51.1864% DR CASE 2A: HIGH DEFENSE 16.20% DEF 59.74% ABSORB 58.58% SHIELD (calculated as just half, skewing the results in your favor slightly) 51.1956% DR Not to mention using the proc relic now will raise your S/A by a larger percentage than in the high S/A build. OK, so DR is clearly higher. Now look at the side effects, less shield cycler proc. OK, but the real impact of that is very small, as RECHARGE CELLS and RESERVE POWERCELL are generally free ammo savers. If a boss is only hitting 1/GCD, then it's more important that you dodge/shield that attack then trying to catch up on ammo.
  5. Rep first. Not server. And I'm the one who doesn't know how to read...SMH Why are you so nasty? So according to below, she's nasty because she has no idea about tanking stats, and offers nothing to the conversation because this guy turns out to be a guildmate. Maybe your guild needs to talk to its tank about his stats.
  6. The benefits you are describing are overstated because you are limited by the number of procs you can have. Also why the proc relics just are not that great. Also, because you go so high into DR on shield absorb, if you use proc relics it makes them less effective. I'll take the higher defense with less S/A, and get a greater boost from the S/A on-use relic. That's my decision though, play it how you want
  7. Sorry if i was vague. I didn't have time early in the morning to actually write out all the stats, and the amount of ammo you get per 1% of shield per every 6 seconds the ability can proc, and based on your reply you aren't really willing to hear it. Jedi Covenant Faction first HM EC actually. And I have a BS in Mathematics and Statistics. I understand the DR graph, as well as the limitations to it.
  8. zzzzz....try not to get butt hurt so bad 15% is about 250 defense. Test out your gear, @ 300 defense I lose 18 points and I lose .47% defense. @60% absorb (568), you take off 41 points and you lose 1.3% absorb. You lose more absorb yes, but you aren't getting full mitigation so it's not worth as much, about 60% worth what the defense is. If you drop ~80 points from both shield and absorb, and put them into defense, you'll get those stats, which leaves you at about ~20% ~58% ~58% I got nothing to prove to you, I just thought i'd let the world/OP know that your calculations are slightly off because you haven't factored in damage mitigation/avoidance. I'm not telling you how to play, do whatever you want I don't really care. And remember, it's just a game. PS: If by spec effectiveness you mean ammo management, that's laughable. Ammo is generated so easily, that 1% of shield is not going to change anything in terms of ammo generation. If you are stuck at no ammo regen, that means you can't manage your ammo to begin with, and your DPS is going to suffer regardless of the tiny bit of shield you took out and put into defense
  9. This logic is flawed. First off, you don't take into account that defense will rise more per point than absorb or shield. EDIT: If you are looking at the DR graph, realize the rate of change at 700 shield compared to the rate of change at 400 defense. The curves are closer in slope, and it's a complete dodge You get so much more from 50 points of defense at the 100-200 range than absorb at the 600-700 range. Also, defense is a complete dodge. So factor in the amount of damage you still would take if you shielded the attack, and you'd find that defense is weighted higher than a shielding. 15%, 60%, 60% 1) 15% chance 100% damage 2) .85 * .6 = 51% chance 60% damage 15% + (51% * 60%) = 45.6% of damage mitigated now lets up to 20%, 59%, 59% 1) 20% chance 100% damage 2) .80 * .59 = 47.2% chance 59% damage 20% + (47.2% * 59%) = 47.8% damage mitigated Even if you need to go slightly lower to achieve 20% defense, it will still pay off MOAR DEFENSE!!
  10. ^ Exactly This is completely invalid. Let me remind you Anakin killed Mace Windu in defense of Palpatine, his friend. Luke's passion for his friends was his weakness and path to the darkside. When removing vader's hand, he sees the FAILURE AT THE CAVE ON DEGOBAH (most important scene ever). Then it all makes sense to him and this realization completes his training as a Jedi Knight. Duh. Remember also, Vader never intended to kill Luke. He wanted to rule the galaxy with him, which is why he only took his arm. Vader's passion was to be with his son, even more after his transformation into a Jedi and with Luke's life on the line. Enough to turn him back from the Dark Side
  11. You should have scoundrel up on stormcaller, he should focus on healing. Put your commando on the ground and only heal the players on firebrand. Shadow should be on firebrand as stated previously in another response. Tank switching is great because you can save your cooldowns for stormcaller, but if you don't like that then this setup should work as well. Why are you worried about a second DD? It should be treated the same way as the first DD...
  12. The loot rules are fine. Either use master looter, or just chill out because the new campaign gear tokens are for all classes. The FPs are easy enough that you can run them a few times until you get what you need
  13. Shield Specialist 1. How do you think your Vanguard spec is perceived by other classes? I believe my AC is looked at as one of the strongest in the game, but my spec is looked at as a tank who can deal plenty of damage with average tanking ability (a better off-tank then main tank). In PvE we are totally viable tanks if geared properly. In PVP, we are looked at as just another tank, but 2nd tier huttball carriers behind guardians. 2. How do you perceive your own spec? In PVE, I think my spec does great due to my gear but I feel I fall short just a little to guardians during boss fights. In PVP, I wish my shield made a greater impact but we do OK, less now since the 1.3 changes and I find myself tempted to cross over to assault spec (which is a little stronger right now).
  14. I won't keep this going, but a) i never used the word "bad", get your facts straight please b) you express your opinion or your experience as if it were fact, and leave out some important things. DPS guardians don't do the numbers that other classes do, that's generally accepted, but they make up for it with the ability to escape bad situations. In PVP, that is HUGE c) again, reactive shield is nice, but you have saber ward. It's obviously a trade off. Your guardian isn't meant to stand there and take massive amounts of damage. Vanguards can't just magically leap away, so in a trade off they can absorb more damage. You can't compare the defensive cooldowns unless you are going to touch on the fact that you can escape a bad situation by leaping and DPS vanguard cannot.
×
×
  • Create New...