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Wainamoinen

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  1. Just a quick post to say g'bye, as sub is out in a couple of days and won't be able to respond to questions. Good luck, have fun, and keep making those poncy magic space-ninja-wizards whine into their blue milk.
  2. Did a post on this a month or so ago, it's slipped to the third page so I might give it a semi-naked bump. It's based on analysis of combat logs and combat mechanics, so it's pretty sound. One caveat would be that it's only definitely applicable to PvP Scrapper/Concealment, I'd expect it still to hold for PvE, but won't say it's definitely best for Sawbones or Ruffian. But who cares about those losers anyway? The upshot: Augs: Mastery, though Power's very close so don't feel you have to switch from the latter to the former unless you have money to waste on fractions of a percent,. Enhs: Crit, maybe an Alacrity if you like to beat the guys without any to the punch at the cost of slightly smaller numbers flashing up. You go for the max-damage-stat versions, of course. And /farewell to Snave and the rest of you again, my sub runs out in a couple of days and I don't think I'm going to get drunk enough to re-up it for the foreseeable. Though I may check out this rumoured new wz on a freebie, that means no posting rights.
  3. Sorry to say, but the first part of this is strictly incorrect, and the second could be deceptive. 1) Mastery and Crit both provide crit chance, but they are on *separate* DR curves (Mastery capping at 20, Crit at 30). How much crit chance you get from one has no effect on the other. 2) You get a flat bonus damage increase from Power, but its% benefit declines the more you stack, so in real DPS terms it functions much like other stats. Example: you have 10 Power, you add 10, that's a 100% increase. But if you start with 100 Power, the flat increase of 10 more Power is only a 10% boost. And if you've already stacked Power to 1000, the flat increase of 10 Power only represents a 1% increase on what you have. Point being, don't let the fact Power has a flat absolute increase seduce you into ignoring the fact it has diminishing % benefit the more you stack it. Which stat is best for you depends on a) your spec; b) what stats you're starting from; c) personal playstyle, in that order. I'm Scrapper. This means I go Crit enhancements and Mastery augs. A spec with more autocrits could prefer Power augs, maybe Alac for a dot spec, even Acc if lots of white damage. I don't know Merc/Commando well enough and haven't modelled it to say for sure, but I suspect you should get to 105% Acc most efficiently from your stat budget, then Crit enhancements and put the rest in Power. TL;DR to OP: you want a simple answer to a complex problem. There isn't one.
  4. Be careful what you ask for. 4.04 - Traumatised Sunrider: -80% to all healing, both done and received. To OP: thought about Trauma changes myself, but the objection already raised is correct: the problem isn't so much healing, as one overpowered healing spec. Nerf that.
  5. Pardon the question - but is the charity max level? Scrapper gets that from FF at 20, while Dulfy says Ruffian gets at 24 from Brutal Shots. If not that, it may be you're hitting the 10s internal cd on UH regrant, or as mentioned you're dropping combat, perhaps due to companion. Bleeds do work on dummies.
  6. Hmmm. That's not on the tooltips I'm reading (I did go check my Shadow, Marauder, Guardian and Gunslinger to be sure I wasn't forgetting), and there's no sign of it in the damage logs. I really don't think the execute abilities have a chance to take all the remaining HP of your target however much that may be, though if you can show me where it is I'm always glad to be corrected.
  7. Thanks (and for the props above in first reply). The data is direct from my combat logs, it's what I took. It may be your experience is different, I can see specs with other roles having a somewhat different profile. Or if you play Sage/Sorc, you might not feel how much damage they collectively put out. Snipe is in there - it just doesn't hit so hard, or land on me often enough, to do much total damage. It *would* be interesting to see the difference between single target and spread dots, the problem is that the combat logs don't differentiate between them so you'd have to try and manipulate the numbers somehow (value boundaries? Dodgy with guard) to separate them. Separately from all this I did something similar with my Merc to tie together his main/off rail shots by timestamp to get a "damage by activation". Edit: hmm, is there some cross-thread reference here that I've missed?
  8. That will be the answer, thank you very much. The proc to cast Vicious Throw at any time had slipped my mind, and I was only on my Carnage Mara a couple of weeks ago. An "execute" is just a definitive term in games: a damaging ability that can only be used on low-health opponents, with the objective of finishing them off. You could argue that the Warrior/Knight proc means Vicious Throw no longer meets this definition - but only if you really like hair-splitting arguments. I think it's enough to note that the proc you pointed out explains the lower kill-rate.
  9. For those who would like some actual data on the damage abilities do in 4.0, or just fancy a break from from complaints about OP classes (or perhaps would like some evidence for their claims). I've done some stats reviews in the past. This time I recorded the incoming damage on me (65 Scrapper, 2018 expertise) in a month's worth of regular warzones on TRE. In all, I took over 115,000,000 damage from over 55,000 attacks and died 601 times. All the damage is done in actual warzones on a single target (me), so we don't have to worry about figures being based on hitting varied or undergeared characters, they're all comparable. At the same time, it should be borne in mind that different specs will be vulnerable in different degrees to different abilities (e.g. heavy armour classes taking less from energy or kinetic damage). I've saved an Excel sheet summary here, but I've done a few pretty highlight charts to make it more accessible for people too. For convenience, I'll refer to abilities by their Imp names, but the figures group Rep mirror abilities with them and the spreadsheet includes Rep mirror names. 1) Which are the hardest-hitting attacks in 4.0? Average crits chart These are the abilities whose crits hit me for the most, on average. And there was a huge intake of breath when it was revealed that the biggest hitter was... Ambush! I cut off at the point after which I felt the average crit from abilities was getting less brutal, but it's an arbitrary point. Behind Ambush, there are three other abilities that stand out as the next tier doing the most hurt: Heatseeker Missiles, Energy Burst and Explosive Probe, in that order. Behind them there is a gap before the next tier (in yellow) of abilities that still hit hard but don't compare to the most dangerous ones. Finally the green tier that mgiht still cause single-hit problems, but lag behind in power. Also have to note that Rail Shot is a bit undervalued here, as Mercs' offhand hits lowered its average. I also included the crit rate for each of these, which helps determine how dangerous they are. Raging Burst for example, not only crits for 11k average, but crits almost every time it was used on me (94.4%). A crit from Thermal Detonator is not only lower at 10k, but only critted 45.2% of the time, so TD is less of a threat on its own. Note that I excluded misses, dodges and resists, something had to hit before being counted. 2) Which abiliites did the most damage altogether? Total Damage by Ability. You know all those dots like Affliction and all that buggering Force Lightning? Turns out that being constantly electrocuted hurts. Four out of the top five abilities are Inquisitors', and two of those are dots. The non-sorc one is Rail Shot, which I understand may be used by Powertechs and the occasional Merc. Most of the big-hit abilities aren't the ones that do the most overall damage to you. Also worth noting how high Fire Trap Burn is (sixth) - Scoundrel roll doesn't mean you get to ignore obstacles in Huttball, you still get crisped up nicely. 3) What Kills Me the Most? Deadliest Abilities in SWTOR Sins don't get complained about as much anymore what with our new (OK, not that new) Sorc / PT Overlords, but suitably Assassinate was the single abiltiy that... errr.. assassinated me the most. The % label is the proportion of hits by the ability were killing blows. Assassinate and Takedown both top 20%, as you'd expect for executes - but Vicious Throw only comes in at 6.4% (though it still killed me plenty). My guess is that I'm less likely to have warning an Assassinate or Takedown is coming, so I'm less likely to have tried to mitigate or avoid it.* Also, while Force Lightning only kills me 1% of the time, the fact I'm constantly getting hit by it means it still killed me 25 times, second only to Assassinate. One's an execute, the other is just constant, both kill a lot. Lastly, I'm glad Acid Trap Burn was only number ten. *edit: as Ld-Siris points out below, Vicous Throw can be cast even when the target's not below 30% with a (common) proc, which explains why its kill-rate is lower - I get hit by lots of Vicious Throws when I'm not low enough to be killed by them, so the average kill rate is lower. 4) Who Smacked Me Hardest? All hits on me over 18k in November Dominated by Ambushes, but the single highest was an Energy Burst at just under 23k. You only really see Ambush, Heatseeker or Energy Burst until you get down to around 19k. There's one Impale in there, but that's some sort of freak - I don't think the next was more than around 14k. This confirms a few things: Ambush is the single hardest hitter; Heatseekers and Energy Burst can hit closest to it; someone in proper medium armour PvP gear isn't going to be hit for much more than 23k at the extreme - back of an envelope calculation says this means 24.5k for clothies. Lastly, if you've landed a ridiculous crit on me on TRE lately, you might get a mention on the chart. 5) Attack Types and Damage Types Type of damage breakdown For those who want to know how much incoming damage is yellow or white, or affected by armour. Two things here: remember I'm a Scrapper with Dodge, so I may take less white damage than the average (and more yellow than a Sin with Force Shroud); and note that over a third of the incoming damage is white - people sometimes act like white damage doesn't exist. It's in the spreadsheet rather than here, but white damage was also more likely to kill me than you'd expect from the proportion of total damage. Probably because lots of those execute moves are white, and other big hits, while dots tend to be yellow. 6) Breakdown of Ability hits over 16k, 19k and 20k. Last little breakdwon - just confirms how the abilities that can hit the top numbers narrow down. 55,237 total hits. The main summary and data again. Hope that is of some interest to you, maybe even of use. Questions welcome if you have them.
  10. Above 190 Bolster starts removing expertise to balance the superior PvE stats, and Expertise is the best stat in PvP so you don't want that.
  11. There is no PvP gear before level 65. There is some stuff on vendors that calls itself PvP gear, but that's only because Bioware have left it on them from years ago while the game mechanics changed in the meantime. Trying to use it will make you worse. If it's moddable and you like the look, maybe you could rip all the components out or costume to use it, but that's the limit. There is a system called Bolster that will boost your stats so long as your gear is under level 190. Higher level players in warzones before 65 will still have their extra abilities, but shouldn't out-stat you horribly. TL;DR: Do not think about buying PvP gear before level 65. Save up your warzone comms and buy a set once you hit 65.
  12. I posted info on Concealment in PvP here http://www.swtor.com/community/showthread.php?t=852882 TL;DR: Crit on enhancements (maybe a little Alacrity); Mastery or Power augs (Mastery to crit more, Power for bigger hits).
  13. Dear OP, Welcome to the PvP forum. I see you have already grasped the essence of this long-running performance, "Waiting for Dev", where a bunch of raddled ne'er-do-wells hang around arguing without conclusion while they await the arrival of their never-seen friend Dev. The wait is enlivened by banter and the presence of running jokes such as "There are Hax everywhere!!!11?¿"; "Everyone else but me is terribad" and "Nerf Operatives". Please enjoy your stay. You may pass out, but you'll never leave.
  14. Too kind. No really, too kind. I'll be sure to try and winkle one of your snipers out so you regret me being there, next time I see them. At least you don't have electronet.
  15. Meh. My anecdotal evidence: I did my Weekly in 2 1/2 hours on Tuesday night on TRE, Rep side. Solo pugging. There are a greater proportion of novice players about, but 90% of this "Rep is terrible" is people looking for an excuse outside themselves for why they lost. Most of people's problems with losing in PvP would go away if they got better. edit: apologies if that comes across brusque, I've been at the single malt. There are a greater proportion of players making novice errors, or badly geared, or just aren't that good at the minute. In a way that's good, if it gets new people into PvP, but it means there are lots of examples of poor play to blame losses on. My own experience playing on both sides means I don't buy that there's massive faction imbalance against Rep, at least on TRE.
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