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SalvorHardin

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  1. Same here. We kept losing DPS from 35k Curse hits without a single heal trigering it. In fact, according to my logs, it took less than 15ms between getting Curse and dying from it. Closest heal on these 3 occasions was 5s before Curse was applied (other 2 times were +40s before). I'm wondering if the people who experience this are all reps or if it happens to imps as well...
  2. One feature I forgot to ask about: Operation Leaderboard search/sort by [ DPS / ( DTPS - self-EHPS ) ]
  3. Nice! Oh and I meant column sorting as well, don't know why I wrote "row"...
  4. First of all and obvisouly, awesome work! Thank you so much for creating and maintaining Parsely. Now, something I would love to see implemented (knowing full well it wouldn't be as easy as it sounds) is a "per activation" damage view: avg damage per activation, avg hits per activation, avg miss, divided between MH and OH (if appliable). Other features that would be great to have: Duration selection (start from ; end at) Phases detection and selection (much like on Starparse) Execution phase stats for dummies Non-auto crit % Row sorting (for both search/list and combat stats) Avg DPS during up and offtime of effects Link ratings to parses (primary, power, crit, alacrity, surge, accuracy) + icon on parses that has ratings linked Hide from leaderboards (or flag) parses with >~32% Primary Surge uptime (double PROC) Edit guild
  5. You can pack more crit. In fact, for Virulence/Dirty Fighting, I found that the power:crit ratio should be 2:1, for both damage consistency and energy management. Your maximum DPS potential will dicrease but it will be more reliable, which is true for every DoT specs (and to a certain extent, to every DPS specs). You can also drop some surge for alacrity, but it will do virtually nothing for your energy management. It's just that 300 surge seems to be enough and alacrity is more valuable at this point (I have a 552 alacrity rating right now and 292 surge). For the rotation itself, I almost never use 3-cull, except when re-applying DoTs would be a waste of time (target switching coming soon/target nearly dead) or if target switching made my 2-cull rotation go haywire and I need to bring it back to regular rotation. My 2-cull rotation is as follow: Vital Shot > Shrap Bomb > Hemorrhaging Blast > Wounding Shots Quickdraw > Dirty Blast > Speed Shot > Wounding Shots > Quickdraw The only thing I change for energy management is Dirty Blast If the Quickdraw before Dirty Blast puts my energy below 70, I replace Dirty Blast (Hightail It / Quick Shot [Hot Pursuit] / Flurry of Bolts) If the Quickdraw after Wounding Shots puts my energy below 70, I use Cool Head I only use Illegal Mods as an energy management CD, not offensive... Although I try to only use it when not re-applying DoTs, so ideally before Wounding Shots following Hemorrhaging Blast or even before the following Quickdraw, and only if energy is <=80 I clip last tick of Speed Shot with Wounding Shots (except when using Hightail instead of Dirty Blast, in which case Wounding Shots will be available once Speed Shot is finished anyway) Last resort, if you keep struggling with energy, go for the old 4-piece bonus set.
  6. Yeah, making it a utility makes no sense... I thought about it afterwards. Well it could be in bonus set or passive with non-tank stance. I don't know about your shield idea. Do you mean it wouldn't work on internal damage? Cause if so, it's kind of "meh" for new ops But it made me think about one thing: changing Serenity Strike/Leaching Strike's healing to a stackable healing charge (3 max) that activates upon taking damage (cannot happen more than once every X seconds and falls off after 15 seconds if not refreshed or stack added)... Or anything that would add a rewarding "difficulty" component to survivability.
  7. . 15% added crit chance to Double Strike/Thrash (utility - affects Clairvoyant Strike/Voltaic Slash as well ^^) . 15m range to Vanquish/Demolish and FiB/Death Field . 2% DR that PROCs on crit damage and stacks 3 times for 15s (like Infiltration/Deception) . 100% crit chance on Force Potency/Recklessness I'm not in favor of AoE DR... At this rate, every class will ask/have one and it'll just be easier to reduce AoE damage from every boss fight really! By the way, I'm pretty sure Heave is not AoE damage. At least in HM, I don't remember Hunker Down mitigating anything on my slinger and I stopped using it for that a while ago.
  8. Good for the Juggs I'm saying it's a QoL loss because new Operations are badly balanced... If you take these new melee haters bosses out of the equation, Shadows/Assassins are melee classes, and giving a melee class a 30m range on a hard hitting AoE (with DoT spread no less!) and 2 DoTs is pretty much QoL (and a bit OP I guess)... Now I agree, in the light of current Operations, it was somewhat needed to #1 keep up with sustained damage #2 not requiring more heals than both tanks put together ; but that's a problem with Operations, not the class... I could live with old bonus sets becoming passive but that might not be enough to solve completely the damage RNG problem of Infiltration/Deception... Anyway, I was an advocate of a PvE-only Shadow Strike/Maul autocrit back before 3.0, and I still am today xD
  9. Frankly, I'd prefer if they worked a bit more on Infiltration/Deception... Sure, the Serenity/Hatred nerf is really stupid - mostly because it was motivated by PvP feedbacks but is ending up affecting PvE far more than PvP. But really, I'm not too concerned about the DPS loss. It's not like we couldn't use more, but at least we're not where Guardians/Juggernaut are at! The survivability can be quickly fixed with better DR somewhere at some point (fingers crossed) and the loss of range is more of a QoL loss really, although I'd prefer if they made it 15m instead of 10. Taking more damage because of range is only subsequent to new boss fights being melee "unfriendly", not an inherent problem with the spec. So yes, I'm actually more concerned about Infiltration/Deception. First, it's supposed to be a burst spec, and while target switching is nice and easy, I would hardly call it burst... Unless it means sitting on offensive CDs, stacks and PROCs to be prepared for bursts but that would also mean doing less sustained than a sleepy tank. But the real problem is damage consistency. Crit luck (not rating, not percentage but actual LUCK) can make or break our damage and packing crit doesn't really help as about 40% of our damage comes from skills we can use about 20-25 times on a 1M damage fight... Crit rating can barely influence crit chance on such a low output. Anyway, that's my rant... And the first fixes I'd love to see (that would benefit Serenity/Hatred as well) would be to make Force Potency/Recklessness give 100% crit chance and to change 6-piece bonus set to something actually useful. Like something that would make Infiltration/Deception's damage a bit more reliable.
  10. Having the tank bring Torque near front consoles before Wookie Rage seems to prevent most of the repair droid bugs. The contemplating life droid and leg humping droid bugs happens a lot more if back consoles are destroyed.
  11. Yes, resisted means the target somehow defended against it, so that's logical. Missing means player's accuracy played a role on an already applied debuff and that's not logical.
  12. Again, I understand the gaming mechanic behind it... It just feels wrong to have a debuff missing its effect once it's applied.
  13. Yes that's the obvious part... What I'm wondering is why it has one?? It doesn't make sense: it's a debuff that triggers whenever bleeding occurs. Again, I'm talking about its effect, not activation's hit.
  14. Slingers use 3-cull rotations too. In fact my best 1M parse (210s) was with the 3-cull rotation. The thing is, and like some people said already, 3-cull is more energy starving than 2-cull. Also, I've done enough dummy parses to say with complete confidence that (for Slingers), the DPS difference between 3-cull and 2-cull relies more on lucky crits than the difference between rotations themselves. Now, that could be different for Snipers, I just don't know. Again about 3-cull rotation, I have +31% passive tech crit rating and still find myself using a lot of energy saving fillers, even when I'm having a lucky crit rating. But what's even weirder is that if I try to use Yolo's rotation (maximise Dirty Blasts during Hemorrhaging Blast windows), I always end up doing less damage than if I try to maximise Speed Shot's output (which I can clip with Wounding Shot). So to me, the difference bewteen Snipers and Slingers might come from : 1. Better energy regen for Snipers for some reason 2. Lethal Shot working "better" than Dirty Blast 3. Hemorrhaging Blast not working properly for Slingers. In fact it's possible to tie all of those reasons together: if Hemorrhaging Blast was in fact not working properly, it could explain why Dirty Blast is not as useful as Lethal Shot and why Slingers have more energy starving issues. Of course, since all of these ideas are not in the least proven but merely speculation on my part, it might be something else entirely... But I definitely think there *is* something. By the way, any reason why Hemorrhaging Blast effect misses for Slingers? It's essentially a debuff, so why can it miss? I'm not talking about initial hit at activation but whenever bleeding occurs...
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