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MandalorianX

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  1. I was wondering where you got the info for this, I would like to read into it more and try to figure out if it really means that the added bonus will always equal out in a real world situation. one would think that if you have a low chance to shield or absorb then it would hurt you rather then even out. I see on paper it would, but it seems like it is a safer bet to just have them as equal as you could get them. I was also wondering where you got the hard info for this as well. I was reading on mmo mechanics http://mmo-mechanics.com/swtor/forums/thread-492.html that this is how the roll system is: "First is a hit roll, accuracy versus defense, and if the attacker misses then no damage occurs. If the attacker rolled poorly enough to miss even discounting the target's defense then a "Miss" result occurs. If he misses because of the defense then the result varies based on the attack type, the cover state of the target, and the target's equipped weapons. All the possible results - Dodge, Parry, Deflect, Resist, Cover - are mathematically the same, but they can trigger different effects and are visualized in different ways. If the attacker hits, then a second roll is made with the crit chance of the attacker versus the shield chance of the target. If a Crit or a Shield occurs then the damage is adjusted up or down (based on Surge/Absorb), and then it goes through to the armor and damage resistance. A critical can never be shielded, and an attacker with a high enough crit chance can push the target's shield chance off the table. It shouldn't be possible to get your passive crit chance high enough to start pushing off the target's shield chance, but there are short-duration buffs that push these chances high enough to come into conflict." So from my reading im trying to figure out if its a continuous roll like your showing (with the base roll being at 100% then going down based on defense) or a double roll system with it being at 100%, then if the attack still goes through the first roll to the second then it would start at 100% again going up against the shield and so on. If you have the chance for the attack to miss you completely then go to the second roll of your shield wouldn't you want that? please correct me otherwise but the way im seeing it is that you have the chance for an attack to miss you on the first roll, based on just a plain miss or a defensive miss. If the attack isn't missed it then goes to shield chance and mitigation before armor reduction and so on. So the way you described it as "15% + (60% * .85) = 66%" would be wrong. It would be 15% for the attack to miss, then if it doesn't there's a 60% chance to be shielded based off a 100% that went threw the first roll. Now it doesn't mean it would be a 75% mitigate to all attacks, it means that there's a total of a 75% chance to mitigate an attack, and only a 60% chance to mitigate and attack if the first 15% doesn't. Im just trying to get a better understanding of the whole system no intention to troll or discredit , so if you have data off other sites or tests people have done I would love to see and read them.
  2. everyone keeps talking about nerfing stuff or giving insane buffs to weaker classes, But you dont have to do any of that if you just balance the damn classes. the balance is alright right now BUT when you give: armour penetration AND high crit and surge to a class thats just asking for trouble. If Im a class that depends on armor then its not to fair to take away my only real defence, shoot the damn sorc shield is one of the most effective things in the game and I only get a sheild that helps against 25% of dam? not really complaining about it but look at the facts the sorc shield helps against more dam, has a way shorter cool down and can be placed on others. Mine? doesnt last long, has a long cool down, and cant be used on others. Im not asking for the same thing but damn give me a shorter cool down or something that can even compair. Yes I know that they are two diff classes and they shouldnt be the same, And that was just an example theres more things like that out there and all im asking for is a little more balance. I dont care what anyone says EVERY class if played well and geared equally should be able to do well against one another 1v1. Thats just how I feel, ive come from playing FPS's for a long time and am so used to skill being the real factor in a fight but when I just get 3 shotted by a smug or CCed to death by a consular skill goes out the window.
  3. got crited 7k by a smug today, enough said. I'm a merc and he compleatly bypassed armor, was in Ilum pvp area with pvp armor on and got smacked down hard by a smug, I had other people with me and he went right for me, before I could even get a heal my 14k health was gone. First shot got me for 50% of my health. ...... HOW IS THIS BALANCED PVP!? Yes im lvl 50, I have the hellfire pvp armor (not the best but still good) 5% exp. Only thing I can thing of was the 10 stack of what looked like high velocity gas celnders on my de-buff area which just bypassed my armor but still the most ive ever hit somebody for with my heatseeker missles was 3.5k. Im really trying to make this class/ spec work but im getting frustrated. only thing I can think of is getting tanking gear. but would hate to give up surge and crit
  4. I will have to do that, Ive had a few good matches and need to fraps them and show off some of the tactics. sometimes its hard to get good game play cause the team we fight will get rolled or we will. being on a rp server doesnt really make the pvp super great eather.
  5. We are ok in a 1v1 situation if we dont get stun locked, but trying to fight through all the CC's against a smug or a consular is impossible (if they are good at there class). At that point you just have to run away. Use jetboost then stun and try to run for it LOSing as you do. then come back after healing up and blindside them. Our class does best as a sideline DPS, thats just the fact of it, Do I like it? No I wanted to be a run and gun DPS dealer with ok survivability (maybe should of gone powertech) but when played right you can get top damage in almost every match. It's almost like you have to tag team it in the matches as well, pairing up with a jug or sorc. Just like the republic does with there consular/commando combo.
  6. The thing with our class is that we are a pure DPS class (when it comes to arsenal) so what thats means is: 1. You have to be prepared to run away when there are to many enemy's 2. You have to hit people from the sidelines when there not expecting it and hit them HARD 3. Always go for the person with the lowest health or the healer 4. You DPS, then DPS, and then DPS some more until you die, if anything you'll beat somebody up enough so your team can finish them off. 5. When going after somebody hit them like they insulted your mother. Basicly we don't have a lot of survivability so you will have to run from fights, hit people from the sidelines and just make sure you out DPS everything. Thats how this class is effective, Yes it sucks we cant be a one man army, or have better CC's but sometimes you just have to work with what you got and when your job's DPS you better be laying the hurt on people and just hope you kill them before they kill you.
  7. I don't know about you guys but I would love to see another stun or some sort of spirit ability so that I can get away from someone if I need to, Like make rocket punch a 2-3 sec stun or root so that i can punch them then run off if I want. Now im not complaining because I can play the class the way it has been set up as a turret class and I get the most damage in most matches (unless theres a good consular on the other side) so doing damage isnt the problem. But I cant survive anything, taking on a consular 1v1, forget about it lol, to many stuns and cc's for me to be effective, plus that shield they have is way more effective then mine which only stops 25% dam. Just give me something so I can run away, a jetpack boost from point A to B so I can get 20m away from somebody quickly, idk just something so I can run away if i need to.
  8. I don't know about you guys but I would love to see another stun or some sort of spirit ability so that I can get away from someone if I need to, Like make rocket punch a 2-3 sec stun or root so that i can punch them then run off if I want. Now im not complaining because I can play the class the way it has been set up as a turret class and I get the most damage in most matches (unless theres a good consular on the other side) so doing damage isnt the problem. But I cant survive anything, taking on a consular 1v1, forget about it lol, to many stuns and cc's for me to be effective, plus that shield they have is way more effective then mine which only stops 25% dam. Just give me something so I can run away, a jetpack boost from point A to B so I can get 20m away from somebody quickly, idk just something so I can run away if i need to.
  9. So I got the PVP gear from Kass city, (The Mandalorian pvp set) and for the next level of gear it says it requires an "artifact pvp upgrade" What the hell is that and where do I find it?
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