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Kelderek

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  1. Getting the starship to replace seethe was one of the best QOL choices I've made for my sorcerer. The animation for seethe caused all sorts of trouble for me: -- Sometimes seethe won't work at all if you are up against a wall -- You can seethe right off a cliff if you're not careful Now that I use the Remote Control Starship I have no issues at all and it looks much better too!
  2. I currently use Arkanian + Partisan, my plan is to end up with Underworld + Arkanian serendipitous assault (SA) relics, I think that the arkanian SA relic will be better than the underworld boundless ages one, and besides I much prefer procs to clickies so that I don't have to remember to click them, lol.
  3. I have a hard time imagining that to be competitive, but I suppose you'd have to do some math to know for sure. I also suspect that it would be different for different specs and depend heavily on how many of your abilities are off CD when you use it. You might try it for the adrenal, but for relics I highly recommend you try using two different versions of the serendipitous assault relics. I am using the Arkanian and Partisan (pvp) versions of this relic together and I get both buffs to stack. I would expect that two of the exact same relic would not stack (2x arkanian or 2x partisan, etc.,).
  4. People still use roll into cover? I haven't used that at all since the beta weekends. Crouch = all the cover I ever need, and if I need to roll I now have covered escape for that.
  5. I would have to disagree with the idea that anyone should use a secondary stat in an augment slot. There are places in your gear that are already restricted to providing secondary stats (implants, earpieces, enhancements) and you should use those to fill up any secondary stat needs that you have. Augments are capable of having pretty much ANY stat in the game except for armor, force power, tech power and weapon damage (expertise I assume too, though I don't pvp so I'm not sure). With that in mind you should reserve augments only for the most powerful stats which after this long discussion we have determined to be your main stat, or Cunning in the case of Snipers. I will agree that the 3% from the Marksmanship skill is highly valuable now. You can also pick up 1% more accuracy for your entire legacy through one of the companion max-affection, story completion buffs.
  6. There is only one new tier of better biochem stuff, so yes, the nano-infused items are the new best ones. Just RE the green recipes up to blue/purple.
  7. Changes coming on Tuesday... http://www.swtor.com/community/showthread.php?p=6181090#edit6181090
  8. I guess now I need to wait for 2.0.1 to come out for the fix to slicing missions so that I can gather purple augment mats. I did go ahead and pick up blue skill augments for my slots. Bonus tech damage is 1376.5 (1072 power, 3166 cunning, 1875 tech power, 65.5 skills/buffs) Crit Chance is 23.36% (5% base, 52 crit rating=1.05%, 3166 cunning=8.31%, 9% skills/buffs) Thanks for all the math help guys.
  9. In my case, I am already in full power augments, about half are blue (+28) and half are purple (+32) -- this is mainly because I have a max Armstech alt and was able to craft them myself. I tried changing 4 of my blue augments over from power to cunning (112 total value) and I gained a whopping 0.2% crit chance (I ended up with 2847 cunning) -- just doesn't seem worth it to me. But I suppose if you haven't augmented yet then you should probably start with Cunning instead.
  10. Because 103 > 102, lol. It's not much I know, but it is a true statement that it is more bonus damage.
  11. Well, based just on math and not on testing, the partisan relic should be better than an arkanian power clicky one. You're getting 410 power with 30% maximum up time compared to 395 power with a maximum of 25% up time. I'm not sure how the internal/kinetic/energy/elemental damage proc ones compare though.
  12. BAH, I forgot about the 5% class buff, but for bonus damage you still get more from power. It's the crit that changes things for DPS.
  13. No, you do not get more bonus damage than power by having gearhead, power still comes out ahead in that category, the question is whether you get more DPS by stacking cunning rather than power since cunning also gives a minuscule amount of crit chance. Assuming purple augments with 32 to the main stat: 14 cunning augments at 32 each = 448 cunning Add in the gearhead skill 448 x 1.09 = 488 cunning 488 x 0.2 = ~97.6 bonus damage from cunning 14 power augments at 32 each = 448 power 448 x 0.23 = ~103 bonus damage from power Again, the question is more about DPS for which we need to add in crit chance. This is where it becomes much more complex since the crit you get from cunning is not linear, there is a diminishing return. The amount of crit you get per cunning point depends on how much cunning you have.
  14. Yeah, I have 2735 cunning which shows as 7.42% crit chance. That equates to 368 cunning to get ONE percent more crit chance, which seems to be far from worth it. I would really like to see some math on this though, because what may look bad at first glance may be different once the numbers play out.
  15. Is there a magic number for cunning where it stops being worth more than power? Do you have the math to show this?
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