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Jurugu

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  1. Actually no, a sniper with two blaster pistols would do considerably less damage than a gunslinger. On a more serious note, there are some miniscule differences, like the gunslinger benefitting more from Illegal Mods as he actually has a use for the 30% accuracy since it negates his offhand penalty. Miniscule is the key word here, though.
  2. I would second a request previously made for a more detailed gearing guide. Should Defense Guardians in PvP wear tank or DPS gear? If Tank gear, which defensive stats are preferred, defense or shield/absorb? Since the profile of the incoming damage likely is different to PvE, a different gearing strategy for defensive stats might exist. Would it actually be a worthwhile option to use PvE Tanking gear? Btw, does defense and/or shield/absorb work when taking damage because your guarded target got hit?
  3. Sure, if you are not starting close to 110 energy then you have to watch out. But... Seeing how the usual rotation plays out as <DoT application> - 1st Cull - SoS/Orbital/Ambush/etc. - 2nd Cull- Repeat you have a fourth GCD in the DoT application part. Which is why after the initial rotation I mostly placed the rifle shot there, i.e. something like 2nd Cull - RS - IP - CG - CD - 1st Cull That way the Dots are close enough together, and more importantly there is the smallest possible delay between applying CG and 1st Cull, maximizing the chance it will be up for the whole duration of the 2nd Cull in case some random fight mechanic dares to interrupt your rotation. Not sure it is a good idea to do it this way, which is why I put it up for debate.
  4. Paowee (or one of the other competent posters in this thread), could you maybe in a nutshell summarize and add to the intro posts what are the differences between full lethality and the hybrid spec, and which is suited better to which task/boss? My naive view would be that hybrid has the better AoE potential, and I don't see any real advantages to going full lethality at the moment. Unless it does parse higher single target, but if the leaderboards are any indication that is not the case either. I have not played any of these specs for an extended period of time, though, and therefore am almost certainly missing something. Edit: From the OP Maybe I missed something, but this statement does not seem correct. IP+CG+CD together cost 11+10+16 = 38 Energy. However from the first cast of IP until the GCD of CD expires a full 4,5 seconds pass. In that time you should regenerate at least 20 energy (not counting extras from Lethal Purpose) so assuming you started at 110 energy then by the time you cast Cull you should be at 110 - 38 + 20 = 92 energy, and thereby on the safe side.
  5. I am assuming this is so because the proc off heal and the proc off damage are on a separate ICD, likely unintented by the developer? Because otherwise I just can't see how the crit proc can be better than the power click. If we are going for such loopholes, though, wouldn't it be even better to just use a pair of power proc relics?
  6. I wish the math was always that easy. Clicky Power: 490 Power for 30 seconds every 2 minutes. So at its very worst (use on CD, fight duration an exact multiple of 2 minutes, no opportunity to sync with other buffs) it is worth 490/4 = 122,5 Power Main stat: 30% chance to proc 225 mainstat for 12 seconds, 40 seconds ICD. So at its very best (proc exactly every 40 seconds) it is worth 225 * 12 / 40 = 67,5 Main stat Therefore, until they really buff what main stat does, the main stat relic flat out sucks, since it does not even take any form of advanced math to see it is worth significantly less than the power proc one. Of course I might have missed something here.
  7. Paowee, just to clear up any confusion: When you say "Lethality" do you mean full Lethality or the Hybrid Spec? Or both?
  8. Only people who have 109% accuracy through gear, spec Mark, and don't have to put all 3 points into the passive +Acc talent get it. Usually you gear for 107% to get more Surge. I may have misunderstood you. Or are you truly suggesting a Marksmanship Sniper can not take both Ballistic Dampers and Marksmanship in his PvE spec?
  9. All right, I have finally gotten around to try and put some data to the speculation. Since I could not make up my mind which relic to get the Underworld token was still lying around in my inventory which allowed me to borrow both and molest the operations dummy for 30 minutes with each. And to get a better reference point I also did the same with the Arkanian Relic of Elemental Transcendence. The results: Underworld Relic of Dark Radiance: 7.21% crit Underworld Relic of Elemental Transcendence: 10.31% crit Arkanian Relic of Elemental Transcendence: 17.98% crit [For reference: My character sheet tech crit chance is 23.12%, and according to the formula used my Force crit chance should be 11.48%.] Now the sample size was not that large (about 220 procs in each run) but the results to me seem significant enough to strongly indicate that indeed both Underworld Relics are Force damage.
  10. They don't both do force, the internal one is a typo which can be seen on the arkanian(spelling) and Kell dragon versions Do we have confirmation that this is indeed a typo in the tooltip and one of them (which one?) is in fact doing tech damage?
  11. Does this mean the patch note interpretation that said both (def proc and shield proc) could be used together starting with 2.3. was correct?
  12. One thing that for me is not entirely clear from the hybrid chart: When you note for certain abilities (Sabotage Charge and Quickdraw) in particular to keep them on cooldown, do you mean to use them whenever their cooldown is up, no matter where you are in the rotation, or merely to use them when deciding what to do in the 'X' spot?
  13. Fellow Gunslinger Theorycrafters, I am (still?) in the process of trying to piece a little something together that one day - and that day may never come - will allow me to simulate the Gunslinger Sharpshooter rotation in a way good enough to deduce the optimal (dummy) rotation and gearing from it. The first step in such an ambitious project of course is trying to understand the mechanics. Now I already found with the help of KeyboardNinja very useful threads detailing the formulas for combat statistics as well as formulas for ability damage. I still have open questions, though: 1) How is the to-hit mechanic resolved with the dual wielding sharpshooter. As an example let's look at Aimed Shot. The tooltip clearly states that both blasters are used, and using the linked formulas adding the damage of both blasters results exactly in what my tooltip displays. However, in actual resolution, how to the differing accuracy percentages of both weapons come into play, seeing that I always see only ONE number popping up when using the ability? Are both hands rolled individualy for hit, the damage of those that hit summed up and only the result displayed as a floating number, or is the mechanic different to that? 2) What are the values for AmountModifierPercent, Coefficient and StandardHealthPercent for Flurry of Bolts? Torhead was spot on with all other shots, but the numbers it had for Flurry of Bolts were completely off. Now I could go through the arduous process of recording the tooltip values for ten different sets of power (and maybe using different barrels as well) but if someone else has gone through that already, I'd prefer to invest my time into other aspects of this project. Any help here would be greatly appreciated.
  14. The one gripe I currently have with Juggernaut (or rather Guardian) DPS is that in my opinion Vengeance and rage are too close on pure single target DPS. If the numbers given in this forum as well as my personal experience are any indication Vengeance is ahead on the dummy by maybe 50 DPS. And the dummy definitely favors Vengeance. Seeing all the perks of Rage like easier adaptability and mobility, not to mention how much it shines once adds enter the equation Vengeance seems like the second best choice on most fights. Therefore I would advocate a buff to Vengeance DPS. It's not like that spec currently dominates the DPS leaderboards anyways. The best candidate for this in my opinion would be an increase in the Rampage proc rate, which would also serve to reduce the high variance of the DPS output. Edit: My bad, missed that one initially. My suggestions were made from a PvE point of view.
  15. What you definitely should do is to use Ravage immediately if it comes off CD naturally, especially before any Shatter or Impale. Otherwise you might waste a Rampage proc, which is ... bad. I also tend to delay Shatter or Impale if Ravage has only one or two seconds of CD left, as it would seem an awful waste of a Rampage proc to do otherwise. I am not entirely sure this is correct, though, and more experienced Vengeance Juggernauts should also comment.
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