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Hibbsen

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  1. You need 5 Points in the tree to activate a Talent in Tier 2 You need 10 Points in the tree to activate a Talent in Tier 3 You need 15 Points in the tree to activate a Talent in Tier 4 You need 20 Points in the tree to activate a Talent in Tier 5 You need 25 Points in the tree to activate a Talent in Tier 6 You need 30 Points in the tree to activate a Talent in Tier 7 your Final Talent
  2. The difference you can see in HM ops and Flashpoints compared to your solo Dummy Log is the "still not fixed" (Bioware stated that they want to fix it with 1.2 but nothing happened till now) stacking Armor Debuff up to 100% Hint: You can buy an orange Belt and Bracer from the Legacy Vendor in Dromund Kaas for 100k Credits.
  3. Most Simulators, Formulators or spreed sheets i have used till now, agree that after ~ 3970 Strength both Stats will have equal EP Values of 1. But it is nice to see that there are Marauder`s in Game with an IQ over 9000 like Hizoka that can feel EP Values by just playing the game with their shear amount of skill and can feel where DR hits Strength to hard, to prove their goto Stat POWER!!!
  4. I think you are talking about your Accurary for normal melee attacks like assault. In PvP you need 105% Accuracy for special melee attacks against Players with Level 50 that have 5% Defense (just hover your mouse over the Accuracy Part of your Char Screen). You actually have 107.67% Acc. for Special Attacks. Still 2.67% over the Cap. so you can be happy to loose 51 from your Gloves I have finished now the Battlemaster Set and are sitting at 400 Accuracy, so dumb Bioware has put Accuracy on every Gear ......
  5. Every attack of a Marauder except Force Attacks and Assault are Special Attacks. For every Tree of Marauder you need 10% Accuracy to cap your Special Attacks against Defense of Operation Bosses. You need 0% Accuracy to cap your Force Attacks. Accuracy and Crit Chance Diminishing Returns have not changed from 1.1 to 1.2 only Expertise was shifted upwards. Here is a Graph for Expertise after 1.2: http://dulfy.net/wp-content/uploads/2012/04/expertisegraph.jpg
  6. I wrote here everything you need to know about Accuracy: http://www.swtor.com/community/showthread.php?t=228403&page=2 And yes every attack except assault is a special attack, it has nothing todo with white or yellow damage. You need to be carefull! Accuracy against defense has nothing todo with missing hits (after the magic 100% you need to hit with your MainHand). It is just all about dogded, parried attacks after 100%..............
  7. You will not see a miss or resist because you are sitting at the Hit Cap to not miss with Special Attacks, but between 100-110% you Attacks will be defended, f.e.: dodged and parried I think it is save to estimate a Flashpoint/Operation Boss Defense of 10% after we have Combat Logs http://mmo-mechanics.com/swtor/forums/Thread-Boss-armor-values?pid=18791#pid18791 You can test this yourself, stack Accuracy to 109% and if your Special Attacks are defended from FP/OP Bosses the 8% everyone stated till now is not true. Be carefull and do not test it on the Dummy`s their Defense is buggy or not existant.
  8. You need to be careful the Red Curve is only showing % from crit rating and not the total % Crit. The DR is starting to grow at about 15% that`s why everybody is talking about 30% Crit as a Goal. 5% Crit chance as Base, 10% from your Main Attribute and 15% from crit rating.
  9. You have 3 types of damage(Accuracy) categories, Force/Tech, Melee/Ranged Basic and Melee/Ranged Special. Only the first two are shown in your character sheet, you must mouseover in the Melee/Ranged Tab to see your Special Attack Accuracy. You need 100% for all this 3 damage(Accuracy) categories to not miss. You need 110% for Melee/Ranged Basic and Special Attacks to not be defended (10% Defense of an Operation Boss) Force and Tech Attacks cannot be defended only resisted and there are no known resistances in Game for Operation Bosses (only some Tank and Stealth Classes have 2%) Base Force/Tech Accuracy is 100% Base Melee/Ranged Basic Accuracy is 90% Base Melee/Ranged Special Accuracy is 100% Melee/Ranged Basic Attacks are your ressource free / no cooldown attacks, in case of a Marauder the only attack that fits into this category is Assault. (You can check all your Attacks on torhead.com under the "Effect Detail Part where you can find a "IsSpecialAbility=>1") All other Attacks of a Marauder are Melee/Ranged Special and Force Attacks, so you need 10% Accuracy from Gear/Talents to get to the Cap of 110% for Special Attacks that they cannot be defended. You can ignore the Accuracy Cap for Assault because the Stats you loose to cap it are better spent on other secondary Stat Attributes.
  10. Ach so schwierig ist das gar nicht, als Carnage/Blutbad Maro in Battlemaster Gear kommst auf 105% Präzision für Basis Attacken Keine Ahnung was sich Bioware dabei gedacht hat 400 Präzisionswertung da drauf zu machen .......
  11. Die Basis Trefferchance für Mainhand Spezial Attacken ist bei 100% Die Basis Trefferchance für Offhand Spezial Attacken ist bei 67% 10% für Mainhand Spezial Attacken sind nicht die Welt damit Du auf 110% kommst. 3% durch Talente, fehlen also noch 216 Präzisionswertung durch Gear und schon können Deine Mainhand Spezial Attacken nicht mehr verteidigt werden. Wie mein Vorposter geschrieben hat lohnt es nur auf das Mainhand Cap zu gehen.
  12. Bevor es Combat Logs gab wurde vermutet das Operation Bosse 8% Defense haben. Daher die Aussage von 108% Präzision für alle Melee/Ranged Angriffe da Macht/ Force Attacken nicht verteidigt werden können. Aktuell nachdem viele Logs ausgewertet wurden ist man nun sicher das Bosse 10% Defense haben. Das heißt damit Deine Ranged/Melee Spezial Attacken nicht verteidigt werden können solltest du 110% Präzision haben. einfach den Tab Melee/Ranged öffnen, unter Präzision die Standard Anzeige betrifft die Basis Attacken (Assault/Battering Assault) mit einem Mouse over wird Dir die Präzision für Deine Spezial Attacken angezeigt.
  13. 9% is doch mehr als genug, mit 10% sind deine Spezial Attacken am Cap von 110% und können nicht verteidigt werden da diese eine Grund Präzision von 100% haben (10% Basis Verteidigung/Defense von Bossen). Es lohnt ja eh nicht die Basis Attacken wie Assault und Battering Assault auf 110% zu pushen, da bräuchtest dann 20% Hit.
  14. It doesn`t matter if the Debuff is elemental or internal. Bleeds and burns are both negative physical effects. Sorcerer can dispell: negative mental negative force negative physical Jedi Sage can dispell: negative mental negative force negative physical Bodyguard BH can dispell: negative mental negative tech negative physical
  15. Ich vermute mal schon das mit 0,35 Amount Modifier gemeint ist: Rüstungswert des Gegners * 0,65 allerdings nicht auf Gegner/Boss Seite sondern beim Spieler selbst da es sonst ja Auswirkungen auf den Schaden anderer Spieler hätte. Allerdings was bringt einem Armor Penetration wenn die Rüstung bereits auf 0 reduziert ist...... Dann gibts es nichts mehr zu penetrieren, daher sind Arsenal BH`s, Carnage Maro`s und meines Wissens noch Concealment OP`s die ge*********.
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