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stephenjohnp

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  1. My own spreadsheet. I've optimised around HPCT. I've put in HPS and it seems to favour Surge a lot more over Alacrity, with Alacrity still being ahead, but no quite as much as in HPCT, but with HPS I get similar numbers.
  2. Yeah I know how to get the value, I was just hoping to find out how much it gets used on average, but alas it's not included in logs. So I can only make the assumption that it's used at least on both Tanks off-debuff.
  3. Here's BiS for all classes: [72] Sorc/Sage: http://swtor.askmrrobot.com/character/475405e8-d797-4099-a7a8-079f6eac74e0 Willpower: 3271 Power: 1423 Critical: 0, 24.14% Surge: 158, 61.73% Alacrity: 632, 10.03 [72] Merc/Comm: http://swtor.askmrrobot.com/character/09f1ae48-caa0-4f58-b6e2-9e707bfd49df Aim: 3359 Power: 1204 Critical: 219, 30.38% Surge: 158, 61.73% Alacrity: 632, 10.03% [72] Op/Scoundrel: http://swtor.askmrrobot.com/character/c2a521af-2f1a-4d23-94a7-8ded1f4d0c8e Cunning: 3359 Power: 1138 Critical: 285, 28.59% Surge: 158, 61.73% Alacrity: 632, 10.03% All of these assume max Datacrons/Level/Stims/Companion Affection Maxed. Used a spreadsheet to get these numbers. Enjoy!
  4. Hence the "". Eh, I want the numbers so I can weigh the abilities and in regards to these rules, I'd rather see some numbers back it up. As for how much it absorbs, in full 72, around ~6.5k, I just need to know how much on average it absorbs for each boss in TFB, So an average fight is around 4m and under the assumption you're keeping the bubble up on both Tanks for the entirety of the fight, it absorbs around 182k, which will approximate for 10% of the healing, but I'd prefer some numbers from an actual fight.
  5. I'm trying to get an idea for BiS for Sorcerer Healers, however unless I have some idea on how much Bubble accounts for the total healing, it's a bit of a pain. I have Mercs/Ops BiS down since there's no funny healing going on, but the bubble is proving to be a pain.
  6. Well since I can't find much in the way of information, I've taken it upon myself to create a spreadsheet and try and find out what's best for Merc/Comm Healers. Take all this with a pinch of salt. My first time making a spreadsheet so everything may not be perfect. Taking in real values into account, BiS seems more like (Takes buffs/talents/stims into account): For 72 Gear: For 75 Gear:
  7. I've been able to find information for my Operative/Sorcerer and it would appear that gearing for both of them is quite similar anyway with an emphasis on Power/Alacrity over Crit/Surge; however, I've had no such luck with my Mercenary. I've been trying to find a website that has the Healing coefficients, but I can't seem to find anything, but I've heard that the coeffs for Mercenaries are pretty low and therefore putting more emphasis on Crit/Surge, which would make sense considering they have a few Crit+ talents in their tree. Please no mentioning on %s, I just want ratings with some sort of mathematical reasoning behind them. Thanks.
  8. ...the absorption and defense proc relics can work together on the PTS
  9. If he'd read what I said, he wouldn't have had to write either of those things. In regards to DR buffs, no. Unless you accompany them with nerfs, otherwise Assassins will be the best Tank outright meaning they have to reduce self-healing which in turn is just slowly changing Assassins into Double-bladed Juggernauts. I'm all for balanced Tanks, but not at the expense of a clear distinction between how each class deals with damage.
  10. You haven't read what I even posted, so little point talking with you.
  11. That's a buff, which is what Assassins don't need. They really shouldn't give a flat buff to damage reduction, otherwise all 3 Tanks are just becoming more and more similar in how they deal with damage. In regards to the healer skill comment, that really makes no sense. The whole point of staggering is to prevent RNG deaths. Healer skill has no effect. That's one thing I'll give props to WoW, their Tanks have more interesting differences between them.
  12. Instead of buffing Shadows/Assassins in any way to reduce incoming damage, why don't they add a Staggering mechanic similar to Monks in World of Warcraft. I wouldn't say Stagger all incoming damage since that would make the healing a little too smooth, however, if say a particular attack does 50% of the Tanks total HP (meaning the less HP the Tank has the better in some regard so maybe there's an issue that needs to be ironed out there) then the damage is turned into a DoT over say, 5 seconds? Or maybe it'd be better if it was 25% damage straight up and then stagger the other 25% so the Healers can see what's happening a little easier. I am sure there would be some changes needed, but I'd like to think this would work relatively well without altering armour (and pretty much ending up like the other 2 Tanks). What do you guys think?
  13. Anyone who defends Pre-mades is themselves running Pre-mades. The amount of obvious bias in this thread is insane. There needs to be a system in place where it queues Pre-mades against Pre-mades. Pre-mades in pub matches just promotes far too much Pub stomping. The balance in this game is so out of whack as it is without the added advantages of queueing with an organised group.
  14. There are 4 types of damage: Energy/Kinetic and Elemental/Internal. Energy/Kinetic are mitigated by Armour while Elemental/Internal are not. Now with this information, take a look at the Force Scream tooltip. Force/Tech and Weapon/Ranged are not connected to Energy/Kinetic and Elemental/Internal damage. Force/Tech and Weapon/Ranged decide whether or not the ability is Shield-able/Defence-able it has no bearing on armour mitigation.
  15. It's a shame Annihilation can do that and more without the Armour debuff and the Attack adrenals in worse gear.
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