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Alratan

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  1. Actually, as per this post from Georg Zoeller, it's not a bug that the set bonus doesn't transfer with the Armoring. For all of the new War Hero/Campaign gear, the set bonus is with the Armoring, but for all other gear (Tionese, Columi, Rakata, Centurion, Champion, Battlemaster), it's with the shell. You'll have to wait until you have the new set of gear before you can transfer the set bonuses.
  2. Only the new tiers of gear (Camaign and War Hero) have their set bonuses on the Armoring. The old gear (Tionese, Columi, Rakata, Centurion, Champion and Battlemaster) all of their set bonuses on the shell of the item. This means that you'll need to upgrade your gear to the new sets before you can start mix and matching with appearance. An annoyance, but at least it'll presumably only happen this once, as all future gear will be on Armoring. Incidentally, if you move, say, a Campaign Armoring into a Battlemaster shell, it'll take on the Armoring's set bonus and override the shell's.
  3. If you unlock an emote or any legacy ability, it unlocks for all characters on both factions (with the caveat that class buffs become swapped to the appropriate faction).
  4. A critical crafted Veracity Nano-Optic Resistance Implant and Veracity Hyperaccelerated Resistance Module with Absorb Augments are most likely better, if you are prepared to make them (except for Soa, arguably). Without them, probably not, as the Rakata pieces do have quite a few stats on already, at least.
  5. Alternatively, you were looking at the set bonus and not the pieces themselves. All of the set bonuses have the name of the highest pieces available, so Battlemaster for PvP and Rakata for PvE. This means that someone could have 4 Centurion/Champion pieces, but it would display the set as Battlemaster's X (4/5).
  6. You can do at least a few of the instances in level 41-44 gear, but if you are really struggling, just make to sure finish the questing worlds. By the end of Corelia, you should have all of the gear you need to get along happily in the Flashpoint Hard Modes and Operation Normal Modes.
  7. It does seem like they are independent in terms of the crits themselves, but I admit to being unsure how it relates to procs based off crits. We know that Thrash/Lacerate have a chance per use to activate Energize, so I'm curious if (not having tested it) Raze only has a chance to proc off one crit per ability use, or if it genuinely is a chance per individual melee crit.
  8. That should read 'KW', as in Kinetic Ward - now fixed. Zintair, yes, our options are a bit of a pain, and we mainly need to mod it to appropriate places. This section will hopefully be expanded in the near future to take on some of the good work of some others (such as LagunaD and theonepanda) who have done some more thorough analysis of the stat weightings for survivability. I'm fairly certain I've seen willpower shield generator schematics for Artifice, but I've yet to actually use a generator made from it.
  9. Pijinz, who worked on most of the modelling thus far, has primarily used a 31/0/10 build at present, although is amending to include other options, which may account for some of the issue - especially with regards to Thrash/ES differences. With regards to two chances to crit, I didn't even notice that in my playtime so far. Chain Shock is assumed. Ah, I understand what you mean now. Yes, debuff cd. Hmm, food for thought, and a more wordy priority order is again required. Oh... that's fun. If I encounter that also, I have a feeling that until that gem is fixed, I may follow suit.
  10. Agreed; will amend this in a moment. We haven't modeled ES sufficiently, which your post has highlighted the need for quite well. Keeping a neatly formatted rotation which is sufficiently complex to accommodate everything is proving a pain, so I am grateful for all feedback on this one. It's precisely why I'm sticking to rotation in this update. Is Dark Ward's placement a problem for the rotation? Mea culpa; this was accidentally removed when copying over from the original. Without further modeling of ES at present, I think that DF has a higher dpGCD versus two targets. Well, except in buff-upkeep. You're right, though, this needs more iff statements. And wither, I assume. My concern about delaying Shocks is that doing this will reduce the number of FL uses due to the delayed Shocks. Need more about the opportunity cost of delaying FL compared to ES dropping. In principle you have a point, however, as a delay of Shock for a moment to recover enough force to at least begin another Th->Sh combo. Yes, FL is always going to be problematic, hence the caveats I have mentioned in the guide. Are you sure of that? With 75% higher dpGCD than Thrash and 33% higher dpGCD than a Th->Sh->FL combo, as well as a mere 6s cd, I'm sceptical that delaying Assassinate use for the ES buff is truly worth it. If the cooldown was much longer, I would agree, but it's short enough that the dpGCD from it is simply incredible. If we were interested solely in survivability, on the other hand, then its use is more difficult to place due to wanting to maximise FL use. That's why threat and survivability stats aren't listed in the same priority, as without more experience of issues either way, codifying them is not worthwhile. The stats are worth listing if just to demonstrate their lack of use - although this could be more clear. I intend to incorporate more survivability data in the near future, but my priority with this update was simply ability priorities, as the old one was proving insufficient. Agreed, and even stated as such - but this section was written a little while ago, before how ludicrous it is was completely apparent. I want a little more hands-on feel for the threat before I remove the mention of high endurance gear entirely, however.
  11. Note that with the calcs of Kitru and LagunaD, that bit has now been revised a little . Once I have a little more time, I'm going to look properly into it to add a bit regarding the 5:4:3 and 4:3:2 ratios Kitru mentioned.
  12. Actually, we know exactly what they are. From the SW:TOR formula list: Armor Damage Reduction % = ArmorRating / ( ArmorRating + 200 * Level + 800 ) * 100 Note: Caps at 75% Defense Chance % = 5 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( DefenseRating / max(Level,20) ) / 0.55 ) ) Shield/Glance Chance % = BonusOnSheildGenerator + 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( GlanceRating / max(Level,20) ) / 0.32 ) ) Shield/Glance Absorption % = BonusOnShieldGenerator + 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( AbsorbtionRating / max(Level,20) ) / 0.18 ) ) We can also derive the damage for Crushing Darkness from the game, although I am on my laptop so I can't provide them just now. We're going to have lists of all of the ability formulae up soon, though. Because Parasitism and Corrupted Flesh have almost no benefit, whereas Torment increases threat and survivability. Parasitism Even assuming that FL does proc Parasitism, you're likely to only have one or two procs per minute due to the frequency of FL use and our crit chance. 2% hp and 2 force per minute isn't very inspiring. However, assuming we go for a 23/0/18 build, we can increase that hp amount quite a bit due to free CD, in which case taking Parasitism instead of Chain Shock would be good. Assuming 33% crit chance and 6 CD's per minute and 36 CD ticks per minute, that's another 12% hp and 12 force. However, 12 force is half a thrash, which is likely less dps gained by a couple of half-damage Shocks we'd get per minute. The 12% hp is nice, but sporadic, and if we go 23/0/18 we're presumably less interested in survivability anyway (else we'd go 27/0/14 or 31/0/10). In terms of PvP, it might well be a viable option, but it might also come too sporadically and unpredictably to be of greater use than burning the enemy down. Corrupted Flesh In PvE, periodic damage is rare and if you were going 23/0/18, the utility is more useful than the rare bit of survivability. In PvP, an instant cast && 2s-stun-on-exit WW is more useful than that 15% DoT DR. Torment The force cost reduction off Thrash and Shock has profound damage/threat gains. The numbers are buried somewhere in the archived section of the sithwarrior.com assassin tanking thread, but with some napkin maths, over the course of a minute, let's assume that in the minimum you want to use 3 shocks and 9 thrashes. Torment saves 36 force for this, almost enough for a fourth shock - and that's being generous. 36 force is also more than 2 GCDs worth of saber strikes, which means that you are spending far more time doing high damage instead of basic attacks. The lower the cost of shock/thrash, the more shocks/thrashes you can do. Worth noting as well is that the more thrashes/shocks you can do, the more FLs you can do (assuming 27/0/14 or 31/0/10), which also means more threat. It also means more survivability, as each FL is 12% hp regeneration. As FL is predictable and triggerable, it's more reliable survivability than Parasitism. Thus, Torment has far greater damage/threat gains than both Parasitism and Corrupted Flesh, and has pretty decent survivability increase indirectly, assuming HD is taken. It's definitely based on the target, not your location.
  13. I have now updated this with a radically improved rotation (thanks to Pininz and lgw), which is far more robust and deals with the relevant, different situations.
  14. I have now updated this with a radically improved rotation (thanks to Pininz and lgw), which is far more robust and deals with the relevant, different situations.
  15. Given that Force Lightning is better than force neutral, and does superior damage per force cooldown than anything except Assassinate, I'm not sure how you came to that conclusion. It also self-heals for 12%. There are often times when self-healing is necessary - especially as the Assassin is a class that is designed to self-heal. Not doing it is not making use of tanking abilities. Incidentally, are you sure it caps at 9%? There are four ticks, and it claims to heal at 3% per tick. Finally, regarding movement, that's exactly why it must be used carefully, but it doesn't mean it's not valuable. Agreed, especially given that without Exploit Weakness, Maul is far worse than other tanking abilities with regards to the threat done for the force/opportunity cost used.
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