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suleri

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  1. Perhaps your ckicking another ability bedore you are within the timing of your ability queue. Causing you to cancel the cast for something else?
  2. The rotation posted in the article is missing a few things like ElectroDart on both single and multi Target. Generally i see our single target rotation as a priority system as follows Over 29 heat and heat blast up? -> Heat blast Over 29 heat? -> rapid shots Rocket punch up? -> Rocket punch Over 25 heat and heat blast up? -> heat blast Over 23 heat? -> rapid shots Rail shot up? -> rail shot explosive dart up? explosive dart over 18 heat? -> rapid shots under 18 heat? -> flame burst At the beginning of a boss fight burst up to 60 head and vent. get back up to around 40 and use TSO + flamethrower (unless the boss will interrupt it) You can definitely further refine this rotation if you are keeping track of one of the following pieces of information. - Your internal cooldown on rocket punch refresh. - Your internal cooldown on heat vent from blocking. - Whether you will have 1 or 2 heat reduction ticks between GCDs.
  3. Both abilities make more sense where they are are. a low cost single target damage ability that provides heat savings on rocket punch fits well in AP, who would otherwise have some heat issues compared to pyrotech. Pyrotech on the other hand can use the improvements to their AoE ability as they have almost no aoe improvements otherwise.
  4. User scores are highly unreliable. For example, modern warfare 3 has a user score of 3.2. It may not of met evreyones expectations but is still a solidly made game. Critic reviews are typically fairly objective and honest, but are generally only based on the first 10 or 20 hours of the game. The most important thing for mmos are sales and subscription figures. The budget for developing new content is highly dependant on these figjures. As far as initial sales go swtor has been very succesful. They have bought some 200 servers online and have likely sold somewhere between 2 and 3 million copies. As long as they can keep decent player retention they will have funding for high quality development going foward
  5. Both are fairly high priorityabilities for single target of all 3 specs. For shield tech rockeddt punch is #1 priority for single targert and rail shot is #2
  6. Flamethrower is not all that useful in pvp. It is interruptable and requires your targets to remain in a very specic area for 3 seconds.
  7. At least up to 32 instances can be done with fully DPS specced group. I have been running them with a guild group, so results might varry with a pug. Shield tech talents don't give you too much defensively speaking until you start geting block and absorb rating up
  8. It is actually a fairly good skill. It is about a 1% damage per point to all abilities. There a definitely some better talents that are more spec defining, but it is a solid passive talent and will get better as time goes on If you want to complain about a talent I would pick integrated cardio package
  9. It depends on the attack type Tech: An ability trained at level 50 will do (708 + aim * .23) * Coefficient Weapon: An ability trained at level 50 will do (708 + Weapon damage + aim * .2) * Coefficient Aim adds to crit chance using the Diminshing return formula: 5 +30 * (1-(1-(0.01/0.3))^((Stat/Lvl)/2.5)) Plugging the sample stats of 1700 aim and 300 weapon damage you get the talent adding about 3.2% damage to tech attacks 2.3% weapon attacks and .8% to crit
  10. The top end PVP armor has 143 absorb. All set items have expertise rating and it excludes weapon shield and jewelry. 300-500 absorb on full PVE seems within reason
  11. 300 absorb rating at 50 is 50% absorb 500 absorb rating is 60%. You can look at the detailed absorb rating formulas a few posts back. It is generally better than block chance. 18% accuracy reduction 30% of the time is 5.4% chance reduced chance of being hit used on cooldown vs 2% defense chance in the pyrotech tree
  12. It is actually 3.4% avoidance and 2% damage reduction and about 5-6% shield mitigation you need to make up for with the talent
  13. Also your statements about shield chance being better than absorb or off The shield chance and absorb formulas are as follows Shield/Glance Chance % = BonusOnSheildGenerator/talents + 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( GlanceRating / max(Level,20) ) / 0.32 ) ) Shield/Glance Absorption % = BonusOnShieldGenerator/talents + 50 * ( 1 - ( 1 - ( 0.01 / 0.5 ) )^( ( AbsorbtionRating / max(Level,20) ) / 0.18 ) ) The formulas are the same except absorption % is devided by a lower number (good) some examples of the effects of adding block chance/absorption are as follows 0 absorption rating = 26% absorb 100 absorption rating = 36.05% absorb 200 absorption rating = 44.08% absorb 300 absorption rating = 50.50% absorb 400 absorption rating = 55.63% absorb 500 absorption rating = 59.72% absorb 0 Shield Rating = 32% Shield chance(22 w/o talent) 100 Shield Rating = 39.93% Shield chance 200 Shield Rating = 43.16% Shield chance 300 Shield Rating = 47.76% Shield chance 400 Shield Rating = 51.83% Shield chance 500 Shield Rating = 55.40% Shield chance At 300 absorption rating the block talent your skipping is 5% damage reduction At 500 absorption it is 6% The best stat at any given point varies to to rating decay of the higher stat and the fact that each stat feeds off the other. In general terms optimal overall damage reduction is achieved by having somewhat higher absorption rating than shield chance Although I agree there are better 10 point talents in the world a 18% accuracy reduction 30% of the time is significant it works out to some 5.4% increased avoidance over time if used on cool-down. That is definitely worth the talent point. defensively your sacrificing 7% damage reduction and the oil slick cooldown to have 2% defense and have a theoretical energy shield cooldown of 40 seconds . A theoretical benefit of 5% damage reduction . it will likely be less when your tanking a single target that fails to hit you on occasion and has a swing timer other than precisely 1.5 seconds. You can further reduce this benefit on raid encounters where you need to trade off tanking with someone else.
  14. Crit is a minor secondary component of Aim. Aims primary function is to determine the damage of abilities. An ability trained at level 50 with a damage coefficient of one will do 708 damage + .23 * Aim if it is not considered a weapon attack or 708 damage + .20 * Aim + weapon Damage if it is considered a weapon attack with 1700 base aim and a 292 damage weapon (aproximate early level 50 weapon) a weapon based attack will do 1000 damage from base damage and weapon attack and 340 damage from aim a tech attack will do 700 damage from base and 391 damage from aim at this aim and weapon damage level 9% aim increases damage by aprox 2.3% for weapon attacks and 3.2% for tech attacks it also provides .8% crit. As aim gets higher than the 1700 value stated result of obtaining end game gear the value of this talent will increase significantlyy
  15. Crit% from Stats: 5+30*(1-(1-(0.01/0.3))^((Stat/Lvl)/2.5)) It is complicated but will work if you copy and paste into Google and fill out the numbers Aim is basically where all the damage scaling of abilities comes from. You can expect 9% aim to increase the scaled portion of your damage by 9% (not effecting base damage)
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