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Mitigation, the REAL problem. Also, operatives need a 2x dmg multiplier.

STAR WARS: The Old Republic > English > PvP
Mitigation, the REAL problem. Also, operatives need a 2x dmg multiplier.

Boarg's Avatar


Boarg
01.13.2012 , 03:51 PM | #791
Quote: Originally Posted by Almghty_gir View Post
i've gone from rotating between 6 or 7 abilities, with two offensive CC's (force stasis/hilt strike), and "lots of white damage", to basically rotating between sundering strike, strike, plasma brand, overhead strike, and blade storm. with force sweep when it's off cooldown. lots and lots of yellow damage, and it's aaaaaall good.
Glad you're enjoying your new spec... You do realize Sundering Strike, Strike, and Overhead Strike do "white" damage, right?

Your yellow damage there mostly comes from Plasma Brand with its DoT (so no very spam friendly...just keep the 12s DoT up), Bladestorm has a 12s CD, and Force Sweep also 12s CD talented. So, in a 12s cycle, you have 3 strong yellow abilities, and the rest (5 more gcd's) is filled up with mainly white damage sources.

Based on your spec, you're probably do a tanky Sorensu form variation of Vigilance...which would be a lot less squishy than normal, but doing a lot less damage too through the difference in form modifiers (6% + 6%) and having less focus...less focus generated on strikes, no focus refunds.

On a side note, I like that the talent trees are flexible enough to try so many different hybrid things.

Venilator's Avatar


Venilator
01.13.2012 , 04:35 PM | #792
Quote: Originally Posted by Zintair View Post
I honestly could care less how much this was discussed in BETA. This is still broken IMO.

This is also what happens when you have a flawed system and continuously try to place bandages over it to fix it.

Regardless of all things DPS shouldn't have all the advantage. The two things you want to have COMPLETELY balanced in PvP are damage output and healing output. If either one of those comes out of whack then there are sweeping issues. Tanks are the only role that cant completely trump in PvP.

Sure a tank could potentially NEVER die with heals. But a DPS with heals could KILL EVERYONE and never die. (oh wait this already happens)

Who is the game changer?

The tank who can guard/taunt apply basic DPS and never die with heals.

OR

The DPS that kills everything and never dies with heals.



BTW Both scenarios are currently possible in the current build so I fail to see why tank invulnerability (a class that ISNT supposed to die a lot) is any different from a DPSer who can mow down an entire 8 man by themselves.


This ISN'T balanced. Tech and Force attacks should be mitigated by Shield and absorb and Expertise should cut down on the mitigation.

1 DPS class should not be able to kill a tank class of equal gear unless they have advantages such as range/timing/cooldowns and other skill mechanics.Z

Tank > DPS
DPS > Heals
Heals > Tanks

It works but not in this game


In DAOC a real PvP MMO you would need to do something called ... FOCUS FIRE which is apparently lost to the current general SWTOR PvP population.



Im also curious of the statistic of # of people across the servers playing Force or Tech Based specs based on Factions.

Because the Knight and Sentinel and Shadow are more favorites for Republic to the BH and Sorcerer of Empire (just a personal opinion)
Well you have to understand something about MMO PvP which is it isn't designed around organized play. In instances and much of the content the their is balance because it is designed around tank and healer. It is designed around tank and healer because all content must be tanked in grouped instances and around healers because they keep everyone alive. Once you get those two classes entrenched then dps and content can be solidified.


PvP however is wildly different. There is zero balance because it is evident how people who pug and solo have a wildly different perception then those in organized groups. To a pug player 10k crits at current meta game is fine while group players see it as not okay because it shoehorns classes by effectiveness and they will know what is out of whack in what it takes to ff someone down.

Currently there is very little classes in this game that could survive a true focus fire. A pug player doesn't understand this because they do not know what it is like to see 6 dps focus one player for destruction.

Abatement's Avatar


Abatement
01.13.2012 , 04:49 PM | #793
I keep seeing this Rock, Paper, Scissor argument to the classes, but i don't see how being a Sniper is better then being a Sorc? I mean why would anyone play a Sniper when your damage is gimped vs tanks compared to a Sorc when you do full damage to everyone.

The fact is that even if they do good damage to all but 3 of the 8 classes they are still inferior.

Also, if someone brings up the argument that they do more dps then in PVE snipers would have to do someone in the order of 15% more damage then sorcs to be viable against shields.

I doubt that is the case.
ಠ_ಠ
Really?

Gorstog's Avatar


Gorstog
01.13.2012 , 05:03 PM | #794
Quote: Originally Posted by ltankhsd View Post
You obviously missed my point so I will lay it out:

Abilities that can be mitigated by both shields AND armor have the highest base damage.
Abilities that are mitigated by only armor have less base damage than that.
Abilities that are mitigated by nothing at all have the lowest base damage.

In the end it all evens out. I've asked people to go through their own character numbers and see if what I said bears out or not but based on what I see, this whole thread is a non issue.
I am sure someone replied but you are wrong on this. The hardest single hit on this game is a tech attack that is only mitigated by armor.

Immortal jugs in tank PVP gear with their around 12% crit buffed can do about 2200 damage if they crit a 5 armor stacked player with their hardest hitting ability once every like 12 seconds. All of their other abilities hit about half as hard.

With our mitigation difference between Damage and Tank pvp gear equating to around 2500 hp's and maybe an average of 5-10% more mitigation we are losing out on in the ball park of 50-70% of our potential damage.

A good PvP match for an immortal specced jug in tank gear at 50 is around 100k damage. This should by using something called logic be offset by the fact they have a good 50-70% survivability increase which is plainly not happening.

Venilator's Avatar


Venilator
01.13.2012 , 05:09 PM | #795
Quote: Originally Posted by Abatement View Post
I keep seeing this Rock, Paper, Scissor argument to the classes, but i don't see how being a Sniper is better then being a Sorc? I mean why would anyone play a Sniper when your damage is gimped vs tanks compared to a Sorc when you do full damage to everyone.

The fact is that even if they do good damage to all but 3 of the 8 classes they are still inferior.

Also, if someone brings up the argument that they do more dps then in PVE snipers would have to do someone in the order of 15% more damage then sorcs to be viable against shields.

I doubt that is the case.
A good sniper will know how to place himself so he can't get charged. If you are in cover a tank can't charge you but he can charge the idiot beside you. Also what type of sorcerer are you talking about? A lightning spec sorcerer has to rely on thunderous blast to do big giant crits which is very easy to interrupt.

In all honesty I don't see why one would take sorcerers or snipers period when operatives specced for melee burst do so much more. I have yet to see anything survive two scoundrels or two operatives jumping them.

Abatement's Avatar


Abatement
01.13.2012 , 05:19 PM | #796
You missed the point of the argument. Ignoring defense, which Sorcs hand down smoke snipers on. Offensively, Sorcs on average do 15% more dps because when they attack tanks they ignore shields. The question is why?

I believe that if snipers flat did 15% more dps they easily out pace mercs/sorcs in the dps charts.

The problem is they don't.

So i believe they are inherently gimped by design as it stands.
ಠ_ಠ
Really?

xTyphoidx's Avatar


xTyphoidx
01.13.2012 , 05:28 PM | #797
How many pages does this thread have to be before we get a dev response as to what is going on and if it is working as intended or on the fix list?

Abatement's Avatar


Abatement
01.13.2012 , 05:32 PM | #798
Quote: Originally Posted by xTyphoidx View Post
How many pages does this thread have to be before we get a dev response as to what is going on and if it is working as intended or on the fix list?
I figure somewhere after 1k. So, were almost there.
ಠ_ಠ
Really?

Obie_Wan's Avatar


Obie_Wan
01.13.2012 , 05:41 PM | #799
Well at least the community seems to become more and more aware of this issue. That's a start, the more people knows about this unbalanced game mechanic the more awareness we can promote.
Outnumbered on all sides. Inferior version of "mirrored" abilities. Republic players are the real underdogs playing the game on hard mode. Show pride in your tenacity.

http://www.swtor.com/community/showthread.php?t=101553

Venilator's Avatar


Venilator
01.13.2012 , 05:47 PM | #800
Quote: Originally Posted by Abatement View Post
You missed the point of the argument. Ignoring defense, which Sorcs hand down smoke snipers on. Offensively, Sorcs on average do 15% more dps because when they attack tanks they ignore shields. The question is why?

I believe that if snipers flat did 15% more dps they easily out pace mercs/sorcs in the dps charts.

The problem is they don't.

So i believe they are inherently gimped by design as it stands.

Uh... You wear medium armor? In all honest sorcerers should DO MORE DAMAGE THEN YOU. It is not a hard to understand.

Sorry but your post basically is "waaah why am I not the best damage dealer in the game."