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Commando Gunnery Capable or Lame 1.7 and 2

STAR WARS: The Old Republic > English > Classes
Commando Gunnery Capable or Lame 1.7 and 2

nbayer's Avatar


nbayer
03.22.2013 , 08:51 AM | #11
And swap those accuracy augments for aim augments, you can trade accuracy for surge and alacrity. If you have any alacrity in your gear then use that otherwise you are probably very heavy into surge so you can trim a bit off to make up the accuracy. I find enhancements the easiest place to make that trade.

Redcorn's Avatar


Redcorn
03.22.2013 , 11:36 AM | #12
Thanks for that, but when you are are 5% low on DPS compared to other players/classes in dps/rdps role I feel you are holding the team back from overcoming new challenges where room for failure is small. If a gunslinger does 5% more damage that is just that much less time fighting a boss.

I am fine in HM everything and NM most things, but when you hit a wall something must change.

RC-Scorch's Avatar


RC-Scorch
03.29.2013 , 08:35 AM | #13
I've been looking for a thread like this for ages. My guild is just going through EC NM, and while I'm competitive on the parsers, I can never seem to beat our resident sentinel. Granted, she's a damn good player and sentinels are deadly in good hands, but I'd like to push closer to her than I am. I'm just now picking up the EWH relic over my old matrix cube and wanted to confirm that Boundless ages (+power) would be preferable to a dmg proc relic. I've got the dread guard kinetic dmg proc relic in my other slot.

And I'd love an answer to a question Redcorn posed earlier: Does anyone actually get a DPS boost from using Mortar Volley in a boss fight? Plasma grenade maybe, and I'll start working that into my rotation with Reserve Powercell, but I'd think Mortar Volley is too expensive to warrant the use.

And as a final note I'm pushing 300 crit rating atm (290, I believe) and from what I've gathered from this thread already thats a bit high. My surge and accuracy are at good levels though (291 and 279 respectively) so should I switch out some crit for alacrity? Once 2.0 hits that may come in handy.
Loweracca, -NA- Ahazi SWG
Sitherus, Mercs of Chaos, Draenor WoW

You live and you learn. Or you don't live long.

MGNMTTRN's Avatar


MGNMTTRN
03.29.2013 , 04:23 PM | #14
To all the players who are parsing in EC HM/NIM on the first boss: Remember that the berzerk boss will take significantly less damage! Some strats have the ranged on the berzerk boss because his jumps drop the melee to about half health. I wouldn't worry too much about DPS imbalance unless I was systematically being beat by another commando in every fight, or I was parsing for less than 70% of the live DPS of another player. As a Commando, to be honest, you should always expect to do less DPS than sentinels and slingers.

In the EC NIM video that I linked, you'll notice that I did a bit of healing; I cleansed a DOT off a sentinel who had 10 stacks of the DOT, and I used a bres to bring our second healer back up. If I hadn't done those things, we might not have cleared the fight. If I had taken my melee DPS, my Vanguard, into that fight I might have done more DPS but I also would have taken so much damage that I could have died. More DPS isn't always better; surviving the fight is the most important thing. Always.

Quote: Originally Posted by RC-Scorch View Post
IAnd I'd love an answer to a question Redcorn posed earlier: Does anyone actually get a DPS boost from using Mortar Volley in a boss fight? Plasma grenade maybe, and I'll start working that into my rotation with Reserve Powercell, but I'd think Mortar Volley is too expensive to warrant the use.
The formula for expected damage is E[attack] = crit*surge*precrit damage + (1-crit)*1*precrit damage
Without the might buff and in mostly 63 gear my Mortar Volley does 5356-5640 damage before armor. Full auto does 1544-1826 for 3 ticks. Both are cast over 3 seconds, Mortar Volley is 3 ammo while Full Auto is 2 ammo.

Mortar volley avg damage = 5498 kinetic before crits; at 0.3882 tech crit rate/258 crit rating = 7126.06 kinetic damage

Full auto avg damage = 5055 weapon damage before crits; at 0.3790 ranged crit rate/258 crit rating = 7091.16 weapon damage, after the +30% surge that full auto gets.

Note that both these damages are reduced by a coefficient of about 0.77, to get actual expected damage, since these are kinetic/weapon damage types. Assuming 100% accuracy.

Anyway, my Mortar Volley hits for about 30 damage more than an unprocced Full Auto and it costs 1 more ammo. It looks like it's not worth casting in single-target situations.

Zoom_VI's Avatar


Zoom_VI
04.04.2013 , 06:10 PM | #15
The only time MV or PG should be used is with reserve powercell and only when your around half ammo
My preference is for PG as you don't have to worry about the boss leaving the green circle halfway through.

In my progression group I am consistently highest dps and that is running against GS and sents
I haven't parsed on a dummy in so long that I can't give you any dps figures.

In 2.0 PTS at least gunnery is in about the same position however the set bonus change and removal of cd reduction on reserve powercell have made ammo management a perpetual tightrope walk where a single mistake sends you into severe ammo deficiency.
Crinn

Sanity is for the weak minded.