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Electronet and Force Barrier...

STAR WARS: The Old Republic > English > General Discussion
Electronet and Force Barrier...
First BioWare Post First BioWare Post

Leafy_Bug's Avatar

07.31.2013 , 05:38 AM | #61
Quote: Originally Posted by Altheran View Post
In this case, the problem even lies in mechanics explainations/tips, not the ability tooltip : it is clearly said that only accuracy above 100% reduces defences chances, but even with more than 100% of defense left, there are still these 5% of being hit that have not been explained anywhere but here on the forums.

Resilience works on 200% resistance not defense. Accuracy has nothing to do with how broken resilience is when it comes to force and tech attacks. On topic, I understand now why in some cases, I could not use my force barrier on sage and was panicking!

orryko's Avatar

07.31.2013 , 05:57 AM | #62
not gonna bother reading through this sea of bad

when you see a merc/commando, save your trinket for the net

then proceed to use whatever cd you normally wouldn't be able to

you're welcome

Altheran's Avatar

07.31.2013 , 06:21 AM | #63
Quote: Originally Posted by Leafy_Bug View Post
Resilience works on 200% resistance not defense. Accuracy has nothing to do with how broken resilience is when it comes to force and tech attacks.
You disappoint me. Resistance is a kind of defense. Defense is the generic name for "avoidance", regardless of attack type. (Look your only talent that is say to increase "defense by 2%" it will increase resitance) And yes it has to do with accuracy because it was supposed to be the sole mean to by-pass Resilience with a high amount of it. But they changed general mechanics of defense, the RNG that uses Accuracy and resistance in the case of Force and Tech, by putting a minimum of 5% hit chances but no tooltip say these 5% exist. And so that's not that Resilience is broken, but that they changed core mechanics without any prior notice or note, and this change made Resilience weaker. The only reason that we know this now is that because a dev once responded to the Resilience thread giving this explaination.

But resilience, has not changed itself, and is not bugged that's that the general behavior of the game.

Skroting's Avatar

07.31.2013 , 09:23 AM | #64
Quote: Originally Posted by Ghost_Spectre View Post
Uber ability? You mean like the Marauder's Enraged Defense? Or the Trooper/Merc's Hydraulic Override? Or Shadow/Assassin's? Phase Walk? Of the Jugg/Guardian's immunity to all controlling effects after force leaping when spec for it? Oh yeah, I forgot to mention they all have short cool downs. Never mind that the Sorcerer/Sage's uber ability has the longest cool down in the game and only lasts for 10 secs. Oh yeah it's so f'n uber. Oh and we forget to mention that it is a self CC that removes the ACs in question from doing anything to help the team. Yup, you're right it is completely and utterly UBER! A mature person would have looked at it from the stand point in association with all other powers. I guess that leaves you out Asavrede.

So pardon me for questioning the establishment again...should I go ahead and eat a round now for penitence?
Love how most of the abilities you note as some of the "uber" ones all have a decent countermeasure in one form or another, but cry because your ability (which, face it, can be absolutely redicilously good when used correctly and in the right situations) has one counter, which only one AC has accsess to.
If you did decide to leave this game, good riddance.
Commandos have had even more of a **** time "since 1.2", as you were saying, than sorcs, and now that they have gotten one thing to keep them somewhat competetive to other classes, you come here and try to ruin it for everyone.

jedip_enguin's Avatar

07.31.2013 , 09:33 AM | #65
Much butthurt I sense in this thread.
Click my link please, I'm almost out of Cartel coins -