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Steely Resolve: 9% increase to aim worth 3 training points?

STAR WARS: The Old Republic > English > Classes > Vanguard / Powertech
Steely Resolve: 9% increase to aim worth 3 training points?

Kollbjorn's Avatar

12.14.2011 , 07:28 AM | #11
Looking at Steely Resolve in a vacuum isn't very useful. I think we can all agree that 9% aim isn't amazing. But the real question is "Is this better than the alternative?"

In most builds I see, the points from Steely Resolve could only be reallocated four places: Neural Overload, No Escape, Jet Speed, and Rail Loaders. Of these, the first three are utility talents, leaving Rail Loaders the only threat increasing talent we can compare to Steely Resolve.

Rail Loaders gives 6% Rail Shot damage for two skill points. Steely Resolve gives 6% aim for two skill points. Which is better?

Let's look at a simplified example. Rail Shot's level 50 damage is about 2900. Rail Loaders gives an extra 6%, or 174 damage.

Now I'll borrow JusticeG's estimate of 1500 aim at level 50. With two more points of Steely Resolve, we get an extra 90. If each point of aim is about 0.2 damage, this is 18 more ranged damage.

Rail Loaders seems to win, right? However, keep in mind that Rail Shot has a 15 second cooldown. In 15 seconds there are 10 GCDs, which means Steely Resolve has added 180 damage to your rotation, barely surpassing Rail Loaders. In fact, in any scenario where you are not using Rail Shot on cooldown Steely Resolve would pull ahead quite a bit, as well as in AoE tanking.

In reality the situation is a lot more biased towards Steely Resolve since some abilities have tech ratios and get more than 0.2 damage per aim point, but this shows the basic idea. A small increase across the board is better than a slightly larger increase on a long CD single target skill, even if that skill is as awesome as Rail Shot

suleri's Avatar

12.14.2011 , 09:26 AM | #12
It depends on the attack type


An ability trained at level 50 will do (708 + aim * .23) * Coefficient


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

badalchemist's Avatar

12.14.2011 , 10:18 AM | #13
+% stat talents probably aren't worth grabbing until you're geared up and the gain is more significant

Aterus's Avatar

12.14.2011 , 11:26 AM | #14
What I find strange are the inconsistencies between the relative strengths of skills. Assuming the .2 or .23 dmg per Aim formula is correct, a skill like Steely Resolve seems to pale in comparison to Ion Overload, which should contribute substantially more DPS, despite being in the same tier of the tanking tree. This assumes that the tooltip for Ion Gas Cylinder on torhead is accurate, which might not be the case.

suleri's Avatar

12.14.2011 , 01:30 PM | #15
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

PrimusMagnus's Avatar

12.15.2011 , 08:19 PM | #16
Hey everyone,

How does this PVP Advanced Prototype build look for DPS ? I orginally had 3 points in Steely Resolve (Aim), but I decided to take those 3 points and distribute them into Ion Overload (2) and Neural Overload (1).
"You can run, but you'll only die tired."

JusticeG's Avatar

12.16.2011 , 05:48 AM | #17
Quote: Originally Posted by JusticeG View Post
All of the +% to stat Skills, regardless of class seem somewhat overpriced.

Aim adds 0.2 damage per point of Aim from what I've seen so far. 1500 Aim seems like a reasonable number at 50 from what I've seen as well. A 9% increase in Aim would give you 1635 Aim. 135 more Aim is 27 more damage per hit (135 x 0.2).

Torhead's got level 50 Rocket Punch damage at about 2400. Hitting for 27 points more is about a 1% increase in damage output. For 3 skill points.

One of the first things I plan on doing in game is setting up a spreadsheet to calculate my paperdoll stats so I can tinker with numbers with 100% reliability, but at first glance the skill does seem pretty bad.
Now that I've spent a day in game and worked up a spreadsheet to accurately reflect my paperdoll stats and tooltips, the skill is a bit better than my above example illustrates. This is due to the coefficient that our ability bonus damage is multiplied by. While the 27 points more damage is accurate for for 1500-->1635 Aim, that 27 damage will be multiplied by the ability coefficient. This varies by ability, but almost all of them greater than 1 (except for Rapid Shots, Flame Thrower, Ion Gas Cylinder and Flame Sweep if my datamined numbers are correct). Some examples would be x1.82 for Rocket Punch, x1.61 for Explosive Dart and x1.61 for Rail Shot.

I'll have to wait to higher level to verify the coefficients for higher level skills, but it means that instead of a 1% increase, it's looking more like a 1.5-2% increase in overall damage. Still not great, but considerably better than my initial calculations showed.