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Combat Team Metric Derivation

STAR WARS: The Old Republic > English > Classes
Combat Team Metric Derivation

Samoth_Nomad's Avatar

01.23.2014 , 08:36 PM | #11
good thread. I gotta admit, some of these quotes just make me shake my head. There is something to be said for metrics, statistics and modeling, but it should never be solely relied upon. Makes me wonder if they even play the game. I think the player base could tell them a lot more about class balance than their precious metric could ever hope to.
It should be a requirement for the combat design team to play in a good pve raiding guild and a good pvp guild anonymously. Talk to their guild and other players and actually learn what's going on in the game.

dipstik's Avatar

06.10.2019 , 05:26 PM | #12
thought this should go in here:


in regards to accuracy of boss abilities:

I asked Senior Game Balance Designer Jason Attard about the Accuracy on attacks from Operation bosses, and he let me know that the default boss accuracy is 100% for special attacks and 90% on basic weapon attacks. Any accuracy debuffs applied to the boss (or defense buffs applied to yourself) should reduce the boss's chance to hit. We do have the ability to increase accuracy dramatically for a special attack if we want to guarantee that it hits, but typically that only occurs for abilities that are critical to fight mechanics.

Equeliber's Avatar

06.11.2019 , 02:04 AM | #13
Why are you posting in a 5 year old thread?? And posting 7 year old information as well, I mean, it's probably still the same but still.

dipstik's Avatar

06.11.2019 , 11:24 AM | #14
so you want me to start a new thread for each post? thats not how forums werk

here is a good one in regard to how gear stats are generated:

I talked to Jason Attard (Senior Game Balance Designer) and he was able to shed some light on modifications in endgame items and how stats are distributed.

Our goal is that a highly-skilled player can complete content without needing to swap mods on their gear, but spending the time and credits necessary to optimize the mods should still make a noticeable difference.

When we generate mods for endgame gear, we generate all the mod variants at a given item level and then run a process that combines the mods with endgame shell items to create the items needed for an Operation. This process helps us ensure that the stats are useful for Advanced Classes and roles, but it doesn't generate gear that is completely optimal for every spec. We always manually check the results and tweak items where necessary.

We have had some problems in the past with gear that stacks a single rating too much and with incorrect armorings being assigned to some items (high Endurance gear should go to tanking items, Aim/Cunning/Strength/Willpower should go into DPS and healing items), and we're continuing to refine the processes we use to make more useful gear. In future tiers, you'll see many issues with mod allocation corrected!

cibacrome's Avatar

06.14.2019 , 02:02 PM | #15
I'm just glad you're still posting, would be interesting to get more in-depth info as 6.0 goes live on PTS.