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[Feedback] Regarding R-X affixes on mods, enhancements etc.

STAR WARS: The Old Republic > English > Public Test Server
[Feedback] Regarding R-X affixes on mods, enhancements etc.

cibacrome's Avatar


cibacrome
09.09.2019 , 02:48 PM | #11
I've been hesitating to write a post about mods (shorthand for all modification inserts for gear) because I'm so overwhelmed by how unmanageable this is in its current state, but here goes...

1) There are too many mod variants - thanks to OP for laying out exactly how serious a problem this currently is

2) There is no way to choose which mod one gets, so RNG x 20 just for a single mod. That means RNG x 480 for a full set of min/max. 'Nuff said...

3) No excuse for a fluctuating stat pool, I'm assuming this is a bug and will be fixed

I do appreciate the progress that's been made with gearing so far, I can see that BW is listening and some things are moving in the right direction. Mods and moddable gear, however, remain a looming issue and need to be addressed effectively.

To sum up my recommendations:

1) Remove all unmoddable gear from lvl 75
2) Reduce mod variants significantly, there is no need for micro adjustments, and commenters have effectively identified useless variants
3) Include a 100% ZERO RNG reliable way of acquiring mods The only place mods should be RNG is loot drops (both in loot dropped gear and when mods themselves drop).

Gear grind for player retention has already been proven ineffective and unpopular in several iterations of SWTOR. Have some faith that we'll stick around even after we're fully geared!

Flying-Brian's Avatar


Flying-Brian
09.09.2019 , 09:08 PM | #12
So out of all of the 80R-1 thru 80R-20 versions of enhancements, there is 1 version that has some value for min/max numbers, and then only when they are being used when you will be in level scaled content (so older ops).

The 80R-1 (level306) versions of enhancements have 313end , 255pwr, 451tertiary. Since End and Pwr are capped in the scaled content, there extra 18 points of tertiary stat over the un-lettered enhancement version has some (minor) use.

But that extra few points is NOT worth the trouble to grind out. I RE'd 10 stacks of 9999 medpacks for tech fragments buying the random mod box. I got a total of 5 80R-1 enhancements (1 acc, 2 alac, 2 crit).

Hawkebatt's Avatar


Hawkebatt
09.10.2019 , 12:46 AM | #13
It is going to take a lot of time to get close.
Right now my toon is almost 306
12080 mastery with buffs
15588 Endurance with buffs
6613 power
2088 crit
1249 alacrity
1524 Accuracy
using proficient stim 240acc99 crit, two crit gems and two 228 augments
missing 12 augments for 1152 points and 780 endurance.
not sure what the new augs have and the new stim is 24 more acc 10 more crit.
gives me roughly without changing gear about 6037 to use for those stats
1593 would get me 110.007% accuracy.
Around 3200 alacrity gives 15.35% closest I got so far was 3154 at 15.21% or over at 3585 at 16.58%
3200+1593 leaves only around 1244 for crit

1226 gives me 31.56% critical and 60.25% multiplier on my assassin.

So even if we could move the numbers around how we want them one of the stats will be low. if you go for the 1.3 GCD. My estimates puts about 300 to 350 more points on full 306 and then whatever the new rank 11 augments will be.

But you are very right in that we do not need all these other mods, or enhancements muddying up the water as is.
Emotion, yet Peace. Ignorance, yet Knowledge. Passion, yet Serenity.

Chaos, Yet Harmony. Death, yet the Force. Contemplation, yet Duty.

Advieser's Avatar


Advieser
09.10.2019 , 05:38 AM | #14
Quote: Originally Posted by vicadin View Post
@op

I was attempting to put the same exact spreadsheet together. Since you have already shared yours my suggestions is to add a column for “Bonus Damage”. This will give you the best indicator of which armorings, hilts, barrels, mods, and enhancements will be the most sought after. In case you forgot, the formula for bonus damage = mastery * .2 + power * .22

- vicadin
I‘d find that to be counter-productive since adding bonus damage to the sheet would suggest that high-power pieces are to be preferred over high-mastery pieces. But since mastery also increases your critical chance, it is the one that should be taken, if given the choice. In short: I think that would be counter-intuitive but thank you for the suggestion nonetheless.
Adviesar Edvora Edvieser

Member of <Flawless> raid-team @TulakHord

cibacrome's Avatar


cibacrome
09.10.2019 , 10:04 AM | #15
I have been on the fence about high alacrity build in 6.0. In PTS I tested it, and at first it seemed like the way to go, but as I got the 'new' rotations down a bit better and I had a look at the lower crit rates I'm strongly leaning towards a higher crit build, leaving alacrity at 1.4. That seems also to align with other testers' results, so I don't feel like I'm off base.

I prefer the feel of play at 1.3, so I really hope BW rethinks the thresholds, but for pure DPS output in ops I suspect 1.4 is the better choice as things stand right now.

Toraak's Avatar


Toraak
09.10.2019 , 10:12 AM | #16
I don't mind RNG to a point, but I don't feel like there is a need for 20+ different Mod variations. If BW really did this, please just go back to the normal 3 mod types for DPS/Heals (lethal, Lethal A, and Lethal B mods), and 3 for tanking (Warding, Warding A, and Warding B mods). We already have 6 possibilities for mods, + 2 for armorings, not to mention however many more Enhancements we have on Live. We don't need you to add more then we already have.

Edit: If you are so determined to have so many Variations, Then make it possible for us to CHOOSE what armorings, mods, and enhancements we want by putting them on a vendor for direct purchase. Otherwise it's unacceptable having them be RNG based.
Referral Link: www.swtor.com/r/Q4Tp3P

DarthBryn's Avatar


DarthBryn
09.11.2019 , 05:55 AM | #17
Bump, couldnt agree more

TerraStomper's Avatar


TerraStomper
09.11.2019 , 07:15 PM | #18
If I remember correctly, the blue grade 11 augments have +95 to the tertiary stat and purple ones are +108. To make one blue one requires requires a bit less than two weeks of a character making their personal conquest goals, plus the guild making its conquest goals, or 5 weeks of personal conquest grinding. The purple ones require double that. That is to make one augment, or two if the craft critically succeeds. We might as well continue to use the 228s (+96 to tertiary stat) as the 236s and 240s are nerfed heavily (the 240s are only +58 to tertiary stat on the PTS) particularly given that most content is under Level Synch.

Certain combinations of R enhancements and gold grade 11 augments may have a chance of meeting the stat budget for a 1.3 GCD, but I do not know whether gold grade 11 augments exist. If they do, I guess their tertiary stat bonus may be somewhere between +111 and +121 at the outside. Might this be enough?

Reachable Tertiary Stat Totals
228 Augments, 306 Enhancements (e.g. Proficient 80AR-1), Grade 10 Proficient Stim, 2 Eviscerating Crystals:
7*451 + 3*431 + 14*96 + 240 + 99 + 2*41 = 6215 tertiary points

Purple Grade 11 Augments, 306 Enhancements, Grade 10 Proficient Stim, 2 Eviscerating Crystals:
7*451 + 3*431 + 14*108 + 240 + 99 + 2*41 = 6383 tertiary points

Imagined Gold Grade 11 Augments, 306 Enhancements, Grade 10 Proficient Stim, 2 Eviscerating Crystals:
7*451 + 3*431 + 14*121 + 240 + 99 + 2*41 = 6509 tertiary points

Estimated Target Tertiary Stat Goals:
Accuracy Rating: 1270
Alacrity Rating: 3200
Critical Rating: 3000
Total: 7470 Tertiary stats --- Not Enough ---

Hawkebatt's Avatar


Hawkebatt
09.12.2019 , 09:05 PM | #19
I found 1589 is the Accuracy 110.00% mark with the 70 stim giving 240 you need 1349.
3258 gives my hatred assassin 15.55% alacrity and the set that gives 2% is not working or is not showing the adjustment or I would only need about 2200 to get over the 15.35% mark if the sets work together.
The sets really need to work or show they are working.
I will probably run 1349 accuracy, 1300+ alacrity for the 1.4 GCD and the rest crit about 2800 as a 1.3 GCD puts my assassin at only 1147 crit 27.2 and 59.75 modifier very low for crit too low.
With the mods being random on their stats it is hare to show a good minimum balance without the former fixed numbers.

I also believe the Amplifiers are affecting the stats you get as some with high amplifier numbers have poor power or tertiary stat. And I do not think they are working at all. Plus seeing thirty five different amplifiers is confusing and should show as a combination of the buffs they give. Like I have six life stealing buffs and I know I have them so cant I get the total percentage in one spot? I don't need to know where the amp is.
Emotion, yet Peace. Ignorance, yet Knowledge. Passion, yet Serenity.

Chaos, Yet Harmony. Death, yet the Force. Contemplation, yet Duty.

TerraStomper's Avatar


TerraStomper
09.13.2019 , 08:53 AM | #20
Quote: Originally Posted by Hawkebatt View Post
I found 1589 is the Accuracy 110.00% mark with the 70 stim giving 240 you need 1349.
3258 gives my hatred assassin 15.55% alacrity and the set that gives 2% is not working or is not showing the adjustment or I would only need about 2200 to get over the 15.35% mark if the sets work together.
The sets really need to work or show they are working.
I will probably run 1349 accuracy, 1300+ alacrity for the 1.4 GCD and the rest crit about 2800 as a 1.3 GCD puts my assassin at only 1147 crit 27.2 and 59.75 modifier very low for crit too low.
With the mods being random on their stats it is hare to show a good minimum balance without the former fixed numbers.
Thanks for the better target numbers. This means alacrity needs to be near 3241 to hit a 1.3 second GCD (15.38%).

So the desired tertiary stat targets are more like:

Accuracy: 1589
Alacrity: 3241
Critical: 3000 (or more)
Total: 7830

There are not enough tertiary stats from gear, set bonuses or buffs to get anywhere close to these without sacrifice.

In PTS 1.5 I noticed the 2% alacrity set bonuses were working. Alacrity from enhancements were +440 instead of +431 and 286 augments were +110 instead of +108, making the total alacrity stat on an alacrity gear piece +550. I haven't tried a +2% alacrity set on PTS 2.0, having opted for +2% critical instead as we get more out of a +2% set bonus matched with the stat that is stacked the most.