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Actually, if you look back that wasn't what he was asking. He was asking why it did so much more damage than any other spec, nothing about it being used or not being used in a raid.

 

umm yeah i guess, thats true... then it had nothing to do with him :) lol, guess its a pointless conversation now so yeah, at least we kept the thread bumped on top with the useless engineer conversation >.< lol

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I don't really see where a shadow dps is more time-consuming, but that's not the problem here.

I wasn't judging you, it's normal you want to try another class, I was saying that the class isn't enough attractive for most players, it's Devs fault not yours.

The only reason to play this class as a dps is because you enjoy it, personally I chose this class since beta, I was happy enough to never change my main.

I made the maximum possible to never become a tank (took 4 months to buy tank skills), I never chose to loot a tank piece, I knew it was a trap, most dps shadows have become tanks or took another dps class.

If you want to change it's beause the fun factor isn't enough compared to the dps factor (but we have our place in any raid difficulty), I totally understand your choice, it's not helping us, but again it's not your fault, it's a choice made by Devs.

 

Yeah I understand! Anyway - what about discussing about how the trees could be made competitive? Should we use another threat in the suggestionsforums or the classforums? I habe a few ideas there I want to suggest!

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Update on Thoric, same 2/22/22 spec, same level of gear as last time

3120

Fiddled a bit with my crit :

Droped the crit rating down to 143 and power up to 1207 (no stim)

Just curious, do you have any more 75 gear besides the offhand? I believe that's all you had before but not sure.

Edited by xXsgtstinkerXx
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So I'd like to understand how the Gunslinger Saboteur build can be so high compared to other pure dps builds, the sent for instance. Doesn't this show the Sab build is a little op and may get a nerf at some point.

 

Now before someone goes off on one me about nerfs I'm not asking for anything to be nerfed, I myself have 3 slingers.

 

I'm simply asking because a guildie says its fotm for sab slingersa then and means less competition for the other classes and possibly in need of a nerf if it really pulls 500 odd dmg more than anyone else...

Hi Macabdul! This is the problem i can see with Engineering parses here in the forums. Prone to misconception. The way Engineering does around 20% of its DPS is using the ability Covered Escape/Hightail It. If you are an Engineering or Saboteur Sniper/Slinger, using Covered Escape/Hightail it drops 5 bombs in a trail behind you. The trail is 18m long. If the boss is wide enough so that you can roll through its entire width and drop all 5 bombs, then the spec's potential outmatches your other Sniepr specs. However if you are fighting humanoid or small bosses, OR bosses that are mobile and move a lot, conversely the spec will do less DPS compared to the other Sniper specs.

 

Even if u master or idk cheat and use Macro for jump + bombs, which can fail too, or boss have big reticles and get hit by it too much
That is going to get fixed in a future patch according to Bruce McClean in an interview by someone during the SWTOR San Diego cantina event. No need to worry about that.

 

I was referencing the sniper roll spec
Don't mind odawgg. He wants Engineering nerfed!

 

P.S. I think only Engineering (and maybe Lightning Sorcs and smash Warriors) can take the crown away from Mercs in terms of AoE :)

 

Now onto some ~facts (based on: Large bosses = Engineering ok)

NiM Scum and Villainy

Dashroode = large enough for Engineering to work

Titan 6 = large enough for Engineering to work

Trasher = large enough for Engineering to work

Ops Chief = Engineering is not optimal (boss uses flashbang as well on melee)

Olok = Engineering is not optimal (mobile adds and bosses)

Cartel Warlords = Engineering is not optimal (mobile bosses

Styrak = Engineering is VERY sub optimal (last time i ran Engineering i was 300K behind what i normally do as MM)

 

3 out of 7 bosses

 

NiM Terror From Beyond

Writhing Horror = large enough for Engineering to work

Dread Guard Council = Engineering is not optimal (EXTREMELY mobile bosses. lay down your plasma probe ~12-15% of your DPS and watch Ciphas run out of it)

Operator IX = large enough for Engineering to work

Kephess The Undying = Engineering is not optimal (too small)

Terror From Beyond = Engineering is doable

 

2 out of 5 bosses.

 

Or 5 out of 12 bosses. Less than half the relevent gear dropping bosses is where Engineering is higher DPS compared to Marksman (a spec that can run 12 out of 12 bosses and be optimal on each one), or DoT spec (that can run 12 out of 12 bosses and do exceptional DPS on some bosses and only slightly less DPS versus MM, against other bosses).

 

Rhetorical question:

If we were to nerf Engineering because of its ability to do its optimum DPS in less than half the boss fights in this game... well... WHY? MM can do its optimum DPS in 12 out of 12 bosses. DoT spec maybe 10 out of 12. Should we nerf those specs as well? Because clearly they can do their optimum DPS on double the number of bosses as Engineering.

 

Non-rhetorical question:

We will never know until we get an answer from the Devs. Is Engineering/Scatter bomb DPS on large size bosses working as intended. Or is it all just clever use of game mechanics that someone found out and then started posting about all over the forums?

 

:confused:

Edited by paowee
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Nice reply B'oarder. Clears that up for me. Gonna stick to my MM slinger as my main then and not just because of dps. I like the way it plays.

Your welcome. That and unless you want to re-learn and re-adjust to a new playstyle for your class.

 

Just to give you an idea... in NiM Op 9. You have to look for a right spot to roll from in phase 2, otherwise you can end up rolling into a wrong color and insta killing yourself. I nearly died in our kill attempt. I rolled and right at the end of the roll black obtuse popped. I was color ORANGE and on my screen i was like... 1 millimeter away from a BLUE circle swirling behind me.

Edited by paowee
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Spent a while on the dummy over this week and got some better ones. I did the opposite- increased crit instead of gaining power. Also got my apm up a bit and used crit adrenals. Here's a few over 3k and update for Mruniverse, vanguard in 2/22/22 spec:

 

http://www.torparse.com/a/360012/time/1375134829/1375135129/0/Damage+Dealt -3030.32 dps

 

http://www.torparse.com/a/360015/time/1375083124/1375083424/0/Damage+Dealt -3060.19 dps

 

http://www.torparse.com/a/360174/time/1375079937/1375080237/0/Damage+Dealt -My best at 3104.64 dps (I'm comin for ya Thoric =p)

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I'll probably have been in the next few days if I sit around in parse. Finally decided to PVP enough to try out the extra orbital tick and noticed a huge difference. At same time, it was third time trying out a few changes. Pretty sure I can finally break 3000. Didn't want to post until I was close. Figured 2960 was close enough to 3000 that I wouldn't feel TOO ashamed posting it.

 

Kelaeon - Operative - Lethality (4/6/36) - 2960.75

http://www.torparse.com/a/360623/time/1375165842/1375166142/0/Damage+Dealt

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Yes ConCube thats right Illunè is my Mara (former main char till SaV NiM Progression) ;)

 

Haha, I remembered! :D

And tell me: atm I'm in a similar situation - why did you change?

Nur aufgrund von Bossen, Handling oder besserer Playstyle?

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I'll probably have been in the next few days if I sit around in parse. Finally decided to PVP enough to try out the extra orbital tick and noticed a huge difference. At same time, it was third time trying out a few changes. Pretty sure I can finally break 3000. Didn't want to post until I was close. Figured 2960 was close enough to 3000 that I wouldn't feel TOO ashamed posting it.

 

Kelaeon - Operative - Lethality (4/6/36) - 2960.75

http://www.torparse.com/a/360623/time/1375165842/1375166142/0/Damage+Dealt

 

Same spec, slightly better

http://www.torparse.com/a/362479/time/1375271418/1375271719/0/Overview

2992.77

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Update Mruniverse, vanguard: 3134.29 dps

 

http://www.torparse.com/a/363983/1/0/Damage+Dealt

 

I'm interested in understanding VG DPS (cuz of my own), but I noticed that 1 Plasma Cell burning tech effect has not faded, that you left combat without the effect disappearing. Was the log edited?

 

Using spoiler tags to keep this post short:

 

 

1:23:59.869 Mruniverse's Plasma Cell effect of Burning (Tech) fades from Operations Training Dummy.

01:23:59.869 Mruniverse activates Ion Pulse.

01:23:59.870 Mruniverse spends 16 energy.

01:23:59.870 Mruniverse gains Ionic Accelerator.

01:23:59.871 Mruniverse's Plasma Cell adds effect Burning (Tech) to Operations Training Dummy.

01:23:59.871 Mruniverse's Burning (Tech) critically hits Operations Training Dummy for 789* elemental damage, causing 789 threat!

01:24:00.081 Mruniverse's Ion Pulse hits Operations Training Dummy for 1984 elemental damage, causing 1984 threat.

01:24:00.762 Mruniverse's Bleeding (Physical) critically hits Operations Training Dummy for 444* internal damage, causing 444 threat!

01:24:01.380 Mruniverse activates High Impact Bolt.

01:24:01.380 Mruniverse loses Ionic Accelerator.

01:24:01.469 Mruniverse gains 8 energy.

01:24:01.469 Mruniverse's Burning (Tech) hits Operations Training Dummy for 392 elemental damage, causing 392 threat.

01:24:01.470 Mruniverse's Burning (Tech) hits Operations Training Dummy for 516 elemental damage, causing 516 threat.

01:24:01.709 Mruniverse's High Impact Bolt hits Operations Training Dummy for 3155 energy damage, causing 3155 threat.

01:24:01.765 Mruniverse's Bleeding (Physical) hits Operations Training Dummy for 260 internal damage, causing 260 threat.

01:24:02.774 Mruniverse's Bleeding (Physical) hits Operations Training Dummy for 260 internal damage, causing 260 threat.

01:24:02.881 Mruniverse activates Ion Pulse.

01:24:02.881 Mruniverse spends 16 energy.

01:24:02.882 Mruniverse's Burning (Tech) hits Operations Training Dummy for 392 elemental damage, causing 392 threat.

01:24:03.098 Mruniverse's Ion Pulse hits Operations Training Dummy for 2022 elemental damage, causing 2022 threat.

01:24:03.577 Mruniverse activates Reserve Powercell.

01:24:03.577 Mruniverse gains Reserve Powercell.

01:24:03.773 Mruniverse's Bleeding (Physical) hits Operations Training Dummy for 260 internal damage, causing 260 threat.

01:24:04.389 Mruniverse activates Pulse Cannon.

01:24:04.390 Mruniverse loses Reserve Powercell.

01:24:04.390 Mruniverse gains Unshakable.

01:24:04.413 Mruniverse's Pulse Cannon critically hits Operations Training Dummy for 3471* elemental damage, causing 3471 threat!

01:24:04.464 Mruniverse's Burning (Tech) critically hits Operations Training Dummy for 1037* elemental damage, causing 1037 threat!

01:24:04.775 Mruniverse's Bleeding (Physical) critically hits Operations Training Dummy for 444* internal damage, causing 444 threat!

01:24:05.389 Mruniverse's Pulse Cannon critically hits Operations Training Dummy for 3471* elemental damage, causing 3471 threat!

01:24:05.770 Mruniverse's Bleeding (Physical) hits Operations Training Dummy for 260 internal damage, causing 260 threat.

01:24:05.868 Mruniverse's Burning (Tech) hits Operations Training Dummy for 392 elemental damage, causing 392 threat.

01:24:06.385 Mruniverse's Pulse Cannon critically hits Operations Training Dummy for 3471* elemental damage, causing 3471 threat!

01:24:06.774 Mruniverse's Bleeding (Physical) critically hits Operations Training Dummy for 444* internal damage, causing 444 threat!

01:24:07.384 Mruniverse loses Pulse Generator.

01:24:07.385 Mruniverse loses Unshakable.

01:24:07.385 Mruniverse activates Ion Pulse.

01:24:07.385 Mruniverse spends 16 energy.

01:24:07.385 Mruniverse gains Ionic Accelerator.

01:24:07.386 Mruniverse gains Pulse Generator.

01:24:07.386 Mruniverse's Burning (Tech) hits Operations Training Dummy for 392 elemental damage, causing 392 threat.

01:24:07.397 Mruniverse's Pulse Cannon critically hits Operations Training Dummy for 3471* elemental damage, causing 3471 threat!

01:24:07.475 Mruniverse's Burning (Tech) critically hits Operations Training Dummy for 1037* elemental damage, causing 1037 threat!

01:24:07.600 Mruniverse's Ion Pulse hits Operations Training Dummy for 2145 elemental damage, causing 2145 threat.

01:24:07.770 Mruniverse's Bleeding (Physical) critically hits Operations Training Dummy for 444* internal damage, causing 444 threat!

01:24:08.777 Mruniverse's Bleeding (Physical) hits Operations Training Dummy for 260 internal damage, causing 260 threat.

01:24:08.980 Mruniverse activates High Impact Bolt.

01:24:08.981 Mruniverse loses Ionic Accelerator.

01:24:09.076 Mruniverse gains 8 energy.

01:24:09.076 Mruniverse's Burning (Tech) hits Operations Training Dummy for 392 elemental damage, causing 392 threat.

01:24:09.316 Mruniverse's High Impact Bolt hits Operations Training Dummy for 3100 energy damage, causing 3100 threat.

01:24:09.774 Mruniverse's Bleeding (Physical) hits Operations Training Dummy for 260 internal damage, causing 260 threat.

01:24:10.502 Mruniverse's Burning (Tech) hits Operations Training Dummy for 516 elemental damage, causing 516 threat.

01:24:10.502 Mruniverse activates Ion Pulse.

01:24:10.502 Mruniverse spends 16 energy.

01:24:10.502 Mruniverse gains Battering Ram.

01:24:10.503 Mruniverse's Burning (Tech) hits Operations Training Dummy for 392 elemental damage, causing 392 threat.

01:24:10.715 Mruniverse's Ion Pulse critically hits Operations Training Dummy for 4117* elemental damage, causing 4117 threat!

01:24:10.828 Mruniverse gains Power Surge.

01:24:10.829 Mruniverse's Bleeding (Physical) hits Operations Training Dummy for 260 internal damage, causing 260 threat.

01:24:11.792 Mruniverse's Bleeding (Physical) hits Operations Training Dummy for 280 internal damage, causing 280 threat.

01:24:11.792 Mruniverse's Gut effect of Bleeding (Physical) fades from Operations Training Dummy.

01:24:11.912 Mruniverse activates Stockstrike.

01:24:12.099 Mruniverse loses Battering Ram.

01:24:12.110 Mruniverse's Stockstrike critically hits Operations Training Dummy for 3974* kinetic damage, causing 3974 threat!

01:24:12.162 Mruniverse leaves combat.

 

 

 

I made the Plasma Cell burning tech apply and fade lines Bold and Red. The only effect fading from the dummy is GUT @ 01:24:11.792. Plasma Cell's burning tech never faded, yet you leave combat at 01:24:12.162 which is not possible unless Plasma Cell wears off.

 

I like your crits though.

Edited by Rahizm
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