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[3.0+] The Marksmanship I Sharpshooter Guide

STAR WARS: The Old Republic > English > Classes > Gunslinger / Sniper
[3.0+] The Marksmanship I Sharpshooter Guide

RandyL's Avatar


RandyL
02.04.2015 , 06:04 PM | #111
Quote: Originally Posted by DieGhostDie View Post
In my opinion, I think the 6 ACC Enhancements, 1 ACC Augment, 3 Surge Enhancements, and 1 Alacrity Enhancement is a good way to approach Marksmanship optimally.
I'm so confused. There are 7 enhancement slots, but you are making suggestions for 10 enhancement slots.

OMGITSJAD's Avatar


OMGITSJAD
02.04.2015 , 06:12 PM | #112
Quote: Originally Posted by RandyL View Post
I'm so confused. There are 7 enhancement slots, but you are making suggestions for 10 enhancement slots.
Implants and ear give as much acc/surge/alacrity as an enhancement.
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Aerilas's Avatar


Aerilas
02.07.2015 , 05:41 PM | #113
Are there any others who've noticed Takedown being gimped?

My tooltip says 5.7-5k (this should be without crit) but I NEVER see it hit higher than 4.8k. My snipes are hitting harder when they don't crit. Ofcourse they have the 15%bonus dmg from stacks but nonetheless. Even with crits, takedown just ****s up my damage. I'm very well considering not using it anymore. I'm doing better without it.
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Aerilas's Avatar


Aerilas
02.17.2015 , 05:03 PM | #114
Quote: Originally Posted by Aerilas View Post
Are there any others who've noticed Takedown being gimped?

My tooltip says 5.7-5k (this should be without crit) but I NEVER see it hit higher than 4.8k. My snipes are hitting harder when they don't crit. Ofcourse they have the 15%bonus dmg from stacks but nonetheless. Even with crits, takedown just ****s up my damage. I'm very well considering not using it anymore. I'm doing better without it.
nobody?
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Caineghis (Sniper)
Tomb of Freedon Nadd

Vaidinah's Avatar


Vaidinah
02.19.2015 , 08:44 PM | #115
Quote: Originally Posted by Aerilas View Post
Are there any others who've noticed Takedown being gimped?

My tooltip says 5.7-5k (this should be without crit) but I NEVER see it hit higher than 4.8k. My snipes are hitting harder when they don't crit. Ofcourse they have the 15%bonus dmg from stacks but nonetheless. Even with crits, takedown just ****s up my damage. I'm very well considering not using it anymore. I'm doing better without it.
I haven't parsed in a long time outside of just checking things, but I did a couple ones to look at this and I have an idea of the problem you're talking about in general. If you never see Takedown higher than 4.8k, maybe it's a faction-specific thing (I don't have a sniper so I can't check), but I know that Quickdraw (the Gunslinger equivalent to Takedown) does crit for more for over 8k for me on the mainhand hit (should be more for Snipers since they don't have an off-hand hit). I'd advise you to just hit the dummy for a little while it's under 30% to see if you are getting crits for the appropriate damage.

Other than that, Quickdraw/Takedown isn't very good anymore since the energy cost is 12 now in Sharpshooter/Marksman, which is only 3 less than a properly used Charged Burst/Snipe, but it's still better than another Charged Burst/Snipe. Quickdraw/Takedown seems like it does about 8% more damage without crits than Charged Burst/Snipe based on the tooltips and damage in my logs, but Charged Burst/Snipe also had a 4% more chance to crit because of our discipline.

The most important thing to remember since you really want the Charged Burst/Snipe buff that increases its crit chance + damage up at all times so you just need to make sure it doesn't fall off as a result of using Quickdraw/Takedown. Other than that, you'd ideally want to use Quickdraw/Takedown in place of a Trickshot/Followthrough instead of your main skills if you can afford the energy.

Personally, I mostly just use Quickdraw/Takedown when I want to finish an add off if I don't think I have time to channel any of my other skills. It's still a DPS upgrade when used optimally, but it's tougher now to manage it and your energy while still maintaining the rest of your rotation correctly.
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Aerilas's Avatar


Aerilas
02.21.2015 , 09:46 AM | #116
Quote: Originally Posted by Vaidinah View Post
I haven't parsed in a long time outside of just checking things, but I did a couple ones to look at this and I have an idea of the problem you're talking about in general. If you never see Takedown higher than 4.8k, maybe it's a faction-specific thing (I don't have a sniper so I can't check), but I know that Quickdraw (the Gunslinger equivalent to Takedown) does crit for more for over 8k for me on the mainhand hit (should be more for Snipers since they don't have an off-hand hit). I'd advise you to just hit the dummy for a little while it's under 30% to see if you are getting crits for the appropriate damage.

Other than that, Quickdraw/Takedown isn't very good anymore since the energy cost is 12 now in Sharpshooter/Marksman, which is only 3 less than a properly used Charged Burst/Snipe, but it's still better than another Charged Burst/Snipe. Quickdraw/Takedown seems like it does about 8% more damage without crits than Charged Burst/Snipe based on the tooltips and damage in my logs, but Charged Burst/Snipe also had a 4% more chance to crit because of our discipline.

The most important thing to remember since you really want the Charged Burst/Snipe buff that increases its crit chance + damage up at all times so you just need to make sure it doesn't fall off as a result of using Quickdraw/Takedown. Other than that, you'd ideally want to use Quickdraw/Takedown in place of a Trickshot/Followthrough instead of your main skills if you can afford the energy.

Personally, I mostly just use Quickdraw/Takedown when I want to finish an add off if I don't think I have time to channel any of my other skills. It's still a DPS upgrade when used optimally, but it's tougher now to manage it and your energy while still maintaining the rest of your rotation correctly.
Hmm looking back at the post of mine you quoted I might've mistyped something.
When it crits, it's certainly worth it, crits go from 8-12k on Takedown. It's when it doesn't crit that it's utterly worthless to me. Or worthless because it hits for more than 1k short of what the tooltip says.

On bosses <30%hp I've now started using it instead of followthrough. It causes me no energy issues and I make sure to watch the buff followthrough gives to my snipes so I don't lose out on any stacks from it.
Takedown is surely worth it when it crits, but I don't like using an added skill that's only worth it if it crits.
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DieGhostDie's Avatar


DieGhostDie
02.21.2015 , 05:12 PM | #117
Quote: Originally Posted by Aerilas View Post
Hmm looking back at the post of mine you quoted I might've mistyped something.
When it crits, it's certainly worth it, crits go from 8-12k on Takedown. It's when it doesn't crit that it's utterly worthless to me. Or worthless because it hits for more than 1k short of what the tooltip says.

On bosses <30%hp I've now started using it instead of followthrough. It causes me no energy issues and I make sure to watch the buff followthrough gives to my snipes so I don't lose out on any stacks from it.
Takedown is surely worth it when it crits, but I don't like using an added skill that's only worth it if it crits.
So haven't looked at this thread til now. Sorry about that.

Regarding the Takedown issue, I've already submitted a bug report. I believe this was already discussed back in the PTS, but I won't explain that any further...

I'm going to be really dumb on this one, because as far as I know, all other abilities (Snipe, Ambush, etc.) deal damage less than what the tooltip says as well. Therefore, I'm not sure if the damage on Takedown is working as intended or not.

Still, I do replace Takedown with Followthrough whenever applicable. Aeralos hit the nail in the head about its use, so I'd use it if you can really afford the energy.
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Vaidinah's Avatar


Vaidinah
02.21.2015 , 06:02 PM | #118
I have to admit I'm confused by what you guys are saying about tooltips. The tooltip is just supposed to list the normal damage of a skill, but it doesn't take into account your opponent's armor. From what I recall, the operation dummy's armor value has about a 35% damage reduction from attacks that are affected by armor (aka non-Internal/Elemental damage) so your actual damage on almost every attack for Gunslingers/Snipers is going to be lower than listed by roughly that amount.
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DieGhostDie's Avatar


DieGhostDie
02.21.2015 , 06:28 PM | #119
Quote: Originally Posted by Vaidinah View Post
I have to admit I'm confused by what you guys are saying about tooltips. The tooltip is just supposed to list the normal damage of a skill, but it doesn't take into account your opponent's armor. From what I recall, the operation dummy's armor value has about a 35% damage reduction from attacks that are affected by armor (aka non-Internal/Elemental damage) so your actual damage on almost every attack for Gunslingers/Snipers is going to be lower than listed by roughly that amount.
Well that explains it. #RIP I'm gonna get coffee...

EDIT: What we're talking about is a concern of Takedown not doing damage as intended from the tooltip. Some (including I) Snipers/Gunslingers are speculating about this, but I think we're probably being stupid here. :/
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Adovir's Avatar


Adovir
02.21.2015 , 06:42 PM | #120
Quote: Originally Posted by Aerilas View Post
Are there any others who've noticed Takedown being gimped?

My tooltip says 5.7-5k (this should be without crit) but I NEVER see it hit higher than 4.8k. My snipes are hitting harder when they don't crit. Ofcourse they have the 15%bonus dmg from stacks but nonetheless. Even with crits, takedown just ****s up my damage. I'm very well considering not using it anymore. I'm doing better without it.
Armor? You do mainly weapon damage so it is effected by armor the most, although the armor rating debuff is active they still have some damage reduct.
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