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Feoktist

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  1. I'm looking at a lot of lines like this [00:48:23.147] [@Feoktist] [@Feoktist] [] [Restore {836045448945476}: Force {836045448938502}] (6) [00:48:24.751] [@Feoktist] [@Feoktist] [] [Restore {836045448945476}: Force {836045448938502}] (6) [00:48:25.881] [@Feoktist] [@Feoktist] [] [Restore {836045448945476}: Force {836045448938502}] (6) [00:48:32.137] [@Feoktist] [@Feoktist] [] [Restore {836045448945476}: Force {836045448938502}] (6) [00:48:33.380] [@Feoktist] [@Feoktist] [] [Restore {836045448945476}: Force {836045448938502}] (6) [00:48:36.480] [@Feoktist] [@Feoktist] [] [Restore {836045448945476}: Force {836045448938502}] (6) and I'm happy. Stacking defense and shield now is totally worth your while, and double strike is back in game big time. Parsing 1500 dps on Kovic fight in H4 Belsavis in complete tanking spec and gear, never had to use Saber Strike once. I'm happy. EDIT: 1500 is according to SWmoniTOR and including Tharan, askmrrobot shows 644 dps on that particular fight. Across the board, Saber Strike yields 590 damage / use vs. 1180 damage / use of Double Strike. Now DS : SS use ratio is more like 7:1 vs. 3:1 like it was before.
  2. Please kindly accept my condolences on having an impotent shadow dps player in your ops.
  3. Makes perfect sense to me, same effect on Force in Balance and Project (with Upheaval).
  4. WTH any devs care about PvE at all? Screw you guys, I'm going back to LotRO.
  5. Exactly my point, this SimC feels like a load of dingo's kidneys, call it meaningful or valuable? Cause I don't.
  6. Yeah well they're all secretly lvling sentinels then, there was one sentinel in our const.. Man I haven't seen any other PvE char make even 75% of what he was doing single-target in their insane DoT spec. Although on mob packs even I sometimes out-dps'ed him in full tank
  7. Ah so that's an interesting concept of "useless" then =) So it's an otherwise normal filler that you most often shouldn't have enough power to use? I look at it from a different perspective - that extra 2 force/sec regen while being hit buys you DS instead of a plain SS, approximately once every TkT use, with a nice bonus of getting PA proc every once in a while (which in turn automatically recharges Force Synergy.. and so on).
  8. With exactly the same spec and almost complete full-BH (2 Rakata pieces) I was parsing average 1,406 dps on an Ops dummy over 11 minutes: http://pics.livejournal.com/tsokotukher/pic/0003fcew Bursts were like 1800-1900 (which was totally not my goal). Have no idea if SimulationCraft is at all worth it because you would hardly learn to watch multiple Balance procs and cooldowns this way. Just saying. Getting a dummy at your ship will remove lags. UPD: Actrually this is for 58 hilt - did a quick parse now with 61 hilt, dps went up more or less by 100.
  9. It would definitely be great because I'm getting confused. Since when did Double Strike become useless? My spec has Applied Force: http://swtor.askmrrobot.com/skills/Shadow#9c79e762le-0-230f
  10. I would be very much interested to see some evidence to this. Also, I couldn't make much sense of logic here On the Stormcaller, stronger self-heals provide transparent effect, yet don't forget that same very fight you're targeted by Firebrand's avoidable attacks (~4k a hit IIRC) and mobs. Part of my confusion might stem from the fact that self-healing is not actually a mitigatoin of any kind, plus you can't really stop for 3 seconds any time you want, can you? (again, using the same fight you mentioned). Can't find the right topic atm, but the problem of self-healing being subject to overheal and some others were already discussed on the forum. One healer voiced an opinion that while having bigger hp capacity in itself helps the healer, shadow's self-healing hardly makes any difference when he's trying to keep him at max health all the time anyway. You officially lost me here =( Can you elaborate?
  11. Precisely what I'm seeing, analysis of several EC HMs and Nightmare Pilgrims shows 77.7% "raw" damage to be "white" attacks (i.e. melee/ranged subject to defense/shield mechanics). A more detailed drill-down follows: - Bosses - 79.2% white, 8.8% yellow energy-kinetic, 12.0% yellow internal-elemental. Bosses are Zorn, Toth, Stormcaller, a bit of Firebrand, Vorgath, Kephess, Night Pilgrim. - Trash - 75.9% white, 19.9% yellow energy-kinetic, 4.2% yellow internal-elemental No fancy theoricrafting here, only actual data. Unfortunately I don't have enough time to discuss the results in due length, but some points are worth mentioning. E.g. what's even more interesting is how your basic defensive stats manifest themselves in real situation, due to shadow's specific defensive mechanics (kinetic ward / deflection / resilience). White attacks: http://pics.livejournal.com/tsokotukher/pic/0003hhxy (nominal 25.04% defense, 45.53% shield - adjusted further to 65.53% by Kinetic Ward) One non-trivial outcome for me was that casual Deflection bumped my effective defense chance by 15-20%, which in turn lowered effective shield chance to net 32% (trash) - 37% (bosses). I increased my nominal Defense to 27.5% since then. NB: Uses = total swings; Misses = number of misses; Parries = number of parry / deflect; Shields = number of times attacks shielded; Regular = everything else. Uses = Misses + Parries + Shields + Regular. Yellow attacks: http://pics.livejournal.com/tsokotukher/pic/0003kche (nominal 2.0% resist chance) Resilience increased effective resist chance only to 6-10% (which was inefficient provided 5 seconds tech-force immunity every 45 seconds = 11% time if used every cooldown, I was able to increase it to 12% recently). NB: No distinction is made here between kinetic-energy and internal-elemental tech and force attacks. It should be made though because bosses on average deal triple amount of internal/elemental damage compared to trash - resulting in 27.8% real damage inflicted by bosses to be internal/elemental. Soo all facts considered, I figured a well-rounded balanced approach. Long story short, I spared 1,200 points between defense / shield / absorb to provide net 70% mitigation across all types of damage in EC HM, provided I know exactly what the ratio between white / yellow kinetic-energy / yellow int-elem attacks is from experience. This leaves room for slightly less than 27k health buffed, which works fine in all types of content to date. EDIT: Actually, it's 1,300 points and full details can be viewed at http://swtor.askmrrobot.com/character/962c4f26-43ef-4f11-8b68-30b6606a8e5a.
  12. You have to learn to use your evade saves pretty much every cooldown.
  13. ^ ditto Both Shadow and Guardian tanks in our raid are currently at about 27k with all applicable raid buffs.
  14. Feoktist

    Mitigation

    I smell butthurt from PvP here. Shadow's base value is 11%, actually. Don't forget about 10% mitigation from the Consular buff as well. True PvE tanking shadow will also enjoy extra 2% for a total of 23%. Plus every 45 seconds total immunity to all such damage for 5 seconds.
  15. With "Homegrown Pharmacology" and 2-piece armor set bonus it's down to 22 power which followed by a diagnostic scan normally allows you to keep floating above 60%.
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