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6.0 Augment Performance


TerraStomper

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Using the accuracy+alacrity+critical stat pool as a basis for comparison, Augment contributions to gearing are as follows:

 

Grade   Augment Description                                Performance
10         Prototype (Blue) Level 65, Rank 220        1.94% (86/4444)
10         Artifact (Purple) Level 68, Rank 228         2.16% (96/4444)
[color="red"]10         Artifact (Purple), Level 70, Rank 230        2.18% (97/4444)[/color]
10         Artifact (Purple), Level 70, Rank 232        1.22% (54/4444)
[color="red"]10         Legendary (Gold) Level 70, Rank 236      2.21% (98/4444)[/color]
10         Legendary (Gold) Level 70, Rank 238      1.24% (55/4444)
[color="red"]10         Legendary (Gold), Level 70, Rank 240     2.23% (99/4444)[/color]
10         Legendary (Gold) Level 70, Rank 242     1.31%  (58/4444)
11         Prototype (Blue) Level 73, Rank 276       1.22%  (95/7800)
11         Artifact (Purple)  Level 75, Rank 286       1.38% (108/7800)

 

A stat pool of 4444 is about the most alacrity, accuracy, and critical a player can stack in 5.10.4 not considering relic procs. A stat pool of 7800 at level 75 is about the ideal sweet spot for alacrity, accuracy and critical that would produce the same performance as a level 70 character in 258 gear, 240 augments, and stim. No level 75 gear or stim combination can achieve 7800.

 

Grade 11 augments noticeably drop in performance compared with the non-nerfed grade 10 versions at level 70, from about 2.2% to 1.4%. The legendary 240 augments could contribute about 31% (2.23% x 14) to the level 70 stat pool. The Artifact 286 augments can contribute at most 19.3% (1.38% x 14) to the level 75 stat pool. I have yet to see a Legendary grade 11 augment to see how it compares.

 

In any case, going from level 70 to 75 we see augment contributions to gear stats have been relatively nerfed about 11.7%. This is due to the level 75 stat pool growing 75% (7800/4444) compared with the level 70 stat pool from 5.10.4.

 

Rank 230, 236 and Rank 240 augments have been removed from the game, replaced with 232, 238 and 242 versions that move about 42% of their tertiary stat contribution over to either power or defense. This change brings them in line with what appears to be 6.0's gearing objectives, but it also severely nerfs them when doing any Level 70 content relative to what players could do in 5.10.4. 6.0 Level Synch is preserving tertiary (absorb, alacrity, accuracy, critical, shield) and defense statistics for the level 75 character doing level 70 content but it is also capping mastery, endurance and power statistics. In effect, this nullifies mastery, endurance and power contributions from augments as well as relic procs, stims, class buffs, and many of the new +2% set bonuses available in 6.0.

 

I think Bioware should consider reverting back to 230, 236 and 240 augments. The change hurts level 70 characters. Gear options to level 71 to 74 players are also somewhat sparse. The rank 232, 238 and 242 augments do have a place running 71+ PvE content and PvP, but once Rank 276 augments become available, the old augments and their replacements will be obsolete.

 

On take away from all this is that players should probably maintain two sets of gear for their characters. One for level 75 content and PvP, and one for level 70 content and below. In level 70 content, power is capped at 3389, so the player might as well compensate by stacking high item level but otherwise junk defense mods and 228 augments in the level 70 set, and otherwise use their best gear for their level 75 set, flipping between one or the other based on what content they're doing.

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I would really love to see your math and where you expect to get these stats from that will give you 7800 points?

 

Ear and implants give 431x 3 =1293

Enhancements 451x7 = 3157

Augments 108x14 =1512

stim 264 accuracy 108crit = 372

gems = 82

----------------------------------------------------

6416

 

This does not take into consideration that some of those stat numbers will be wasted as you need a certain amount of each stat

1214 Alacrity for 1.4GCD

1589 Accuracy for 110 any more is a waste and better to have power in those slots.

the rest goes into crit. about 3200

flip it for 1.3GCD and you have about 1200 left for crit.

1512 is 23.566084788% of the stat pool of 6416

 

 

Either way how do you have 1400 more points than I have seen?

How do you have 1800 more point then my toon currently has on the PTS

3065 Critical

1295 Alacrity

1612 Accuracy

MK10 stim 240 acc 99 crit -34pts

228 augments -168 from the mk 11 augments

Relics do not have any crit on them and I have not heard of any that do.

Tell me where these 1800 points are coming from? I would love to have the so I can get my 1.3 GCD and have 3000 points for crit?

 

My current 258 toon on live

1831 crit

1894 alacrity

746 accuracy

4471

add the missing 14 points since I don't have the 240 augments

4484 so I get 30.9099% of the stat pool

So I will agree that the augments and stims are way weaker.

But I pulled 15271 on my parse

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Using the accuracy+alacrity+critical stat pool as a basis for comparison, Augment contributions to gearing are as follows:

 

Grade   Augment Description                                Performance
10         Prototype (Blue) Level 65, Rank 220        1.94% (86/4444)
10         Artifact (Purple) Level 68, Rank 228         2.16% (96/4444)
[color="red"]10         Artifact (Purple), Level 70, Rank 230        2.18% (97/4444)[/color]
10         Artifact (Purple), Level 70, Rank 232        1.22% (54/4444)
[color="red"]10         Legendary (Gold) Level 70, Rank 236      2.21% (98/4444)[/color]
10         Legendary (Gold) Level 70, Rank 238      1.24% (55/4444)
[color="red"]10         Legendary (Gold), Level 70, Rank 240     2.23% (99/4444)[/color]
10         Legendary (Gold) Level 70, Rank 242     1.31%  (58/4444)
11         Prototype (Blue) Level 73, Rank 276       1.22%  (95/7800)
11         Artifact (Purple)  Level 75, Rank 286       1.38% (108/7800)

 

A stat pool of 4444 is about the most alacrity, accuracy, and critical a player can stack in 5.10.4 not considering relic procs. A stat pool of 7800 at level 75 is about the ideal sweet spot for alacrity, accuracy and critical that would produce the same performance as a level 70 character in 258 gear, 240 augments, and stim. No level 75 gear or stim combination can achieve 7800.

 

Grade 11 augments noticeably drop in performance compared with the non-nerfed grade 10 versions at level 70, from about 2.2% to 1.4%. The legendary 240 augments could contribute about 31% (2.23% x 14) to the level 70 stat pool. The Artifact 286 augments can contribute at most 19.3% (1.38% x 14) to the level 75 stat pool. I have yet to see a Legendary grade 11 augment to see how it compares.

 

In any case, going from level 70 to 75 we see augment contributions to gear stats have been relatively nerfed about 11.7%. This is due to the level 75 stat pool growing 75% (7800/4444) compared with the level 70 stat pool from 5.10.4.

 

Rank 230, 236 and Rank 240 augments have been removed from the game, replaced with 232, 238 and 242 versions that move about 42% of their tertiary stat contribution over to either power or defense. This change brings them in line with what appears to be 6.0's gearing objectives, but it also severely nerfs them when doing any Level 70 content relative to what players could do in 5.10.4. 6.0 Level Synch is preserving tertiary (absorb, alacrity, accuracy, critical, shield) and defense statistics for the level 75 character doing level 70 content but it is also capping mastery, endurance and power statistics. In effect, this nullifies mastery, endurance and power contributions from augments as well as relic procs, stims, class buffs, and many of the new +2% set bonuses available in 6.0.

 

I think Bioware should consider reverting back to 230, 236 and 240 augments. The change hurts level 70 characters. Gear options to level 71 to 74 players are also somewhat sparse. The rank 232, 238 and 242 augments do have a place running 71+ PvE content and PvP, but once Rank 276 augments become available, the old augments and their replacements will be obsolete.

 

On take away from all this is that players should probably maintain two sets of gear for their characters. One for level 75 content and PvP, and one for level 70 content and below. In level 70 content, power is capped at 3389, so the player might as well compensate by stacking high item level but otherwise junk defense mods and 228 augments in the level 70 set, and otherwise use their best gear for their level 75 set, flipping between one or the other based on what content they're doing.

 

Are 242 level 70or 75? Currenbtly there is a competly different augment for level 75 that has stats 50 points higher than the item level 10 augment......

 

The only way to craft them is to complete conquest 5 times in a week. So its safe to assume that the numbers shown here are off drastically. Please show screenshots of the augs that you have crafted using Level 11 mats as well as your statistics please.

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Are 242 level 70or 75? Currenbtly there is a competly different augment for level 75 that has stats 50 points higher than the item level 10 augment......

 

The only way to craft them is to complete conquest 5 times in a week. So its safe to assume that the numbers shown here are off drastically. Please show screenshots of the augs that you have crafted using Level 11 mats as well as your statistics please.

 

The 242s are Level 70. The 276s are Level 73, 50 points higher. The 276 augment now requires 5 solid resource matrices, which is 2 and a half weeks of personal conquest. They 286 augments, I don't know.

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I would really love to see your math and where you expect to get these stats from that will give you 7800 points?

 

As I stated, level 75 gear cannot achieve 7800 points. This stat pool estimate comes from:

 

  • 1589 accuracy (for 110%)
  • 3206 alacrity (for 1.3 GCD on a character without +3% alacrity)
  • 3005 critical (for a rough 45% crit chance)

 

The 4444 stat pool comes from:

 

  • +738 accuracy (for 110%)
  • +1857 alacrity (for 1.3 GCD on a character without 3% alacrity), or so I've been told
  • +1849 critical (for a rough 45% crit chance)

 

258 gear, along with a proficient stim and 2 eviscerating crystals exceeds this. +746 is as close to ideal as we can get for accuracy, and 1859 alacrity, while placing everything else in crit.

 

I did it this way to attempt to more accurately compare grade 10 and 11 augments.

Edited by TerraStomper
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Again you have to use available numbers not what you think it should be.

By using the caps of the tertiary stats you are in no way representing accurate information.

I would love to have those numbers and if I did I would give a rats behind how I got there.

 

What I will agree on is that there is a 6 % difference.

a 4% difference with the stats I have on my toon on pts.

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Again you have to use available numbers not what you think it should be.

By using the caps of the tertiary stats you are in no way representing accurate information.

I would love to have those numbers and if I did I would give a rats behind how I got there.

 

What I will agree on is that there is a 6 % difference.

a 4% difference with the stats I have on my toon on pts.

 

I never meant to infer that these numbers are what I think they should be. I apologize for coming across that way.

 

I started this out by using the best targets we can reach, but then alacrity and crit chance wouldn't compare evenly. As your build shows, you had to go over the ideal accuracy cap by 8 points, and the ideal alacrity cap by 37 points. If you had used 240 augments, and swapped out one enhancement and one augment, you would be over ideal alacrity cap by 2. You could then get pretty close to 1900 crit rating as well.

 

The same thing happened trying to compare grade 10 and grade 11 augments -- the static differences between them kept wobbling back and forth as I tried to normalize them.

 

Of course this 5.10.4 stat stuff goes out the window once 6.0 lands.

Edited by TerraStomper
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  • 1 month later...
The 242s are Level 70. The 276s are Level 73, 50 points higher. The 276 augment now requires 5 solid resource matrices, which is 2 and a half weeks of personal conquest. They 286 augments, I don't know.

 

How do you obtain the schematic to craft the augments? I can't find any into.

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So, the reason I can't find a 286 augment mats list is because very few people have it and those that do aren't sharing (for obvious reasons, they are going for +-35mil on the gtn)? XD

 

Or most likely your google skills are a bit lacking, there are screenshots on sevreal discords and websites, I wouldn't say that the schematics are that rare either, maybe during the first few days of 6.0 but at this point nah.

 

Here are the mats for Synthweaving, just swap out the Synth mats for Arms/Armor and you know the things.

3xArtifact Syntex Synth Bonded Cloth, 5xPrototype Lustrous Synth Bonded Attachment, 5xLegendary Ember, 5xSolid Resource Matrix & 10xProcessed Isotope Stabilizer

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