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Brane_Ded

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  1. I solo'd the Tunnel Lurker with the Midnight Rakling, no outside help at all and got the achievement no problem. I found a group of 6 already attacking a nearly dead Tunnel Lurker so I pulled out my Crimson Rakling and fired off one shot for the killing blow and got the achievement there as well. I've tried 6 times with the Pale Rakling and all 6 times have not gotten the killing blow and still have not gotten the achievement. I believe the achievement may be linked to getting the killing blow on the Lurker or being in the group that gets the killing blow though I have not tested the latter. Edit [1/25/14] : Killed him in a 4-man group with no outside help and received the Pale Rakling achievement. I also got the killing blow in the group. Edit [1/25/14]: Solo'd him again with the Infested Rakling 3 times. The first 2 times, someone else joined at the very end and I did not land the killing blow and did not get the achievement. The 3rd time a group joined in about halfway though however I spammed all I had and nailed the killing blow and got the achievement [and another Crimson Rakling that I can't do anything with because the stupid thing is BoP]. All 4 achievements that I finally completed were done when I or another person of my group landed the killing blow.
  2. Another note about the Power Conversion Module, we already know it's not boosting damage in damage mode however it's also not reducing damage in shield mode either. I was able to complete every heroic space mission this week (except for the Kanz Minefield with its invulnerable satellite hardpoint objective) by running only in shield mode and face-tanking a lot of extra damage in order to focus more blaster shots on targets than I would normally take the time to do. (I also noticed that the heroic daily missions I was unable to complete from the previous day did not remove themselves from my mission list the next day and I was able to save them up and do them all today and still get all the reputation from them, minus Kanz Minefield of course.)
  3. There must be multiple issues with space combat as I tried out switching the Grade 7 Beam Generator with the Grade 6 version that I kept and there was no noticeable change to my blaster's dps. I was able to get to the exact same points in the missions that the Grade 7 BG got me to and no further. I tried swapping the Grade 7 Power Conversion Module for the Grade 5 one and still no change in dps. It feels like blaster cannons have been set to a specific damage amount and no change in blaster modules affects their damage output. I too have been doing the daily heroic space missions for the last 2 months and I did find an asteroid in Duma that was slightly different than it used to be. Its hitbox is slightly larger than normal while the asteroid still appears the same. Also of note, I found that the main satellite hardpoint in Kanz Minefield is bugged. I managed to blow it up, explosion and all, two times but the mission did not give credit for the kill so it failed both times.
  4. Can confirm that the grade 7 improved power conversion module does not affect blaster damage in #1 key mode. Enemy ships take the same number of blaster shots to kill whether it is turned on or off.
  5. I run SWTOR on mostly low/medium settings (due to an aged g-card) however the game typically uses 2 of my 4 cores and will sometimes proc the third core but not often and I'm usually at 50 fps just about everywhere in the game. After patch 2.3.3, all 4 cores have been going at no less than 50% and were all capping out in CZ-198 while only getting 1-2 fps. I have not changed a single setting in months and had no background programs running, not ever a browser or TS/Vent client up.
  6. I would agree with you, it feels more like 20% however I used Dulfy's numbers and she has 15% written down.
  7. Purple crafting components are only obtained from Bountiful and Rich missions if you're not using a 450 crew skill mission. Using a companion with no bonus to the crew skill, Bountiful will yield 2 purples on a crit and Rich will yield 4 purples. 450 crew skill missions will yield 6 purple components however those missions can also crit and yield 8 purples, so make sure to use a companion with full affection and a bonus to crit on the mission you use. The crit chance is 10% for orange missions and 15% for all others. A companion with full affection gains another 5% crit chance on top of its bonus, if it has one, where the number chance to crit is the percentage (i.e. +2 crit chance = 2% crit chance). Example, a companion at full affection with a +2 chance to crit on a 450 crew skill mission will be: 10 + 5 + 2 = 17% chance to crit. I personally gain around 20 Thermal Regulators in about 8 hours of crew skill missions using 4 characters with Slicing.
  8. Purple crafting components are only obtained from Bountiful and Rich missions if you're not using a 450 crew skill mission. Using a companion with no bonus to the crew skill, Bountiful will yield 2 purples on a crit and Rich will yield 4 purples. 450 crew skill missions will yield 6 purple components however those missions can also crit and yield 8 purples, so make sure to use a companion with full affection and a bonus to crit on the mission you use. The crit chance is 10% for orange missions and 15% for all others. A companion with full affection gains another 5% crit chance on top of its bonus, if it has one, where the number chance to crit is the percentage (i.e. +2 crit chance = 2% crit chance). Example, a companion at full affection with a +2 chance to crit on a 450 crew skill mission will be: 10 + 5 + 2 = 17% chance to crit.
  9. Armoring gave skill last month when I was working my way to 450. The 53 armoring will be the highest level ones that you can buy the schematic straight off the vendor. Level 55's are craftable with loot from high-end Op/FPs but they require some ridiculous materials so they are not easily mass produced without a full guild backing up your efforts..
  10. I have every crafting and gathering crew skill to 450 (and the master crafter title). If you just want credits without much time involved, Slicing will give you the most money for the least effort by selling the 450 crew skill missions and purple crafting components. If you want a crafting profession that will benefit you the most in your raiding, then Biochem's reusable stims, medpacks, and adrenals are where it's at. If you don't mind the time involved in crafting and can supply your own materials an Armormech with a companion that has at least +2 crit and full affection paired with the Slicing crew skill will yield the highest monetary returns by selling Aim/Cunning augments, mk-9 augment kits, and 450 crew skill missions.
  11. Get the +5 Synthweaving crit sensor for your ship droid (you don't need the special droid unlocked, just jump on a friend's ship who already has it and buy it there) and make mk-9 augment slots. On average when you craft 5, you will get 7 if you use the ship droid with that sensor and maxed affection.
  12. Brane_Ded

    PVP Gear

    The cookie-cutter dps gearing is typically full conqueror gear except for, - The level 50 matrix cube, augmented of course. - 72 rated barrels/hilts in your weapon/offhand The matrix cube gives full expertise with bolster so you get much higher stat gains overall and the 72 barrels/hilts will give a 10% gain to damage at the cost of ~20 expertise per barrel/hilt. (If you're a tank or healer, don't use the 72 barrels/hilts since you gain more benefit from the defense and healing percentage of the expertise than the 72 barrel/hilt will give.)
  13. That would be the change to Expertise that nerfed healing and boosted damage. That was the sum of BW's mass of under-the-hood changes. Was merely using the term as a reference to the timeframe I had expected it to be looked at, when they were re-evaluating all healing. I used to think that the WZ medpac worked with the shield's bonus healing until I tested using it with the shield up and without the shield and was getting the same healing numbers according to the log parsed by askmrrobot.com. Would be great if it did, maybe it used to but not anymore.
  14. Over the course of major and minor class changes since the big "Under-the-Hood" healing modifications (where I had expected it to become useful), the Med Shield passive skill has yet to have any use beyond its very brief window of life. The "15% increased incoming healing while Shield Probe is active" sounds useful but realistically translates into, "quick mash Surgical Probe right after Shield Probe to get the minor extra health before my shield is taken down by the next incoming hit" because my shield will already be gone before I can get off either of the induction heals or a decent number of procs from either of the HoTs. Also, there is no point to using Shield Probe when not taking damage so the Med Shield passive will never see its use outside of a fight and rarely, if ever, see its full potential during a fight. At around 2k hitpoints absorbed before failing, Shield Probe is the weakest of all the healer class shield skills and at the 50 pvp bracket level with at least Battlemaster gear, there is no class that cannot get the 2.5k single hit damage medal in any given round with relative ease let alone amounting at least 2.5k damage within a single global cooldown. Could we maybe have that passive persist for the entire 15 second duration that Shield Probe would have lasted even when it is removed by the next enemy that takes a swipe at us? If the Bounty Hunter can have an additional 20% incoming healing off its Energy Shield for a full 12 seconds (15-18 seconds if using set armor) no matter how much damage is taken, why does the Operative's feel like a waste of 2 skill points? [i realize the Bounty Hunter's shield has a cooldown of 120 seconds while the Operative's shield cooldown is 45 seconds however, the 1 extra time we get to use our shield while the BH's is still on cooldown only nets us a realistic 1 extra quick use of Surgical Probe still only making it an effective 1.5 seconds of bonus healing (the time it would have taken to hit Surgical Probe back-to-back if the shield persisted long enough), which is still not even 1/10th the amount of bonus healing time the BH gets and is still at 5% less to begin with.] Along similar lines, how about actual damage absorb numbers for Shield Probe, Static Barrier and Sonic Barrier instead of the nonsensical "moderate" and "high" designations they currently have?
  15. Just personal preference but I would rather see te cutscene animations modified to use the techblade instead of the imaginary pistol. Most of the cutscene kills are within point-blank range and the phantom pistol doesn't make sense so why not use the blade you've always had? Similarly have the Smugglers use the shotgun.
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