Jump to content

thasensei

Members
  • Posts

    130
  • Joined

Reputation

10 Good
  1. Fume <Forbidden> Commando - Assault 2/8/36 - 3330 (4:59) Parse: http://www.torparse.com/a/522611/1/0/Overview AMR: http://swtor.askmrrobot.com/character/fc37bbab-1b49-4b40-a868-3b66bfd2bc36
  2. Fume <Forbidden> Commando Assault 3216 (5:09) http://www.torparse.com/a/516662 Need to update AMR
  3. Great job with this parser. We switched to Parsec a few weeks back and it's been great. The new archive feature is awesome. Only bad thing that I've noticed is that the raid data stops updating if you die. By that I mean if I die, everybody's numbers stop updating on my parser. A few other people in my raid have mentioned it as well, so I don't think it's just me. Is this a known issue? I guess the workaround is to just stop dying...
  4. You know as many times as I've looked at this, I never saw that section (whoops)! I'm working on minimizing my delay after CoF procs and predicting those HSM/Rail shots better and it definitely helps things flow better. Thanks much for the feedback!
  5. Fume <Forbidden> Commando Gunnery TORParse AMR 2989 at 301s [couldn't crop at 300]
  6. An interesting experiment would be to look at heals received rather than damage taken. This helps to take into account healer's perception of the damage that the tank is taking. We tried this in my guild comparing fights such as TFB Dread Guard (roughly even damage split between the tanks), and Operator IX's yellow phase (swapping tank roles each run). Unfortunately we were working with a small sample size, so we couldn't come up with anything useful. My gut impression was that the mitigation tank received less healing during moderate-damage phases and essentially the same healing as the endurance tank during heavy-damage phases.
  7. The biggest problem that I have with my Commando is that I feel it's the baseline and nothing more. There's nothing special about it. No cool animations (Mercs get to use their jet packs, Knights jump around, Smugglers roll around), no unique utility; there's nothing to make the class stand out. So here's a few utility ideas that might add a little flavor to the class. Utility Ideas: Increase group efficiency. Perhaps in the form of increased ammo rate regeneration or an alacrity buff. This helps all roles to some extent, and it's not just a clone of another class's ability. It also fits the "commando theme". Auto-Revive Probe. A probe that you can place on one person which lasts some decent amount of time (i.e. 60 seconds or more) that will automatically throw a combat revive at them - uses a different debuff than the normal combat revive debuff. It's more reliable than a stealth revive, but can't be used as often. Life Saving Tackle. An ability that lets us push our allies out of the line of fire (preferably without interrupting them). Threat Dampeners. I've got a giant cannon, beastie; pay attention to me, not that Sentinel with his glow sticks. Perhaps this reduces threat for everybody that doesn't currently have aggro; like a raid-wide aggro dump. It's a subtle thing, but it could be situationally useful.
  8. I'm hoping for some tips/advice to improve my gunnery mando. I do alright, but I know there's room for improvement. Any and all help would be very much appreciated! TORParse AMR On the gear (to save you picking through the AMR), I've nearly got all the upgrades that I can get with comms (no token drops yet). I'm still using a Dread Guard BA relic while I wait for a DF drop. I'm using two 69 and two 72 armorings for my set bonus. I'm using all 69/72 enhancements rather than the high-endurance 78s.
  9. I'm hoping for some tips/advice to improve my gunnery mando. I do alright, but I know there's room for improvement. Any and all help would be very much appreciated! TORParse AMR On the gear (to save you picking through the AMR), I've nearly got all the upgrades that I can get with comms (no token drops yet). I'm still using a Dread Guard BA relic while I wait for a DF drop. I'm using two 69 and two 72 armorings for my set bonus. I'm using all 69/72 enhancements rather than the high-endurance 78s.
  10. Since the tank classes effectively have two optimal gear builds, I thought it might be useful to consider the most efficient ways that we can build two different sets of gear. I know some people were rather annoyed at the thought of having to carry around two sets of gear, but I think we can get pretty close to optimal numbers by just having one or two extra pieces. Option 1 - switch your proc relic Just changing from a defense proc relic to an absorb proc relic should shift your stats by 200+ points. This seems like a really easy way to shift back and forth. For VG/PT, would it be worth using a Shrouded Crusader (click shield/abs) relic since that would help accommodate for the huge swing in shield? Option 2 - offhand and one other non-set bonus piece If you create one of each of these with all absorb and all defense, that gets you between 218-280 points depending on which mods/enhancements you use. Option 3 - augments Double up on those items that are easier to get but that have static values. This includes wrist, waist, and earpiece. Maybe offhand and an armor piece as well, since you can get the mods from the wrist/waist tokens. This is obviously the most cumbersome method, but it might be a good option if you need a big swing in shield points. Has anybody gotten to a point where they're starting to build two optimized sets? If so, what's working for you?
  11. If you want to figure out your current total budget, add your def+shi+abs as shown on your character sheet (you can see the rating number by moving your mouse over the stat in question). If you want to figure out your projected total budget (i.e. if I had all Underworld gear, what would my budget be?) you can either manually do the math based on the vendor, or you can use an armory such as AskMrRobot.
  12. My point was that your original formula (as written) has the PROCSTAT in the denominator, but I believe you intended it to be in the numerator. I'm sure anybody doing the calcs would have figured it out, but I just figured I'd point it out for clarity.
  13. I'm pretty sure you switched around the formula when you typed it up. I believe it should be: Static Stat = (6*0.3*f * PROCSTAT) / (1+0.3*20*f)
  14. I might be off here, but I believe the guarding 4pc bonus gives you something like 20 dmg absorbed per second. The 2pc is more difficult to calculate....I think it grants around 40-80 dmg mitigated per second depending on the fight (and assuming abilities are used off CD). I think four 78 armorings give close to 1% additional DR over arkanian. If those numbers are accurate, I think the 1% DR comes out about equal to the 2pc+4pc, generally speaking. Though the 78 armorings give you ~900 extra HP.
  15. I'm curious if anyone's determined if it's better to keep the 69 set bonus or drop the set bonus and upgrade to the 78 comm armorings. Same question for the 72 set bonus, since those are going to be easier to get now. While we're at it, it might be worth looking at the 2pc and 4pc bonuses separately. I understand that most generally advocate a high-mitigation build, but the jump from 69s to 78s is rather significant, and it seems like it's worth at least considering.
×
×
  • Create New...