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elidion

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  1. I have played space combat sims since I fell in love with the first Xwing and Tie Fighter games back in the 90s, even won a contest at a huge local LAN event in 1999 for Dominating in Descent 3 which has no floor. My problem isn't an undeveloped spatial intelligence, it's that my ship goes all over the place. I can't just fly straight, it's always pulling to the right, I have no way to get my ship under control and i've never experienced anything like this in any other flight game. I run multi monitors and there is a whole bunch of people here saying there is issues with it so I imagine my problem is with some strange bugs. I have my cursor in the middle of my screen, I click Ready and put it back in the middle and wait for match to start, I don't touch a thing, my ship warps out and this starts spinning like crazy. so to try and go straight I have to move my mouse left and right real fast, I tried a few matches before I gave up, it's impossible for me to control in its current state, but I can hop in planetside 2 and fly a reaver and dominate no problem, which is what I ended up doing last night. While some people might not have the ability to do it, I think there is probably a lot of people having issues due to bugs and problems with the game.
  2. It's exactly right, you just said it a different way. He said you would get 2500exp from a 1000exp kill. Which is the same 250% you are mentioning. HE was pointing out the 25% was after the base exp doubling which is completely accurate. He was pointing this out because all other exp boosts in the game are additive.
  3. I too am with the sticky grenade crowd, I see the point the naysayers are trying to make, but in my guild my DPS doesn't start until I'm on the boss. I've never had trouble. The way I do it before I'm about to start a boss is I charge up my shoulder cannon so that I get all 4 charges. I'll pop battle focus and throw the grenade, followed by my storm. At that point, my DPS starts hitting the boss. While spamming shoulder cannon (which is not on the global cooldown so you are still free to use other abilities) I will Ion pulse for the debuff on the boss, stock strike, high impact bolt. At this point I usually have Energy blast up (which is also off the global cooldown and can be used with other abilities) which i'll pair with a 2nd ion pulse. By now it isn't uncommon for me to be over 40k threat and the DPS in my Op has only been active for 6 seconds. At this point if pulse engine procs, I'll use pulse cannon, watch for stockstrike to proc off cooldown, use it when it's up, energy blast when it's available, high impact bolt when it's off cooldown. that's all I watch for and use Ion pulse as a filler or Hammer shot if my energy is getting low. It's safe to say that I never have to taunt on a single mob, I only use taunt for tank swaps and multiple mobs/adds. Also there is a lot to be said about playing with a good group of people that knows their class, and knows when to use their threat dump abilities. Also guards on your most "bursty" DPS can help a lot if you're having trouble. Also in regards with how to gear, http://syngex.net/tankstats/index.php will help you.
  4. Well looks like dipstik changed his based on my post here, and I think he was already calculating it properly so he will have to change back
  5. From http://www.swtor.com/community/showthread.php?t=685465 Same place KBN was getting his from. in fact in an effort to close the gap in differences between our numbers, I used the same exact values as he did in his formula he had posted at http://www.swtor.com/community/showthread.php?t=616779
  6. Here is a SS. http://syngex.net/tankstats/resist.jpg Maybe I worded it and got terminology wrong. The picture of me is with and without the 4pc bonus (in pvp gear at the time). When I get my 4 piece it gives me 2% reistance, the 2% resistance counts as a skill/buff bonus on the melee and ranged dodge percent (and a 2% on the defense in my stats). So that is why I said to think of resistance as defense for all damage types. When I am calculating defense percentage from rating, and including base defense & talents and set abilities, I am adding in the resist. KBN's numbers is including this percentage, and I think based on his comment above mine here is we are calculating it out the same way, only we are calling it different things. If every ability that grants resist grants equal amounts of defense then you can say 2% resist and 2% defense. I just figured that the 2% resist is what caused the 2% defense...either way we are still coming to the same numbers. Which in this case is 6% extra defense to a vanguard/powertech on top of the 5% base, for 11%. If you don't have the 2% resist bonus from the 4 piece gear set you only have 4% extra for a 9% total defense. I apologize if I created any confusion.
  7. They're Hard Mode currently. I'm still working on it and adding features, I might add the ability to view NM. Right now I am working on adding ability to choose you relics.
  8. Melee, Ranged - Kinetic & Energy attacks are affected by Defense, Sheild/Absorb and Resistance. Force, Tech - Kinetic & Energy are affected by Shield/Absorb and Resistance. Armor damage reduction really doesn't play into ideal tank stats since they are equal across the board. Tank stats don't affect Internal/Elemental damage either so those go ignored when calculating as well, you only look at MRKE and FTKE Resistance is like defense, but it works on both MRKE and FTKE attacks. In game, if you have 2% resistance, you can visually see it bumps the "Defense" percent up by 2. It's a common myth that Resistance makes you take 2% less damage, but it's actually just 'defense for all damage types'. Another thing to remember is when calculating shield you have an "actual" shield percent because this is a 2 roll system. Meaning there is 1 roll to check if the attack hit, if it does, there is another roll to check if the attack is shielded. So for example if you had a 50% chance to shield, and 20% defense, that means you only have the opportunity to shield 80% of the time, so you actually get 50% of 80%...which is 40%. So on MRKE your 50% shield is actually only 40%. For FTKE you do the same with resist, so if you had 2% resist, you would only have the opportunity to shield 98% of the time, so your 50% shield is actually only 49% on FTKE attacks. That is why we use mrkedamage * (1 - (1 - (defensepercent + resistancepercent) + 0.05)*(1 - shieldpercent]*absorbpercent)) to see what the average MRKE damage would be. ftkedamage * (1 - (1 - (resistancepercent) + 0.05)*(1 - shieldpercent]*absorbpercent)) to find the average FTKE damage would be. You also got to evaluate against shield and defense minimums. We also assume certain things. KBN assumes 4 peice set bonuses for all the tanks, vanguards/powertechs he assumes oil slick/riot gas, assassins/shadows he assumes their ward is up ect. Those are things that might make you have some different calculations. I have a calculator at http://syngex.net/tankstats that tells you where I am accounting for extra bonuses. It calculates ideal stats by looping through the possible combinations to find the one with the lowest Damage Taken Per Second (DTPS)
  9. You are correct, and to answer your other question about being in full 69 mods, it all depends if you have your BiS enhancements, augments, ear, implants and relics. To give you an idea, if you were to have full Blackmarket MK-1 gear bought with (what is now basic) comms, your stat budget would be 1738 with Stim. That is 162 rating with 69 mods/armoring/enhancements. Now if you were to actually get full Arkanian gear from running SM S&V/TFB you could have 2181 with BiS mods. To give you another bit of information, if you used all your ultimate comms to gear up in full Oriconian MK-1 gear your stat budget would be 2138. Which pretty much means the stuff you get with ultimate comms is a slightly less effective version of Arkanian with a crap load of Endurance.
  10. While i'm glad to see this feature, a lot of the other ideas you gave sound awesome, I think PvP was the easy choice in the end. A lot of people I have talked about have had their excitement quickly go away upon learning it's PvP only. Hopefully in the future with the tech in the game now you'll be able to expand on it and add some of the PvE content. I would love for some day to see a Flashpoint or Operation where the first boss is a ship you destroy in space. Or a Daily Hub that takes place on a destroyer that gives you missions to complete PvE objectives in free space.
  11. It never occurred to me that they would mix it with standard PvP. They aren't marketing it as "patch 2.5 we are adding a new warzone". They are marketing it as an expansion, a new separate layer of the game, with its own set of ships, upgrades, vehicles and bonuses (possibly reputation). They are only making it available to subs in December, preferred players in Jan and then F2P in Feb. To me that sounds like a way to try and get subs before end of year. And if this was to mixed in standard pvp queue, would require bioware to create a new queueing system that filtered out non subs to the select warzone, which is giving them way too much credit. It would also make it so people that didn't want to do it could unsub and buy warzone passes to get around it, at least for a month.. I could be wrong but based on the info given I don't see why they would just throw this into a random warzone queue. Would be a pretty lame "expansion" if the new expansion content could only be seen in a 1 out of 7 random warzone.
  12. Amber that is not the same issue we are talking about. The combat logs posted are about the uninterruptibe, unclensable AFFLICTION the Guardians cast.
  13. So in other words the "free" expansion is just a fancy way of saying we're getting a content patch adding a new 12v12 open space warzone. Don't get me wrong..I love it, it's cool...but calling it an expansion is a bit much.
  14. I was curious, has anyone confirmed or debunked that the captives are linked? Like maybe the amount of health dropping has something to do with the DPS damage, and damage the tank takes in his? Reason I bring this up was our very first attempt the tank was really slow to getting to his portal, like after the DPS already killed their guy. The Doomed Captive inside did nothing...and then we failed the tank. The next time around, the tank went in at the same time as DPS and this time the guy was blasting a greenish AOE thing on the tank...it was clearly different. The healers also said their captive was already half dead by the time they got into their area. DPS were always in first. Next time around I am going to have everyone run to and not enter until we are all ready to step in at the same time.
  15. Since this issue exists we went to DP instead and actually discovered another SM only bug, the healing challenge on Raptus is impossible to win. There are a bunch of threads on that as well, it is much easier on Hard Mode. Well I should say, it's possible to complete on HM vs impossible on SM lol. I can't believe there were absolutely NO ops tweaks in this patch. At least the Raptus bug isn't the end of the world...just makes the boss slightly more harder.
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