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BW, What do you consider acceptable damage, see pic inside

STAR WARS: The Old Republic > English > PvP
BW, What do you consider acceptable damage, see pic inside

DaedalusV's Avatar


DaedalusV
01.25.2013 , 08:38 AM | #11
1393 Expertise, EWH/WH mix (need the other EWH relic for 1396 (max) but tbh I'm thinking of finally going for some PvE armourings instead. That would just increase smash damage numbers though since I'd loose mitigation)

No screenshots, but I regularly see 5-7k smashes on me.
"you're going to find that many of the truths we cling to depend greatly on our own point of view."
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WaywardOne's Avatar


WaywardOne
01.25.2013 , 09:18 AM | #12
Lots of classes/specs can do more damage to you faster than a smasher can. If you don't want to see 6k #s on your screen use a guard and a bubble and remind your guard to taunt.

shojj's Avatar


shojj
01.25.2013 , 09:38 AM | #13
It's funny how people whine about the single target damage of rage warriors (Or the jedi equivalent) while powertechs / vanguard deals more single target damage, why not whine about those?


This thread, is about a powertech (#1 single target dps'er, as far as I know), whining about a rage warrior's single target damage. There's no logic in that. Powertechs got Railshot, that can crit 1.2k resil juggs for 5k+, and that has a chance to have it CD reset and do it again within seconds.

This thread is irony.

Edit: Would just like to clarify, I'm not defending smash, I'm just pointing out the irony in this thread. Smash does indeed need a nerf imo, I'm not sure how though (My main is an optimized smasher).
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Khrell's Avatar


Khrell
01.25.2013 , 10:03 AM | #14
This wasn't a whine, What I originally asked is how much is too much to BW. Also to the guy above that questioned low aim read the intro I said I was at respawn and hadn't rebuffed yet.

I flat out want to know if they are designing pvp for people to be 3-4 shot or if they want it to stretch a little longer. Even the best geared dps at 20k can get roflstomped fast with stuns etc. They used to nerf any class that could break 5k and it was hella hard to break 5k, and now it's common to see 5-7k dmg from Snipers, Bh's, Juggs etc.

Hell I'll be the first to admit I can dish out some nice dmg as well with double railshot and Td going off theres 10-15k right there as well. I've been playing since beta and originally the dmg was never this fast coming in. If it was they'd nerf it. Why they continue to let it scale out of control as players figure out ways to min/max power into thier builds is bypassing what they saw for the original design of Expertise.

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Joesixxpack
01.25.2013 , 11:31 AM | #15
You'll never get your Big Time title at that rate.
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foxmob's Avatar


foxmob
01.25.2013 , 12:46 PM | #16
Quote: Originally Posted by shojj View Post
It's funny how people whine about the single target damage of rage warriors (Or the jedi equivalent) while powertechs / vanguard deals more single target damage, why not whine about those?


This thread, is about a powertech (#1 single target dps'er, as far as I know), whining about a rage warrior's single target damage. There's no logic in that. Powertechs got Railshot, that can crit 1.2k resil juggs for 5k+, and that has a chance to have it CD reset and do it again within seconds.

This thread is irony.

Edit: Would just like to clarify, I'm not defending smash, I'm just pointing out the irony in this thread. Smash does indeed need a nerf imo, I'm not sure how though (My main is an optimized smasher).


yes. 7k single target. and 1-3 other people are also getting hit by the same ability for 3-6k. you're right. it's all about those damn pyros.

Ghost_Spectre's Avatar


Ghost_Spectre
01.25.2013 , 01:05 PM | #17
Quote: Originally Posted by Khrell View Post
Why they continue to let it scale out of control as players figure out ways to min/max power into thier builds is bypassing what they saw for the original design of Expertise.
Therein lays the problem. By allowing this to happen it skews their matrixes and renders any balance completely out of line. Min/Maxing should not be allowed. Armor, Mods, and Enhancements for each AC should be locked to that type. Example, a Force Master component will only work in the gear it came with or with all the components as a whole. They have the ability to lock the armor to each piece; they can do the same for all of it. Conversely, any time that you mix match these pieces in PvE gear, you lose the bonuses. Likewise, PvE components should not be allowed to work with any PvP components.

They designed these components for a reason, balance. All these components should be restricted to working together to obtain the bonuses, not just the armor. And now that EWH belts and bracers are modable, those can be included in this too. Players taking it upon themselves to exploit the numbers by min/maxing their gear should be penalized for doing so. Then I bet youll see the numbers coming more inline and help restore the balance between the classes better.

shojj's Avatar


shojj
01.25.2013 , 01:05 PM | #18
Quote: Originally Posted by foxmob View Post


yes. 7k single target. and 1-3 other people are also getting hit by the same ability for 3-6k. you're right. it's all about those damn pyros.

And you didn't see the point of the post. Thread's about single target damage.


Ignorant troll.
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jizerai's Avatar


jizerai
01.25.2013 , 01:47 PM | #19
Quote: Originally Posted by shojj View Post
And you didn't see the point of the post. Thread's about single target damage.

Ignorant troll.
You're absolutely right. We shouldn't factor in what the ability actually does when we talk about how they perform.

Regarding the actual topic at hand, I'd say this is a very common phenomenon in MMO's. Damage spirals "out of control" (I'm not sure if we're there quite yet, but the signs are there at the very least) as new sets of gear are introduced. Mainly because of how damage is calculated in comparison to damage mitigation and HP pools.

What I mean by that is that the damage is disproportionate in relation to how long people are expected to live. Of course, if we factor in one-two good healers and coordinated group efforts, that TTL will be increased (to infinity, in some cases). It's a very hard balance.
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Raansu's Avatar


Raansu
01.25.2013 , 02:07 PM | #20
Quote: Originally Posted by Shatterstar View Post
Wow, love those 31/31/31 specs.
You do realize that the big force scream hits come from carnage/combat, and that a hybrid of carnage/rage that could acquire the big force scream hits, would be gimped in smash/sweep damage and set-up? (They would lose the top 2 talents of the tree, force crush for shockwave build, and resonance for increased force crit damage. So they could only really use force choke to build shockwave then, and would do overall less damage even when they finally did smash.)

Everybody should agree that smash/sweep needs an adjustment, just as bubble-stun does. But presenting inaccurate data as your facts does nothing to help your cause. I am also pretty sure we didn't need another "nerf smash" thread, the other 3000 are more than enough....
It's not uncommon for a rage spec player stacking power to hit 3-5k force screams.... I've jumped someone on my juggernaut before and did a 7k smash, 5k scream and a 6k vicious throw.