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Doyletdude

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  1. In my personal experience, my client crashes if i spacebar during the hyperspace travel of Foundry, or during the hyperspace travel at the end of Black Talon. My personal observations would suggest that the part of these cutscenes causing crashes are in fact the hyperspace animations. Just something to pass along to the Devs i think.
  2. it is refering to other relic effects with similar abilites. as in if you equip two cerulean novas, only one will ever hit. or even if its a different damage type, like relic of dark radiance, they wont play nice together. no skill or ability you have will stop it from working
  3. I have two seperate things to say, they might sound contradictory but they aren't. I do NOT think this needs to be nerfed. i have very much enoyed the challenge. I had guildmates help with the first two heroic 4s, and that was fine. BUT... there is a design "flaw" that needs to be changed in the final shroud H4, and thats the part where all 4 group members must actively be on the quest to hit the puzzle buttons. i dont think finding a group would be so hard if you could have anyone help you, but contrary to a previous post they must all be on the quest to get past the second room at. changing this may fix most peoples problems. but no i dont want them to nerf the difficulty.
  4. after much silence, the Math Wizards on mmo-mechanics's marksman thread finally crunched some numbers, and almost every instance concluded a point of power always being more beneficial than any point of crit, even the first point. you should check it out.
  5. I apologize I was looking at things from strictly a PvE point of view. You are right, alacrity has no place in PvP. But again, there just isn't enough numbers against it to totally rule out alacrity in MM Raiding. That's the point I was trying to make.
  6. I would agree that for lethality, Alacrity doesn't make a lot sense (not a lot of things you need to cast faster and you don't want to delay cull) I play Marksman, and i'm currently experimenting with alacrity right now. I run an all power, zero crit build and after accuracy i was stacking some surge. But i traded in my 20% surge for 7% alacrity, and saw a dps increase after parsing for awhile. I'm not done testing, but what made things more interesting was how it affects the rotation. I was able to fit in extra attacks while waiting for ambush or SoS to come off cooldown. All in all, I think its too early in 2.0 to know for sure whether alacrity is total crap for MM or not. We need more snipers to take the time to parse and crunch numbers so we can get conclusive numbers. Also I do believe with all the server lag the alacrity helped negate that.
  7. is it safe to sum that up as best pairing is Artful 31 (not 31a) with overkill augment for biggest overall damage boost?
  8. this whole post has gotten incredibly off topic. the original post was 75% upset over comms caps, and rep caps. good news! on tuesday during patch 2.0.1 they are fixing the comm caps. doubling all the endgame caps and removing an actual weekly limit for classic comms. also, rep isnt lost when you go above your cap. i actually enjoy stacking them in my inventory to see if how many weeks worth i can cap out before server reset. they grossly mislabeled this content as an expansion, its DLC, and as such was worth 10$ value wise when compared to... anything. All of the OPs concerns are addressed, so situation solved!
  9. this whole post has gotten incredibly off topic. the original post was 75% upset over comms caps, and rep caps. good news! on tuesday during patch 2.0.1 they are fixing the comm caps. doubling all the endgame caps and removing an actual weekly limit for classic comms. also, rep isnt lost when you go above your cap. i actually enjoy stacking them in my inventory to see if how many weeks worth i can cap out before server reset. they grossly mislabeled this content as an expansion, its DLC, and as such was worth 10$ value wise when compared to... anything. All of the OPs concerns are addressed, so situation solved!
  10. I strongly disagree with any opinion that one of our few precious 55 flashpoints need a nerf. We only have 4 of them to entertain us and the last thing anyone should want is make one of them more boring. if one of them is challenging your group, be thankful to the developers they made it interesting! concerning your particular problem, with practice the shackles will become more of a fun mechanic and less of headache, they are totally doable as a pug. i found the wookiee/ugnaught fight to be harder without proper strategy. everyone needs to stop calling for nerfs or else we will all be sad when they do nerf it and it becomes boring.
  11. You are correct. Melee would be ~100%, while special attacks would be 110% and force attacks would be ~110% Sure 110% melee accuracy would mean they can't dodge your basic attack, but to get that much accuracy would require an overall DPS drop from losing other secondary stat points
  12. Hello, Welcome back to the game. Don't worry, your confusion is not the result of being out of the loop. These two sets may have been targeted toward specific advanced classes and spec at one point, but with stats being so different in 2.0 it doesn't really matter. They have no set bonuses, and aren't what you would call endgame raiding gear, but rather a step up in an effort to help you get through the new raids. I actually find the enhancements on old dread guard to be more to my liking. Choose which ever piece has the mods you want and don't worry about choosing a set. I bought 5 dread scout boots today because it was the easiest way to get Artful 28 mods (not the BS artful 28As they are trying to stuff in our face on everything). And if you value your set-bonus, just toss the armoring on your companions or whatever.
  13. Accuracy doesn't do anything to anyone armor, and this is a common misconception since the launch of the game. He is correct that 108% is a good goal to aim for. However any accuracy above 100% counteracts the enemies "Defence" stat, not armor. It won't increase you DPS due to armor penetration but it will make the enemy less likely to dodge your attack altogether. The rule of thumb for Operations is 108-110% because it is believed through trial and error that Operation Bosses have a defense chance of about 8-10%, so by achieving 110% accuracy on your force attacks, they can't dodge them, increasing your overall DPS for the long run.
  14. Covered Escape has a 20 second cooldown. Maybe you are referring to exfiltrate. It uses a ton of energy and if someone is spamming it, hey have to blow their adrenaline probe, and if they spam it after that, than they can't really use any abilities. Also I saw you posted the same question in Smuggler forums for the sharpshooter roll.... are you trolling?
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