Jump to content

KhazadSanci

Members
  • Posts

    11
  • Joined

Reputation

10 Good
  1. Hi Jackie, When you say that Lady Dominique is the "next and final boss" do you mean that we will see on the PTS, or for the operation overall? Has the scope of the operation changed since the Legacy of the Sith announcement to go from a total of 5 bosses down to 4 bosses?
  2. I'm not entirely positive what you are trying to do here, but if it is to "disprove" the math behind GCDs, then all you have really done is support it. Using the math that the game uses to calculate GCDs, and alacrity percents (which does in fact work and, if discovered, allows us to predict exactly how the game will operate): - with 2038 alacrity (your Powertech), we would expect a 1.35 GCD - significantly different from your purported 1.38s GCD. - with 2577 alacrity (your Sorc) we would expect a 1.325 GCD - again, way off your 1.3983 GCD. - with 2313 alacrity (your Merc) we would expect a 1.3375s GCD - once again, far less than your 1.3988s GCD. All you have done is show that, within reasonable error given a sample size of 40, all of those GCDs are in fact 1.4s GCDs, becuase the game rounds GCDs up to the nearest 0.1s. Other testing, on other classes, with far larger samples have shown that alacrity formula and GCD formula are correct, and are the same for all classes. But, if you want to test all this for yourself, grab any toon, and increase alacrity by ~100 at a time, doing parses with every increase. What you will find is that ay just above 7%, 15%, 25%, 36%, and 50% (although only 7 & 15 are reachable through gear alone) your GCD will decrease by 0.1s, and otherwise remain unchanged.Further, you will notice that every toon reaches these %s at the same amount of alacrity points, unless they are a toon with an alacrity buff due to their spec (Arsenal and Carnage, and Lightning if you build the stacks).
  3. Yeah, I wasn't in-game/on the PTS so I couldn't grab all the shield/absorb numbers, and didn't have them written down anywhere. I also couldn't note all of the set boni and tacticals. I think you are largely correct that a Sin who keeps Dark Ward up should have the highest shield chance, with a fairly good absorb, though lower than a PTs most the time. They do have a bit of Absorb on demand from Recklessness if needed in a pinch, though.
  4. Except Assassin tanks don't have the lowest passive defense. In BiS gear, a Sin will have 33.5% DR from Armor, while a Juggernaut and PT will have ~40.03. All three tank specs have passive E/K DR, bringing their totals with armor to 41.5% Sin v 46.03% Jugg v 49.03% PT; a maximum of ~7.53% difference. A Sin has the highest I/E DR (14% Sin v 11% Jugg v 9% PT), especially when factoring in their 4% rotational DR, putting them at least 7% ahead. Sin has the highest Defense chance, 16% v 8% v 9%, even when factoring in the 5% Juggs get rotationally bringing them to 13%. Sins have the highest passive resistance, 2% vs 0% for the other two, although they do lose out 3% when factoring in rotation, as Juggs get a 5% boost. Overall, the tanks are largely balanced when factoring in passive and rotational DR, with Sins slightly edging out the rest in many circumstances (especially considering that they have a slightly increased health pool due to an endurance-boosting passive). In terms of active defenses, sins also win out even with the Force Speed nerf. In total, they have an average DR boost of 3.125%, equal to PTs and higher than Juggs (2.2%). Although we should note that juggs have an average F/T absorb of 2.5%. They (barely) have the lowest average defense boost, at 5% vs 5.81% for Juggs and 6.775% for PTs (when factoring in Oil Slick). In terms of resistance, Juggs have Mad Dash (~1.5s every 45s) giving an average of 0.033%, PTs merely have a 35% resistance increase granting an average of 4.375% (merely, as it is RNG, while Juggs and Sins have guaranteed cheese), while Sins have Force Shroud, and a Force Shroud on Force Cloak bringing them to an average increase of 50% under optimal conditions. Their stealth also acts as a cheese even when Shroud won't. In terms of self-heals, sins are firmly average (expected ~1.875% hps), with Juggs having exceptional heals from ED, and PTs having virtually none (~1.1% hps if Kolto activates on CD and heals for max possible, and close and personal triggers on CD). Sins can also reset a medpac. Again, largely balanced, although we note that the differences between the classes shows a bit more here (Juggs out-perfoming with HPS, Sins with lots of damage avoidance, and PTs with..... something?). However, if you were to factor in a 60% Absorb (average of 10%) then this would quickly become far more unbalanced. Finally, what the above analysis misses is not just the average potential, but the actual potential. With the 60% FS absorb, Sins could have a powerful defensive up for nearly every large attack from a boss, which no other tank could do, while still being otherwise equal in terms of passive mitigation, and having the highest capacity for completely avoiding damage.
  5. Haven't tested on the most recent PTS patch, so more testing may be needed, but as of a patch or two ago, the GCD appeared to still round up to the nearest tenth of a second. Google sheet for testing
  6. Thanks for the feedback and update; it is always good to know that you are at least reading what we are saying. However, I think as evidenced by the replies so far, you still don't quite get what the real issues the (paying) players of your game have with what's on the PTS right now with regards to gearing. Maybe all the feedback wasn't entirely clear. For your player base, Play Your Way™ does not mean "Get dozens of items that are entirely useless to you until maybe, just maybe, you get something that you can use". Being "Alt Friendly" does not mean "We will give you items that are useless to you, because maybe an alt can use them?". "RNG Protection" is NOT provided by an equally RNG vendor. You say that you want players primary source of gear to be from playing the game. I agree. But that means that, while playing, we need to get gear that is relevant and useful. What do these terms mean? Relevant - The gear we get should have the stats that our spec needs. DPS Classes should get gear dropping with Alacrity, Accuracy, and Critical. Tanks should get gear with Defence, Shield, and Absorb. Healers should get gear with Alacrity and Critical. DPS should not get Tank Gear, and vice versa. Similarly, a Sorc should not get a shield or generator, and a sniper should not get a lightsaber. Useful - The gear we get should be of an iRating that is useful to us. I do not want a piece of gear lower than my current iRating. Gear at my iRating, or higher than it, is fine, because at worst it changes nothing, and at best is either a straight improvement or else provides different stats. An RNG gear system is acceptable ONLY when the drops are both relevant and useful because then, at the very worst, RNG does not harm you. Drops from bosses and other content should largely fulfill these principles; some true RNG with regards to Tacticals and Set bonuses may be fine from these drops, however. The RNG protection, in the form of vendors, MUST fulfill these if they are to be "RNG" vendors. It is entirely unacceptable for an "RNG Protection™" Vendor to give you gear below your current iRating, or that is unusable by you. Given this, you may ask, how do we have alt friendliness? By having a legacy currency that cna be used to get gear that will be relevant and useful to the given alt. That is, if the RNG Protection vendors give gear that meets the two aforementioned criteria (again, relevant and useful) by spending legacy currency, then alt gearing is dealt with perfectly - especially given that relics and left-hand sides will be BoL. So to reiterate this and every other thread, we DO NOT want more RNG. We want less of it and, if we must have some RNG, then let it be RNG that ONLY works in our favor.
  7. **Edit: Post had some bad info, sorry
  8. Due to changes in how they calculate percent change in stat per stat point, 4625 alacrity is no longer sufficient for a 1.2 gcd. In current PTS, using numbers from Dipstik and others, you would need about 7988 (maybe 7984, depending on rounding) alacrity to reach over 25% alacrity and the 1.2s GCD. Using 4620 alacrity (current breakpoint is 4625 for 1.2s gcd) will only put you at 19.35% alacrity, which corresponds to a 1.3s gcd.
  9. Tactical Item: Vengeful Slam (Vigilant Thrust) now has a base damage of 0. For each Bleeding (Burning) effect an enemy has from Draining Scream/Eviscerate/Shatter (Plasma Brand/Burning Blade/Burning Purpose) every second, they gain one stack of Tearing Wounds (Purifying Flames) -a stacking debuff - max 2 per second, max 50 stacks, Debuff falls off after 6 seconds. Whenever an enemy is hit by Vengeful Slam (Vigilant Thrust), they take damage equal to the number of stacks of Tearing Wounds (Purifying Flames) times 500, and the debuff is removed. Additionally, the critical chance of your bleeding (burning) effects is increased by a percentage equal to the number of stacks of Tearing Wounds (Purifying Flames) removed for 10 seconds. Vengeful Slam (Vigilant Thrust) will only spread your Bleeding (Burning) effects to targets without the Tearing Wounds (Purifying Flames) debuff. The idea of this Tactical item is that it would effectively change how Vengeance/Vigilance is played. Instead of the consistent damage (and slight rage generation) from Vengeful Slam, the player would instead be rewarded for maintaining uptime on DoTs by gaining a very powerful single-hit ability that will also increase the critical chance of those DoTs. Although Vengeful Slam will do overall less damage, it will be able to burst high damage at once and will be made up for by the other abilities taking its place in the rotation.
  10. Looks great so far. Something that I would expect but that did not seem to work was for armor pieces with dynamic effects to display those effects (except for a brief instant after equipping the armor piece). For example, the droid on the Battleworn Engineer's Chestguard does not appear, the Wasteland Crusader's Breastplate does not glow on the back-circular thingy, and the Dynamic Brawler's Eyeguard also does not glow. I would expect that just as drawing weapons causes these effects to activate in-game, we would also see this functionality in the preview window. It would also be pleasant to have separate activation buttons (or perhaps repurpose the "Draw/Stow Weapon" button) for mount flourishes and the mount moving. Adding on to the previously mentioned issues with toys (inability to rotate during a health/energy restoration item like Orbital Kolto Strike) as well as requests to be able to preview Holostatues, it would be nice to see the ability to preview items like the Dueling Banner, CE Special Edition Flare Gun, Party Jawa, Heroes Banner, and Jawagrams.
  11. /signed In my experience, being part of a guild is one of the main things that keeps people playing SWTOR, as well as encouraging subscribing for endgame and group content by creating a community to gain exposure to the activities. Strongholds allow a guild to have a place to gather, RP, and show off their accomplishments. They also act as credit sinks and encourage the spending of cartel coins in order to furnish them. Especially with the addition of a SH that is focused on PvP and ops, it seems that allowing guilds to own more than one stronghold would add functionality to the guild and better the communities they create. Full support.
×
×
  • Create New...