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SW:TOR Mechanics - The Basics
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12-07-2011, 05:35 AM
(This post was last modified: 04-12-2012 10:54 PM by Alratan.)
Post: #1
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SW:TOR Mechanics - The Basics
This topic will hopefully contain the basic, standard information for SW:TOR combat. If there's anything missing that has been confirmed, reply here. Otherwise, reply in the/create a appropriate thread so that we can discuss and test it.
Combat Basics
Abilities
Debuffs and DoTs
Stats
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12-07-2011, 06:13 AM
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RE: SW:TOR Mechanics - The Basics
(12-07-2011 05:35 AM)Alratan Wrote: Good summary, but I think this is incorrect. In fact the opposite is what happens - high critical chance pushes shield chance off the table. Posted by Georg Zoeller: Quote:Combat Results: It is too rare to worry about, but anyway. (12-07-2011 05:35 AM)Alratan Wrote: Is this true for the shooter classes with variable regen? (12-07-2011 05:35 AM)Alratan Wrote: Abilities 5 seconds? I admit I never tried it, but I can't see what the point of such a long queue would be. |
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12-07-2011, 06:18 AM
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RE: SW:TOR Mechanics - The Basics
LagunaD, do you have the link for that Zoeller post, or was it a beta post?
Yes, I believe so. The only thing that matters is current resource. Pass - will let others answer that. |
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12-07-2011, 06:36 AM
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RE: SW:TOR Mechanics - The Basics
I remember the queue being 1 second, unless they changed it after the Turkey Beta.
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12-07-2011, 08:23 AM
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12-07-2011, 08:46 AM
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RE: SW:TOR Mechanics - The Basics
I could be wrong on 5 seconds (I read them in patch notes while playing), however I'm certain there are 5 levels of queueing and they start at 0.5 seconds. I'll try to dig around and see where I found it. If I can't I'll check it on launch and update it here next friday.
Also, heat/evergy & ammo all regen at the same rat in and out of combat, however they are still bound by what tier they are currently in as to how much energy / second they regen. |
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12-07-2011, 09:52 AM
Post: #7
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RE: SW:TOR Mechanics - The Basics
So is there no variable miss chance like other games where level is taken into account. Does 100% Accuracy mean that a level 1 player can "hit" a level 50 all the time and Defense becomes the only factor for avoidance. I can't remember the Accuracy tooltip saying if the figure was only for versus same level.
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12-07-2011, 05:35 PM
Post: #8
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RE: SW:TOR Mechanics - The Basics
(12-07-2011 08:46 AM)Sol Wrote: I could be wrong on 5 seconds (I read them in patch notes while playing), however I'm certain there are 5 levels of queueing and they start at 0.5 seconds. I'll try to dig around and see where I found it. If I can't I'll check it on launch and update it here next friday. I recall finding the setting in the preferences last weekend, and I think it was 0.5 to 1.0 (entered as two-digit number with a decimal point in the middle, which would give 6 levels I suppose). [Crew Skills Compendium] Kal <Anima Morta> @ Trask Ulgo (EU) |
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12-07-2011, 05:51 PM
(This post was last modified: 12-07-2011 06:24 PM by SlimX.)
Post: #9
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RE: SW:TOR Mechanics - The Basics
Actually, I'm pretty sure the choices in the TG weekend test were 0, 0.25, 0.5, 0.75, 1.0
Than again, we'll know in a week, either way. |
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12-07-2011, 05:51 PM
Post: #10
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RE: SW:TOR Mechanics - The Basics
(12-07-2011 09:52 AM)Jdee Wrote: So is there no variable miss chance like other games where level is taken into account. Does 100% Accuracy mean that a level 1 player can "hit" a level 50 all the time and Defense becomes the only factor for avoidance. I can't remember the Accuracy tooltip saying if the figure was only for versus same level. There is a threshold - I think 5 levels, but I may be wrong - at which NPCs become totally unhittable. There is also an indication in the database that NPCs gain 3% Defense for each level above the PC, and lose 3% defense for each level more than 4 below the PC. The parameter names pretty clearly indicate that this only applies to PC->NPC combat. The various formulae which use Rating/Level and the Armor mitigation formula may use the target/attacker's level when different than the PC. No evidence for this, but it would make sense and would give some minor bonuses/penalties when fighting different levels. |
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