[Patch 1.0-1.1 ARCHIVE] Mercenary | Commando DPS Compendium - Printable Version
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RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Allah - 02-16-2012 09:12 AM
How are Energy surge device and relentless wind different. Both procs are affected by armor. Is energy and kinectic handled differently by armor??
Also how is a 380 power on use trinket that lasts for 20 seconds, and a cd of 2 minutes worth ~100 power.
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - bural - 02-16-2012 09:50 AM
Torhead issues once again. The answer to both your questions is the augment slot - or rather the lack of it.
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Aldare - 02-17-2012 12:14 AM
(02-16-2012 08:27 AM)GWARRR Wrote: RE: Pyrotech section
We raid with 3 DPS bounty hunters. One is a Pyro Powertech (Oh how I envy his Rail shot improving talents), a Pyro Merc (myself) and an Arsenal merc, so the raid still benefits from the Tracer Stacks though our Arsenal merc has to live without the 10k HSM.
It's also worth noting that with 2 Pyros in the raid, targets are pretty much guaranteed to be burning all the time which is awesome for killing adds or fights where you have to switch targets. Incendiary Missile is an expensive cast and not having to apply it everytime you switch targets is great. This is of course not as big of a benefit as the stacking Tracer buffs, but it does save you from overheating sometimes.
Pyro heat management is a bit trickier than Arsenal, relying heavily on Particle Accelerator procs. Sometimes you'll be sitting below 15 heat for ages while spamming away, and other times you'll have to weave in rapid shots due to bad RNG. I will say that Automated Defenses is absolutely mandatory, with the amount of Crit I have raid buffed it's pretty much a free cast every 30 seconds (due to TSO resetting) and since Incendiary Missile costs 25 heat I save it for that. Lately I've been experimenting with TSO > Fusion Missile > Incendiary (that's 33+25 heat cost abilities down to 0). On a tank and spank fight, TSO and Fusion Missile usually come off cooldown around the same time. Having the added bonus of being able to HoT yourself every 30 seconds is a great utility bonus as well for fights where you take unavoidable AoE damage.
Having tried raiding both as Arsenal and Pyro, Pyro definitely suits my playstyle better both in PvE and PvP. Of course if it was mathematically proven that Arsenal was significantly better then I'd have to consider switching, but I love the mobility and gameplay of Pyro so much I'd find it very hard to go back to the Turret-spec.
Quote:The only other thing I would say is that once you get the 2pc PvE bonus, Arsenal DPS goes through the roof, and may outstrip Pyrotech at that point with all the crits flying around. But that would require a sim or sheet of some sort, and I'm ill-equipped for that...
How would you say the 4piece Combat Tech bonus (extra Rail shot damage) compares to the Eliminator 2piece bonus? As a pyro merc the Eliminator 4piece bonus doesn't come into play very often, so I was wondering if Combat Tech might be worth going for instead.
Bural Wrote:Quick sneakpeak at the trinket calculations from next version of the arsenal sheet:
With regards to trinkets I went for the Plasma Burst Device (http://www.torhead.com/item/19SUpzH/plasma-burst-device) which has the 168 elemental damage proc. I did this because A) I do not have the passive armor penetration that Arsenal mercs have and B) I was wondering if the proc might synergize with the Burnout talent in Pyro. I'm wondering now though with the armor debuffs on the boss if one of the other DPS trinkets would still be a better choice. Have you done any math on the Plasma trinket by any chance Bural?
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - bural - 02-17-2012 01:14 AM
The above screendump is with HVGC+Heat Signatures.
A boss with 3500 armor have just under 25% mitigation before penetration and reduction effects. 0.75*224 is 168, coincidently making them equal. Thus, the presence of any armor effects would make the kinetic/energy procs superior although only slightly. Burnout might offset it but given that it reads periodic effects, I wouldn't bet on it. That said it wouldn't exactly be the first bug talent.
As for the 15% Rail Shot damage bonus, I currently have it as equivalent to some 31 Power. You can probably get a decent idea of it's value for pyro via napkin math by scaling it with rail shot damage multipliers and increased usage through decreased cooldown. Superheated Rail reads "ignores armor" which brings us up to a total of 3 different armor effect descriptions (penetration and reduction being the other two). If it works anything like "reduction" you can expect some 6% damage increase on Rail Shot from the talent. Frankly speaking, I'm guessing when modeling how the 3 armor effects interact.
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Aldare - 02-17-2012 04:55 AM
(02-17-2012 01:14 AM)bural Wrote: The above screendump is with HVGC+Heat Signatures.
Thanks for the reply Bural. The set bonus I'm referring to on the Combat Tech set gives an 8% bonus to Rail Shot damage and not 15%, so that makes it even more underwhelming.
Gonna try and grab one of the other trinkets if they drop.
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - bural - 02-17-2012 08:09 AM
Oi hang on, that was a brainfart. Was incorrectly referring to the Eliminator's 15% crit as 15% damage. Answered too quickly I guess...
To remedy it, i did a quick hack of Rail Shot to increase it's damage by 8%, which gives a dps increase of 12. This works out to about 28 Power. You might be able to get an idea of the effective cooldown decrease from Kray's sheet and use that to scale up the bonus.
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Fracy - 02-17-2012 07:34 PM
I have been searching this thread and i couldnt find anything on this.
What is the verdict on implant and earpieces. Are Mastercrafted columi with an augment slot with puting +28 aim in the slot better over rakata daily ones?
Thank you for the answer
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Rakunvar - 02-18-2012 04:06 AM
May want to consider the Mastercraft epic lower ones to.
Endowment Nano-Optic Rejuv. 50 Aim, 59 End, 69 Crit, 40 surge, 29 alac.
Expert Nano-Optic Rejuv. System 50 Aim, 59 End, 40 Pwr, 29 Crit, 40 Surge, 29 alac
Vehemence Nano-Optic Reflex Enhancer 50 Aim, 59 End, 29 Acc, 40 Pwr, 29 Crit, 40 Alac
Expert Hyperaccelerated Rejuvenation Relay 62 Aim, 50 End, 65 Pwr, 40 Srg, 29 Alc
Endowment Reflex Enhancement Adaptor 62 Aim, 50 End, 29 Acc, 65 Crit, 40 Srg
Course these are just a few on the AH I could find atm and can't recall stats on the rakata/columi right now. I'm not one of these crew skills or I'd give more info on different versions but I think some may have some potential maybe just for non crew skill user.
Rakata Elim. Enhancer - 103 Aim, 85 End, 44 Pwr, 51 Surge
Rakata Combat Medic - 103 Aim, 85 End, 44 Crit, 51 Surge
Columi Elim. Enhancer - 97 Aim, 80 End, 48 Acc, 41 Crit
Columi Combat Medic - 97 Aim, 80 End, 41 Crit, 48 Alac
Rakata Elim. Adaptor - 85 Aim, 98 End, 51 Acc, 51 Crit
Rakata Combat Medic - 85 Aim, 98 End, 51 Crit, 51 Alac
Columi Elim. Adaptor - 80 Aim, 93 End, 48 Acc, 48 Pwr
Columi Combat Medic Relay - 80 Aim, 93 End, 48 Pwr, 48 Alac
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Fracy - 02-18-2012 07:48 AM
thank you Rakunvar about your effort
but i know about the stats and all. What i am asking is basicaly if that 25 aim on mastercraft columi superseeds rakata or any crafted ones with better secondary stats. Or is it even better to go after medic rakatas with crit/surge as secondary's replacing that accuracy on columis.
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Storm68 - 02-18-2012 11:56 PM
2 quick questions, when I'am modding my gear do I look for crit over power modifications?
I did research the op but as I'am still leveling, level 32, I'am not sure which way to go as I'am still building both stats up.
Or do I just try and combine the 2 through modifications instead of one over the other?
Next question is Slicing, the op saids to change from Scavenging to Slicing at 50.
I have my Armstech at 400 already and my Scavenging at around 320, its a good idea to swap them over now?
And as silly as this may sound why am I doing this?
I was disappointed with the level 400 Armstech items, one main hand blaster and only one off hand so apart from that and the blue barrels not much there.
I was even thinking of dropping that and go with Armormech, is there anything better in there to use compared to Armstech?