[Patch 1.0-1.1 ARCHIVE] Mercenary | Commando DPS Compendium - Printable Version
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RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - hxxr - 03-20-2012 04:32 AM
With 8% bonus Accuracy only the off-hand hits of Unload can miss.
And that's quite acceptable given the fact thise hits really don't deal a lot of damage.
On the other hand of course this gives dual wielding characters a bit of leeway when it comes to caps on Accuracy, as it won't stop doing anything for us at some point like with other classes.
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - SladeWeston - 03-20-2012 07:05 AM
So what are your thoughts about how the upcoming 1.2 patch is going to effect us? For those who are unaware, 1.2 has hit the test servers. Here are the patch notes for commandos:
Full Auto's attack animation now begins more quickly to improve reactiveness and faction balance.
Mortar Volley's animation has been updated. In addition, it now has a 5-meter radius to bring its range in line with other Trooper Area of Effect abilities and it now begins its damage sooner after activation.
Concussion Charge now triggers snare visual effects on affected targets.
Charged Bolts has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.
Cure now costs 1 Energy Cell (down from 2).
Charged Barrier now provides 1% damage reduction per stack.
Curtain of Fire: the chance to trigger this effect has been increased significantly.
Demolition Round's damage output has been increased by approximately 10%.
Grav Round has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.
Muzzle Fluting no longer reduces Energy Cell costs. It now reduces the activation time of Charged Bolts and Grav Round by .5 seconds.
Tenacious Defense now reduces the cooldown of Concussion Charge by 2.5 seconds per point.
Field Training now increases critical chance by 1% per point.
Field Triage now reduces the cost of Medical Probe by 1 (down from 2).
Kolto Bomb now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.
Kolto Residue now increases all healing received by 3% (down from 5%).
Psych Aid no longer reduces the cost of Field Aid. It now causes Field Aid to heal the target for a small amount.
Supercharge Cells now restores 1 Energy Cell (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Bomb now reduces damage taken by 5% (down from 10%).
Trauma Probe now costs 2 Energy Cells to activate.
Assault Specialist (Commando)
Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.
Obviously the biggest change is 10% less from grav. round and 10% more from demo. The cast time and ammo adjustments just balance themselves out with the changes to muzzle fluting. Given the nerfs some of the classes got, I'm not entirely too upset. Since they don't give details on the stat cap adjustments, its a little too early to say how the changes are going to effect itemization.
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - EThompson03 - 03-20-2012 10:38 AM
Excellent post. Thorough and concise. It helped my end game DPS on my main. Very good work.
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Stab - 03-21-2012 01:09 AM
(03-20-2012 04:32 AM)hxxr Wrote: With 8% bonus Accuracy only the off-hand hits of Unload can miss.
I was thinking something along this line. The true test will be to verify a few items first once we can get access to combat logs. If Unload/Rapid Shots is 100% alternating main hand to off hand damage we can verify that it is only the off hand damage that is missing or being migitated. Then, we can find a point in accuracy(believed to be between 6.5 and 8) where main hand attacks start missing and nail down a factual hit cap. Off hand attacks missing on Unload/Rapid shots even with Unload being an even higher priority skill post patch will most likely not necessitate using more accuracy, but if dr is reached on other terciary stats it might not be a terrible dump.
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Huntsman_ - 03-22-2012 01:53 AM
So how will Arsenal's rotation be impacted if at all?
Should we still get off 3 tracers before using HSM and 5 before unleashing rail shot?
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Gorlough - 03-22-2012 02:08 AM
Well, there's no change to these mechanics, so stick to it.
The changes on the barrage proc on the other hand is probably having much more impact.
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Estat - 03-22-2012 01:34 PM
Anyone else having trouble seeing the guide? Seems like all of the abilities are missing.
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - frmorrison - 03-22-2012 02:05 PM
(03-22-2012 01:34 PM)Estat Wrote: Anyone else having trouble seeing the guide? Seems like all of the abilities are missing.
The forum's ability to see tooltips is down at the moment. You can press Quote at the bottom of the first post to see all the abilities along with the forum codes, just don't press reply .
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - Allah - 03-27-2012 04:47 PM
(03-27-2012 01:13 PM)Freehugs Wrote: Got some new info guys, second hand from the PTS:
Im assuming thats the power coeffecients for +dmg to abilities? If so that makes me kind of sad, as tracer is prolly only a 10% nerf at this gear level. Once we get more power and less of tracer's damage is base we could be in trouble.
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium - hxxr - 03-27-2012 09:07 PM
"Approximately 10%" doesn't seem to be the same for everyone. Expecially when you're working for Bioware. ;>
What I think is odd that Unload seems to be modified by 30% overall.
For Tracer Missile we have
In total it's double the drop than expected from the patch notes and the potential didn't get nerfed as much as the overall damage, but rather the variance has been increased.
That's before factoring in that armor debuffs probably won't stack anymore and while Arsenal is a spec with high armor penetration but only one heat intense high CD skill bypasses armor.
Freehugs, do you have any PTR numbers for Power Shot that you can share please?
I'm almost too afraid to ask ... my poor beloved Pyro spec. :'(
As you can see with the split up numbers - it's a flat 19% reduction no matter what gear you're wearing.
And yes, Coefficient is the multiplier for Tech Power.