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Scoundrel/Operative DPS Compendium - Printable Version

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RE: Scoundrel/Operative DPS Compendium - LagunaD - 02-11-2012 02:13 AM

(02-10-2012 05:13 PM)Capn3mo Wrote:  Think we must stack power like no tomorrow?

That is my tentative guess. The Surge nerf also indirectly nerfs the value of Critical Rating, and Accuracy Rating is still mostly irrelevant. So that pretty much leaves Power and more Power for Scrappers.


RE: Scoundrel/Operative DPS Compendium - nosyt - 02-12-2012 10:26 PM

(02-11-2012 02:13 AM)LagunaD Wrote:  
(02-10-2012 05:13 PM)Capn3mo Wrote:  Think we must stack power like no tomorrow?

That is my tentative guess. The Surge nerf also indirectly nerfs the value of Critical Rating, and Accuracy Rating is still mostly irrelevant. So that pretty much leaves Power and more Power for Scrappers.

I understand why accuracy seems to be obsolete for the most part, but did anyone notice that the tooltip for tech says reduces enemies resistances when over 100% as opposed to defenses as listed in the range/melee tabs. Could accuracy actually be potentially useful for tech if resistance was some how different from defense?


RE: Scoundrel/Operative DPS Compendium - Durka'durka - 02-13-2012 09:16 PM

(02-12-2012 10:26 PM)nosyt Wrote:  the tooltip for tech says reduces enemies resistances when over 100%

I believe that bosses currently have 0 resistance, which is why the conventional wisdom is that accuracy is pretty useless for Tech attacks (same goes for Force attacks on Sith/Jedi). I would be interested in finding out from those people proficient at mining the data files for info, whether it is possible to reduce resistances below zero.

I.e. If I have 110% Accuracy, do all my Tech attacks against a 0 resistance boss do 110% damage?


RE: Scoundrel/Operative DPS Compendium - CaseyTheRetard - 02-14-2012 02:06 AM

(02-13-2012 09:16 PM)Durkadurka Wrote:  I.e. If I have 110% Accuracy, do all my Tech attacks against a 0 resistance boss do 110% damage?

No. The only time the two numbers are important is when the first attack roll determines if the ability is a hit or not. The game determines the attack to be a hit if a random number in [0..1] is less than Accuracy% - Avoidance%. Determination of scaling and damage happens later on.


RE: Scoundrel/Operative DPS Compendium - Ra'ath - 02-14-2012 11:54 PM

Quote:The Surge nerf also indirectly nerfs the value of Critical Rating, and Accuracy Rating is still mostly irrelevant. So that pretty much leaves Power and more Power for Scrappers.


Given that power is on a different level of stats to surge, the real change is swapping crit to power, which further hinders the value of surge. I would assume, however, that surge is still the best choice for that level of stat, seeing as accuracy is mostly irrelevant and alacrity is totally irrelevant.


RE: Scoundrel/Operative DPS Compendium - Alvis - 02-15-2012 09:39 AM

(02-14-2012 11:54 PM)Raath Wrote:  
Quote:The Surge nerf also indirectly nerfs the value of Critical Rating, and Accuracy Rating is still mostly irrelevant. So that pretty much leaves Power and more Power for Scrappers.


Given that power is on a different level of stats to surge, the real change is swapping crit to power, which further hinders the value of surge. I would assume, however, that surge is still the best choice for that level of stat, seeing as accuracy is mostly irrelevant and alacrity is totally irrelevant.

Basically this. Surge is still a non factor, you will want it no matter what. The main difference is in the balance between crit and power (crit is worse than it used to be).

What is interesting though is that it actually nerfs lethality more than concealment (lethality "only" have a 12% crit bonus to DoTs while concealment has 16% crit chance on BS and HS(which is less prevalent in your whole DPS) and a 30% surge bonus on BS, AB and HS).


RE: Scoundrel/Operative DPS Compendium - Hezekiah - 02-16-2012 03:17 AM

after the first scrapper nerf i ended up switching to dirty fighting which of the two specs seemed to work much better for me in operations. before the surge nerf i was basically getting my crit as high as i can to go along with surge rating. alacrity of course is worthless to me and accuracy even with a dirty fighting build i found that even with just 91% range accuracy that at least when i'm behind the target i've never seen any misses and only misses i've ever seen were from flurry of bolts. with the surge nerf i figure it would be more useful to decrease my crit rating and instead go with power (which may have been better even before the nerf) before the nerf i was at like 39% ranged critical chance. is there an ideal level of critical strike chance that i should shoot for or just stack as much power as i can?


RE: Scoundrel/Operative DPS Compendium - Capn3mo - 02-16-2012 09:35 PM

(02-16-2012 03:17 AM)Hezekiah Wrote:  after the first scrapper nerf i ended up switching to dirty fighting which of the two specs seemed to work much better for me in operations. before the surge nerf i was basically getting my crit as high as i can to go along with surge rating. alacrity of course is worthless to me and accuracy even with a dirty fighting build i found that even with just 91% range accuracy that at least when i'm behind the target i've never seen any misses and only misses i've ever seen were from flurry of bolts. with the surge nerf i figure it would be more useful to decrease my crit rating and instead go with power (which may have been better even before the nerf) before the nerf i was at like 39% ranged critical chance. is there an ideal level of critical strike chance that i should shoot for or just stack as much power as i can?

HiyaBig Grin, yesterday i tested full columi 57/10 power and power/surge mods, and i feel loosing dps.. i just back 2 stack crit, think at dirtyfighting crit give you reg energy.


RE: Scoundrel/Operative DPS Compendium - bokyong - 02-17-2012 03:40 AM

(02-03-2012 03:07 AM)G-SYS Wrote:  I wanted to add a question to the Lethality<->Concealment discussion.

I played both, Lethality and Concealment for almost every Boss now and i also felt better with Lethality.

The question i am currently wondering about is the advantage of Concealment not needing Accuracy (except Rilfe Shot/Overload Shot, which isn't worth it),
while Lethality uses ranged attacks only (except Shiv), so they are in need to stack Accuracy.

Due to the itemisation problems while avoiding accuracy on our gear, how do you think will this have an impact on the pro's and con's of each specc?

Lethality > Concealment. Out of all my testing as both Lethality is the way to go for PVE. The problem I have as concealment is the sustainment of dps, hidden strike being the most important attack for concealment, and the fact that at the start of the fight you are going to be about 5 seconds behind everything.

Here's a scenario for concealment. Our stealth is so bad that it's not like WOW where you can stealth in behind the boss and wait for the tank to pull. Many times you have to be pretty far for the bosses not to see you (Even in stealth) So, let's try this again. You are stealthed, and kind of far back 30 meters or so. The tank charges in. You have to walk all the way behind the boss to Hidden strike him. By the time you get there more than 5 seconds has been taking place already with you doing 0 DPS. What makes this even worst is for some bad luck reason the boss does an AOE when you're getting close, and brings you out of stealth. Your only option is to vanish and then Hidden strike to start.

Lethality from a pve standpoint is great, you can dps on the move and start the fight right away.

Here's a scenario form a Lethality point. You start 30 meters away. Tank charges in, you spam rifle shot while you position yourself to Shiv for your TA. ( your dpsing from the start of the fight)

1. Shiv (gets you TA)
2. Stim Boost
3. Weaking Blast (Can be done while moving)
4. Corrosive Dart (Can be done while moving)
5. Corrosive grenade (Can be done while Moving)
6. Shiv
7. Cull (Can be done while moving)
8. Rifle Shot until Shiv is off cooldown (Can be done while moving)
9. Shiv (Gets you TA)
10. Cull again (Target is still poisoned from your earlier attacks) (Can be done while moving)
11. Weakening blats is now off cooldown repeat from step 3
12. Make sure to refresh Stim boost at all times so you will have to sacrifice a cull here and there.

As you can see all you attacks can be done while moving, and you can start your dps right away.


RE: Scoundrel/Operative DPS Compendium - kashya - 02-17-2012 06:02 AM

The issue that I have with lethality is it can be incredibly clunky, and since it is a DoT heavy spec (acid grenade, corrosive dart) one of which has a rather decently long cool down for good reason coupled with the cool down on weakening blast to actually make your dots useful, it really effects your ability to switch targets, granted there are not many fights that require a massive amount of target switching, however it still causes a rather large ramp up time for the fights that do have it. I'm currently still running concealment for operations. I cannot speak for all concealment operatives but personally I am having little trouble keeping up sustained damage on targets (though I would kill for a dash skill)

As for gearing issues most of it is built naturally around accuracy, so for lethality you will likely have less reworking to do.