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[ARCHIVE] 1.1.5 Madness/Balance Sorcerer DPS Compendium - Printable Version

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RE: Madness/Balance Sorcerer DPS Compendium - Gankatron - 01-16-2012 12:29 PM

Has anyone ever tried this spec for PvP, 13/0/28 (http://knotor.com/skills#AgcNAByCiaOywssrSVJaYnJ5iZOZq7rL2gAA). I haven't used it, but the survivability of a macroed spec'd Static Barrier + Resurgence + Dark Infusion (brought down to 1.5 seconds from 3) when needed with continuation of the powerful Madness DPS rotation plus the extra 10% AoE damage boost from Force Suffusion might be quite competative (Death Field will be a beast).


RE: Madness/Balance Sorcerer DPS Compendium - Cyk - 01-16-2012 04:32 PM

First off, just wanted to say I love Kor and everyone else contributing to this thread.


I dont understand why on this Thread Accuraccy need to be up and in other thread you tell accuracy is useless atm.

Can you explain me please ?

Really thanks for your job and sorry for my english. Apologize Rolleyes


RE: Madness/Balance Sorcerer DPS Compendium - German_W00TI - 01-16-2012 09:07 PM

Sry for my english:

Yeah, i think the accuracy stat may important in operations.

On the german client it means its reduces the resistance of the target.

I cant test it currently, cuz its to expensive to change accuracy mods but i think:

You need accuracy if you want to raid. Higher modes (nightmare,hardmode), higher resistence of the bosses.
The mechanic sounds like armor pen for force users.

Why do you think its useless Stat? It has nothing to do with "hit" or "not hit" its moar like "dmg" or "moar dmg" on raid encounter (my theory).

This is my theory. But i cant test it currently Sad Maybe you guys can help me?


RE: Madness/Balance Sorcerer DPS Compendium - pingpong - 01-16-2012 10:44 PM

@Cyk, I'm pretty sure that thread's emphasis on Accuracy stems from the fact that it was first written in beta when we were still making a lot of assumptions about stats.

As far as I'm aware our current understanding is that force attacks (all attacks as a Sorcerer/Sage) have a base 100% chance to hit and that this does not change when attacking operation bosses of any tier.
I think that there are zero innate resistances in PvE so hit chance over 100% is not a gain in DPS.

It seems that Accuracy is a melee stat just as Alacrity is a caster stat. This is borne out to some extent by the stats you see on melee and caster gear.


RE: Madness/Balance Sorcerer DPS Compendium - Kaedis - 01-17-2012 02:12 AM

Quote:First off, just wanted to say I love Kor and everyone else contributing to this thread.


I dont understand why on this Thread Accuraccy need to be up and in other thread you tell accuracy is useless atm.

Can you explain me please ?

Really thanks for your job and sorry for my english. Apologize

I already corrected the Lightning Compendium, it was based on outdated knowledge (Sujin, that thread's maintainer, seems to be MIA).



Quote:Sry for my english:

Yeah, i think the accuracy stat may important in operations.

On the german client it means its reduces the resistance of the target.

I cant test it currently, cuz its to expensive to change accuracy mods but i think:

You need accuracy if you want to raid. Higher modes (nightmare,hardmode), higher resistence of the bosses.
The mechanic sounds like armor pen for force users.

Why do you think its useless Stat? It has nothing to do with "hit" or "not hit" its moar like "dmg" or "moar dmg" on raid encounter (my theory).

This is my theory. But i cant test it currently Sad Maybe you guys can help me?

Once again, for the nth time, resistence is nothing but avoidance, and bosses do not possess any force resistence. It does nothing to increase the damage of your attacks. NOTHING!

Fair warning, I'm going to start infracting people that ask this from now on. Tired of explaining it.


RE: Madness/Balance Sorcerer DPS Compendium - pingpong - 01-17-2012 02:38 AM

I see that the description of Accuracy is correct in the linked thread but you probably also want to correct the stat priority list (just below the descriptions) which still places Accuracy second to Willpower.


RE: Madness/Balance Sorcerer DPS Compendium - Uninformed - 01-17-2012 05:18 AM

(01-15-2012 06:57 PM)Gankatron Wrote:  
Quote:Question for you about 13/28. Have you compared your mobility and survivability without certain abilities like faster cool down on force speed or backlash, etc? That is what I really want to know

Quote:If you're talking PvP, 0/19/22 is definitely the king of control, mobility, and durability, when it comes to DPS variants. 0/22/19 maintains the same control, but sacrifices a bit of survivability for a boost to burst damage.

For PvP I like 0/13/28 (http://knotor.com/skills#AgcADRyJkqGqutLbK0lSWmJyeYmTmau6y9oA) for pure damage, plus the insta-Whirlwind, but I have liked 0/16/25 (http://knotor.com/skills#AgcAEBmCiZKZoaq60ttJUlpicnmJk5mrusva) for better control with the Electric Bindings and insta-Whirlwind with reduced cooldown; the problem with Electric bindings is that while the 5 second immobilize is fantastic in a crowd, it sometimes immobilizes players on the edge of platform/bridge instead of knocking them off.

It really depends on play style; for me 0/13/28 starting by running around throwing a few Afflictions to prime the pump, followed by the enhanced internal damage of Death Field and the DoT's, 2 double tick Force Lightnings, makes for top billing on the damage and kill boards.

I do not care for the 0/22/19 build for PvP; the loss of the Tier 5 damage enhancing abilities is too much to pay to gain the 10 second 20% alacrity boost on a 2 minute cooldown, even with Backlash, and the 10 second reduction on Force Speed cool down (the reduction of force cost is irrelevant to PvP due to the rapid resolution of encounters).

Edit: Meant "Electric Bindings" and not "Backlash" in a number of places; this is now corrected.

So how does the 30% extra crit damage get factored in? Is it added to the crit multiplier or is it added in first and then multiplied?


RE: Madness/Balance Sorcerer DPS Compendium - Kaedis - 01-17-2012 06:41 AM

Quote:So how does the 30% extra crit damage get factored in? Is it added to the crit multiplier or is it added in first and then multiplied?

It's additive. If you have, for example, 30% surge and that talent, your DoTs will deal 150% + 30% + 30% = 210% damage on a crit.


RE: Madness/Balance Sorcerer DPS Compendium - Delkerramak - 01-17-2012 11:05 AM

(01-17-2012 02:12 AM)Kor Wrote:  Once again, for the nth time, resistence is nothing but avoidance, and bosses do not possess any force resistence. It does nothing to increase the damage of your attacks. NOTHING!

Fair warning, I'm going to start infracting people that ask this from now on. Tired of explaining it.

The question still bothers alot of people because they were originally under the impression that accuracy above 100% is armor penetration ... and by extension would affect a target's other damage type mitigation by raising force accuracy above 100%

This is further agitated because you have a section of your thread telling everyone that Bioware has a completely useless talent in the inquisitor//consular healing tree (3% accuracy). So people rationalize that they could believe you who say:

"Force Attacks have an intrinsic 100% base accuracy, and no targets (PvE or PvP) possess force resist, so this stat is useless for Sorcerers/Sages."

or trust that Bioware wouldnt make such a grand mistake as design a talent that partially has no benefit. Not to mention that talent's name is Penetrating Darkness ... even furthering the conspiracy that accuracy above 100% involves mitigation penetration.


RE: Madness/Balance Sorcerer DPS Compendium - Ra'ath - 01-18-2012 12:47 AM

That 3% accuracy would certainly not be wasted in PvP, where people do have avoidance, and thus attacks (especially CCs) can miss/resist/whatever the correct terminology is. Aside from anything else, that talent is in the healing tree, which would inherently mean it is not for DPS, so anyone taking this as evidence that accuracy over 100% would be a benefit to DPS obviouly hasn't considered the options properly.