MMO News and theorycrafting for advanced MMO gamers. News and articles that relate to your gameplay. World of Warcraft, SWTOR, Guild Wars 2, Rift, TERA, Eve Online, Star Wars the Old Republic, Diablo3, The Secret World and all Western AAA MMOs

Your login from any MMO-Mechanics forum or site will work here.

Hello There, Guest! Register

Post Reply 
The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
05-06-2012, 06:05 PM (This post was last modified: 05-06-2012 08:25 PM by Dack.)
Post: #41
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
(05-03-2012 09:15 AM)Dack Wrote:  Of course! Big Grin Will have evidence up soon. It's been a few years since my last stats class and even longer since Cal 1 so I'll be working mainly off of in game proof instead of theory. I'll have screens and videos up with links soon. Thanks Tibbel Smile

http://youtu.be/CjDhR8hBXpw

I video taped me going through about three minutes of hitting the dummy.

I found that in the first two minutes I saw 218 numbers fly off (not including miss/dodge)
Ergo, 120/218 = .550

So I'm hitting quite a bit faster than I thought, an average of .550/second. I believe gunslingers have an advantage with proc relics because of our offhand attack.

Now, onto energy regen:
I'll base this off of my Wounding Shots (cull) starting and ending energy(just for the first two minutes)
These are percentages based off of 110 energy.
WS Which stayed in the final energy bracket:
88->86
97->99
86->93
83->86

WS which did NOT stay in the final energy bracket:
72->69
70->62
54->51
81->86
64->69
71->67

In my previous post I stated that I could activate Cull at 70% and be at 90% when it finishes. This was highly inaccurate. This data does show, however, that with a critical chance of 37% I was able to sustain my rotation over time using cull at as low as 64% energy. Of course these results will vary depending on your critical chance and the RNG of your criticals. Smile
Find all posts by this user
Quote this message in a reply
05-07-2012, 06:50 PM
Post: #42
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
(05-02-2012 12:58 AM)felicity Wrote:  [*]Implants
  • Black Hole Targeter's MK-1 Enhancer (Comms): 102 Cun, 87 End, 71 Crit, 57 Acc
  • Black Hole Targeter's MK-3 Enhancer (Drop?): 102 Cun, 87 End, 71 Power, 57 Surge
  • Black Hole Trapper's MK-4 Package (Drop?): 102 Cun, 87 End, 71 Power, 57 Accuracy
  • Rakata Enforcer's Implant (Comms/Drop): 85 Cun, 98 End, 51 Power, 51 Surge
  • Rakata Field Medic's Implant (Comms/Drop): 103 Cun, 85 End, 44 Crit, 51 Surge
  • Columi Enforcer's Implant (Crafted/Drop): 80 Cun, 93 End, 48 Acc, 48 Crit
[/list]

The "Black Hole Targeter's MK-3 Enhancer" is a drop from Warlord Kephess on heroic-mode. I got one last ID.
Find all posts by this user
Quote this message in a reply
05-07-2012, 07:37 PM
Post: #43
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
(05-07-2012 06:50 PM)Talshai Wrote:  The "Black Hole Targeter's MK-3 Enhancer" is a drop from Warlord Kephess on heroic-mode. I got one last ID.

I got 2 of them from Toth & Zorn hardmode and can even craft it on EU SithTriumvirate
Find all posts by this user
Quote this message in a reply
05-08-2012, 06:37 AM
Post: #44
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
I'm curious as to why you'd select Adhesive Corrosives over Lingering Toxins in the build linked in the compendium. The ability to always fire Cull on cooldown to take advantage of the additional poisons without first clipping dots or losing the additional Cull damage from their expiration is much more handy than a slow debuff.
Find all posts by this user
Quote this message in a reply
05-08-2012, 12:12 PM
Post: #45
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
without any buffs or stims my ranged crit is 30.78% and my tech crit is 29.66%. My power is 528. MY surge is 74.96%. Im using the 2 8 31 build for lethality. would u say this is about where i should be? or should i ditch some crit and go for a little more power? im basically using all augmented gear save for 2 pvp pieces for the extra orbital. so all of my augments are pretty much crit augs. i have almost all of the gear modded with power and surge.
Find all posts by this user
Quote this message in a reply
05-08-2012, 12:42 PM
Post: #46
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
(05-08-2012 06:37 AM)VulcanLogic Wrote:  I'm curious as to why you'd select Adhesive Corrosives over Lingering Toxins in the build linked in the compendium. The ability to always fire Cull on cooldown to take advantage of the additional poisons without first clipping dots or losing the additional Cull damage from their expiration is much more handy than a slow debuff.

It's very difficult to keep the right DoTs up because they look exactly the same, and I don't have time to spend figuring out which DoT is up because I'll be busy looking for fight mechanics. Also, you should have a rotation where you're not having to wait to put those DoTs back up before you cull. I can link how much dps you'll be losing by having those dots up and not the real ones.

(05-08-2012 12:12 PM)ditolus Wrote:  without any buffs or stims my ranged crit is 30.78% and my tech crit is 29.66%. My power is 528. MY surge is 74.96%. Im using the 2 8 31 build for lethality. would u say this is about where i should be? or should i ditch some crit and go for a little more power? im basically using all augmented gear save for 2 pvp pieces for the extra orbital. so all of my augments are pretty much crit augs. i have almost all of the gear modded with power and surge.

IMHO your crit is too low. As I've posted, I like to have my crit at 38% because of fighting spirit. This allows me to use Cull at lower rates. I'll be posing analytics of the different crit ratings and averages vs. energy return.
Find all posts by this user
Quote this message in a reply
05-08-2012, 01:23 PM
Post: #47
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
(05-08-2012 12:42 PM)Dack Wrote:  
(05-08-2012 06:37 AM)VulcanLogic Wrote:  I'm curious as to why you'd select Adhesive Corrosives over Lingering Toxins in the build linked in the compendium. The ability to always fire Cull on cooldown to take advantage of the additional poisons without first clipping dots or losing the additional Cull damage from their expiration is much more handy than a slow debuff.

It's very difficult to keep the right DoTs up because they look exactly the same, and I don't have time to spend figuring out which DoT is up because I'll be busy looking for fight mechanics. Also, you should have a rotation where you're not having to wait to put those DoTs back up before you cull. I can link how much dps you'll be losing by having those dots up and not the real ones.

(05-08-2012 12:12 PM)ditolus Wrote:  without any buffs or stims my ranged crit is 30.78% and my tech crit is 29.66%. My power is 528. MY surge is 74.96%. Im using the 2 8 31 build for lethality. would u say this is about where i should be? or should i ditch some crit and go for a little more power? im basically using all augmented gear save for 2 pvp pieces for the extra orbital. so all of my augments are pretty much crit augs. i have almost all of the gear modded with power and surge.

IMHO your crit is too low. As I've posted, I like to have my crit at 38% because of fighting spirit. This allows me to use Cull at lower rates. I'll be posing analytics of the different crit ratings and averages vs. energy return.

crap i should also mention im a sniper.
Find all posts by this user
Quote this message in a reply
05-08-2012, 01:28 PM (This post was last modified: 05-08-2012 04:31 PM by Dack.)
Post: #48
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
(05-08-2012 01:23 PM)ditolus Wrote:  crap i should also mention im a sniper.


It shouldn't matter when talking about stats that aren't acc; the only difference is when it comes to proc relics and overall dps vs. hit chance.

EDIT:
In full raid buffs and stim I'm sitting at:
2118 Cunning
820 Bonus Tech Damage
39.91 Tech Crit Chance
76.77 Tech Crit Multiplier

With this I'm able to pull a consistent ~1500 DPS on the ops Dummy according to the Mox parser. Will have screens and logs tomorrow. This is with gunslinger dps.
Find all posts by this user
Quote this message in a reply
05-08-2012, 05:29 PM (This post was last modified: 05-08-2012 05:32 PM by VulcanLogic.)
Post: #49
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
Quote:It's very difficult to keep the right DoTs up because they look exactly the same, and I don't have time to spend figuring out which DoT is up because I'll be busy looking for fight mechanics. Also, you should have a rotation where you're not having to wait to put those DoTs back up before you cull. I can link how much dps you'll be losing by having those dots up and not the real ones

So you'd rather take 2 skill points and put them into something that offers exactly a zero percent increase in DPS over taking 2 points into something that will increase Cull damage significantly (in that it can always be cast on its 9 seconds cooldown for full effect without first having to refresh dots or clip them)? Interesting. Show me the links, as you claim to have, that tell us how much more a zero damage snare will do over that on an operations boss.
Find all posts by this user
Quote this message in a reply
05-08-2012, 06:00 PM
Post: #50
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
(05-08-2012 05:29 PM)VulcanLogic Wrote:  
Quote:It's very difficult to keep the right DoTs up because they look exactly the same, and I don't have time to spend figuring out which DoT is up because I'll be busy looking for fight mechanics. Also, you should have a rotation where you're not having to wait to put those DoTs back up before you cull. I can link how much dps you'll be losing by having those dots up and not the real ones

So you'd rather take 2 skill points and put them into something that offers exactly a zero percent increase in DPS over taking 2 points into something that will increase Cull damage significantly (in that it can always be cast on its 9 seconds cooldown for full effect without first having to refresh dots or clip them)? Interesting. Show me the links, as you claim to have, that tell us how much more a zero damage snare will do over that on an operations boss.
Exactly. And dont forget that when you have to move and you cant refresh your dots or you have to switch target like on Toth and Zorn or on Firebrand & Stormcaller etc.. your dots still up and if they up and they crit you get more energy.
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)