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Mercenary | Commando DPS Compendium (2.0 Updated)
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07-03-2012, 10:59 AM
Post: #311
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RE: Mercenary | Commando DPS Compendium
I agree that the PvP relics are technically better, but as you can see above the difference is minimal. The Power on Use relic gives slightly less sustained DPS but far more health and better controllable Burst DPS. Given that the hardest boss in the game right now requires short DPS bursts, I'm going to stick with my Campaign Relic of Boundless Ages.
Also, given that the DPS difference between the PvP relic and the Matrix Cube is less than 3, I don't think I'll be spending hours and hours PvPing to get it. Drawn and Dangerous, a D&D webcomic A.K.A Skree, Aid (Dalbora server), acnoj (official forums). |
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07-03-2012, 09:50 PM
(This post was last modified: 07-03-2012 09:50 PM by AnynomousTank.)
Post: #312
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RE: Mercenary | Commando DPS Compendium
So i have the comms for a 2nd WH relic. Here is what I need to know or have questions about.
My Merc is @ 2400 aim fully raid buffed. Last night I picked up the very last item i needed (Besides 2 reflex 26 armorings) and that was the Campaign Mainhand. I havent even quipt it yet because servers went down. So im a hair shy of my crit goal of 40% raid buffed , which ive been @ before but i have slipped to 39.50% after some remodding into power. Also im just under My accy goal @ 109.80 % after that change in 1.3 The question is what augments should I slap into my War Hero relics? Ive been a fan of all + Aim but should I put in + power instead ? Previously I was using the on Proc relic and Matrix cube, So i will be losing 68 aim and 23 ish crit. thats what I'm worried about |
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07-04-2012, 02:55 AM
Post: #313
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RE: Mercenary | Commando DPS Compendium
(07-03-2012 09:50 PM)AnynomousTank Wrote: So i have the comms for a 2nd WH relic. Here is what I need to know or have questions about. At 2400 aim it really doesn't matter if you put power or aim augments in. The difference is a hair fraction of 1 dps. Because the crit gain from aim is so miniscule at that lvl the technical answer is go power because it provides slightly more bonus damage than aim. Remember, your crits don't vent your heat anymore, so you don't need such a high crit %. (Of course crits do more dps, but don't sacrifice other important stuff for the number 40) My crit is at 37.5 buffed I have 1038 power I have 101% accuracy. (111 tech) Could be a fluke, I always seemed to do less dps when I was under 110%. I'm pulling high 1700s on the ops dummy for 5-10 min fights. My spec is 7/31/3 (the three is all into advanced targetting. Anyone who sacrifices 20% armor penetration for 4% alacrity is just dumb) |
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07-04-2012, 04:11 AM
Post: #314
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RE: Mercenary | Commando DPS Compendium
Where did you get that 2400 number? I've tested this for operatives and mercenaries and the relevant DR point of primary stat was huge, near 20,000. At 2400 aim was about 10% more valuable than power still.
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07-04-2012, 07:16 AM
(This post was last modified: 07-04-2012 07:33 AM by Fungus.)
Post: #315
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RE: Mercenary | Commando DPS Compendium
(07-04-2012 04:11 AM)Cort Wrote: Where did you get that 2400 number? I've tested this for operatives and mercenaries and the relevant DR point of primary stat was huge, near 20,000. At 2400 aim was about 10% more valuable than power still. I dispute this, too. The DR-function for the Aim-part of Crit-chance says that at 2400 you get 76% less Crit% per Aim than at 1200 Aim (calculated by differentiating with respect to Aim). But since the crit part of Aim plays only such a very small part in it's awesomeness (don't forget you get 14% extra Aim from buffs/skills) the DR are not yet dominant enough at 2400. Some numbers: assuming: Power = 0.9 Aim-Equivalency-Points at 1200 Aim (fairly realistic, even conservative, for a wide range of gear of that level imho) With Buffs 1 Aim gives 0.228 straight bonus-damage and power gives 0.23 With the equivalency 1 Aim equals 0.25333 bonus damage incl. it's crit. That gives us a 10% contribution of Aim's crit part to Aim's bonus-damage. Now, if I devalue those 10% by 24% (=100%-76%), Aim is now only worth 0.247 bonus damage, but that is still more than Power's 0.23. In fact, the value of Aim did change so little I doubt we will EVER have to think about if Power is now better than Aim... (well, actually I did think about it and with my assumptions the break-even point will be at 12000 Aim. With more realistic assumptions Cort's 20000 is probably more "real")
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07-04-2012, 02:37 PM
Post: #316
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RE: Mercenary | Commando DPS Compendium
14% buff to aim is a misleading number. You can't include the buff as a part of that because you get 5% extra bonus damage (warriors) just like you get 5% from aim (inquisitors)
I'm not a theory-crafter, but I have observed what happens when I switch out all my aim augs for power. I end up with several more tech bonus damage and lose about 1% crit. Personally, I have all aim augments except 2 power augs in my PVP relics. I only have 2250ish aim though. (The loss in aim is from using 2 PVP relics and from using all campaign mods that have less aim but 41 power) I have read other forums that calculate power > aim when you have 2100 aim unbuffed and I'm inclined to agree with them from my observations. What leads me to believe someone with 2400 aim would do best using power augs for the extra bonus damage. |
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07-04-2012, 03:04 PM
(This post was last modified: 07-04-2012 03:05 PM by Freehugs.)
Post: #317
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RE: Mercenary | Commando DPS Compendium
(07-04-2012 02:37 PM)Phaser Wrote: 14% buff to aim is a misleading number. You can't include the buff as a part of that because you get 5% extra bonus damage (warriors) just like you get 5% from aim (inquisitors) The 5% buff to Bonus Damage improves Aim and Power, because Bonus Damage comes from Aim and Power (and Tech Power and Cunning for Tech attacks). The 5% stats buff improves Aim on top of that, so the 14% value is not misleading, it's the correct bonus. (07-04-2012 02:37 PM)Phaser Wrote: I'm not a theory-crafter, but I have observed what happens when I switch out all my aim augs for power. I end up with several more tech bonus damage and lose about 1% crit. 1% Crit is better than several points of Bonus Damage, and when you're buffed that several points shrinks down half a point. Aim is better. Drawn and Dangerous, a D&D webcomic A.K.A Skree, Aid (Dalbora server), acnoj (official forums). |
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07-08-2012, 09:32 AM
Post: #318
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RE: Mercenary | Commando DPS Compendium
2400 aim, over 1000 power and 39% crit??? No offense, i dont believe these numbers. I have over 2300 aim, 560 power, 35% crit, 75% surge and just over 4% alacrity. I am almost full campaign with adjustement of mods. So I would like to know how u have your numbers where they are cause i have a hard time believing you have what you say you have. Again nothing personal, I just want facts on how you got to that. Be specific too please.
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07-08-2012, 12:39 PM
Post: #319
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| RE: Mercenary | Commando DPS Compendium | |||
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07-09-2012, 04:06 PM
(This post was last modified: 07-09-2012 04:37 PM by Phaser.)
Post: #320
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RE: Mercenary | Commando DPS Compendium
(07-08-2012 12:39 PM)Smear Wrote: Post your build here please: http://swtor.askmrrobot.com/character Just for reference I built my character on the site you linked. The stats are incorrect. http://swtor.askmrrobot.com/character/4a...adc2ed1ab8 There is something buggy with the site because stats actually are: 2163 aim buffed(2290 with rakata stim) 1006 power 38.0% tech crit (buffed) 73.64% surge 101% acc (111% tech) You would have to be using pretty much all rakata mods that have more aim but only 11 power to get 2400...which would in turn make you go below 1000 power. I suppose if I auged my rakata shells and put the black hole armorings in the chest and legs I cuuld eek out 22 more aim as well, but that's still not puttng me at 2400. Use the matrix cube for 68 more aim perhaps, but then I'd be less than 900 power. p.s. Rybeck if you have adjusted your mods the way you like them and you are still at only 560 power you are doing something wrong. Look at my build. Adjusting to 1000 power will greatly increase your susstained dps. (I just bought 5 or 6 pieces of the black hole gear with the Agile mod and the pwr/surge enhancement for 55 BH comms each) p.s.s. AnonymousTank's post says 2400 aim and 39% crit but does not say anything about power. I must conclude that, with those stats, power is severely lacking; which is why I told him before to use power augs. Of course ideally would be to get a whole slew of Agile mogs like me and then use aim augments. Like Freehugs pointed out aim is a hair-fraction better than power, but even though the 61 agile mod has less aim, it has enough power to make up for it. So lets say you used Rakata mods with power augs: 61 aim and 29 power. BH Agile mod plus aim augment: 71 aim, 41 power. Obviously the second one is better. Now lets say you put aim augs with a rakata mod: 79 aim, 11 power. Even though its more aim its worse because power almost as powerful as aim and you are missing 30 for only 6 aim. |
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