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 
Mercenary | Commando DPS Compendium (2.0 Updated)
04-19-2012, 12:48 AM
Post: #31
RE: Mercenary | Commando DPS Compendium
The problem with Gunnery/Arsenal is definitely mobility. We only have a couple of hits that can be used while moving that do any notable damage. While getting into position or changing position, sticky grenade is great. Obviously, in an AoE environment, it does good damage, but no matter what it's damage on the run, which is hard to come by for us. So while before it wasn't as useful, since it'd be smarter to save your ammo for a good rotation once you're in position, now 1) ammo is easier to conserve and 2) you have to look at your other options while moving, which are generally all bad. If the target isn't incapacitated, HIP/RS is out, and no one likes to burn they're CD on an unbuffed HSM/DR.

It may not sound very instinctive, but it really did increase my DPS, especially in warzones. At least give it a try and see what you think. We may just have different playstyles, but I know I'm squeezing out a lil more damage than otherwise while keeping it as one of my main hotkeys.

And while DFA/MV is still situational, I rarely find a situation that it wont help out in. If you wanna get really bats*** crazy, I'm pretty sure working stockstrike/rocket punch into a rotation is useful too. Goes back to the whole is (No movement + Damage) <, >, or = (movement + less damage). still more work to come on that as I've been playing my new shadow a lot lately too.
Find all posts by this user
Quote this message in a reply
04-19-2012, 01:01 AM
Post: #32
RE: Mercenary | Commando DPS Compendium
(04-19-2012 12:48 AM)ATownArmy Wrote:  The problem with Gunnery/Arsenal is definitely mobility. We only have a couple of hits that can be used while moving that do any notable damage. While getting into position or changing position, sticky grenade is great. Obviously, in an AoE environment, it does good damage, but no matter what it's damage on the run, which is hard to come by for us. So while before it wasn't as useful, since it'd be smarter to save your ammo for a good rotation once you're in position, now 1) ammo is easier to conserve and 2) you have to look at your other options while moving, which are generally all bad. If the target isn't incapacitated, HIP/RS is out, and no one likes to burn they're CD on an unbuffed HSM/DR.

It may not sound very instinctive, but it really did increase my DPS, especially in warzones. At least give it a try and see what you think. We may just have different playstyles, but I know I'm squeezing out a lil more damage than otherwise while keeping it as one of my main hotkeys.

And while DFA/MV is still situational, I rarely find a situation that it wont help out in. If you wanna get really bats*** crazy, I'm pretty sure working stockstrike/rocket punch into a rotation is useful too. Goes back to the whole is (No movement + Damage) <, >, or = (movement + less damage). still more work to come on that as I've been playing my new shadow a lot lately too.
If you ask somebody about a "DPS rotation" nobody is asking for whats best to use when you're moving. You dont maintain a "rotation" while moving. Thats another situation and completely different.

So yes, the instant cast ability is superior to a casted ability when moving thats a nobrainer.
Find all posts by this user
Quote this message in a reply
04-19-2012, 02:00 AM
Post: #33
RE: Mercenary | Commando DPS Compendium
So we agree that the rotation has changed (use unload on proc) and that sticky grenade is, in fact, a worthwhile skill to use. It took us 5 posts and 3 hours to get back to exactly what I said at the start.

"No. Not that much has changed to Merc/Commando in 1.2, so a lot of it is the same, but game mechanic stuff (mainly optimal rotation and specific info on skills and trees) has yet to be updated."
Find all posts by this user
Quote this message in a reply
04-19-2012, 02:29 AM
Post: #34
RE: Mercenary | Commando DPS Compendium
Is it Possible to Remove the 4pc Set on my Gear and Replace it With Augmented Gear? For the Time Being... Will That Bring More Dps Output?... and for the looks also lol
Find all posts by this user
Quote this message in a reply
04-19-2012, 03:03 AM (This post was last modified: 04-19-2012 03:10 AM by Arthug.)
Post: #35
RE: Mercenary | Commando DPS Compendium
(04-19-2012 02:29 AM)Curthiany Wrote:  Is it Possible to Remove the 4pc Set on my Gear and Replace it With Augmented Gear? For the Time Being... Will That Bring More Dps Output?... and for the looks also lol

No, with campaign gear you will be able to pull the Armoring out as the set bonus is attached to it and not the gear itself. Currently you can replace one piece of gear (I chose helm since i can remove it) with an augmented piece and keep your 4 piece set bonus.



(04-19-2012 02:00 AM)ATownArmy Wrote:  So we agree that the rotation has changed (use unload on proc) and that sticky grenade is, in fact, a worthwhile skill to use. It took us 5 posts and 3 hours to get back to exactly what I said at the start.

"No. Not that much has changed to Merc/Commando in 1.2, so a lot of it is the same, but game mechanic stuff (mainly optimal rotation and specific info on skills and trees) has yet to be updated."
Using unload on proc has always been in the rotation and sticky grenade/explosive dart has always been useful while moving. The only "change" is we cast unload more often due to it procing more often.
Find all posts by this user
Quote this message in a reply
04-19-2012, 03:14 AM
Post: #36
RE: Mercenary | Commando DPS Compendium
(04-18-2012 07:38 AM)Scab Wrote:  
(04-18-2012 05:01 AM)Arthug Wrote:  3 min on a Target dummy this is pretty typical for me while raid buffed

http://www.torparse.com/a/4153?q=MXw0MTU...g2MDUzeDE=

1412 dps 42.65 crit %
Stats

Tech:

Bonus Damage 826.8
Accuracy 108.16
Critical Chance 39.80%
Surge 76.19%
Activation speed 5.83%

Ranged

Bonus Damage 501.2
Accuracy 98.16%
Critical Chance 38.66%
Surge 76.19%

Talent tree
http://www.torhead.com/skill-calc#300Mc0...rdozfzZr.1

Gear

All Rakata (some columni enhancements) 2 Augmented blasters 1 augmented helm (3 reflex augments)
Campaign relic of the kinetic tempest
Matrix cube

well i have probably exactly identical gear you do... augmented chest and weapon with critted Rakata bracers and belt. i cannot break 1.3k dps... what is your rotation. and are you blowing your relics and adrenal on that parse? because i am not (and you should not). get back to me please!

http://www.torparse.com/a/4300
Mine and Glorians Action Per minute is both higher then yours, are you precasting so your next ability starts up right as the one your on finishes?
Find all posts by this user
Quote this message in a reply
04-19-2012, 05:30 AM
Post: #37
RE: Mercenary | Commando DPS Compendium
(04-19-2012 03:14 AM)Arthug Wrote:  
(04-18-2012 07:38 AM)Scab Wrote:  
(04-18-2012 05:01 AM)Arthug Wrote:  3 min on a Target dummy this is pretty typical for me while raid buffed

http://www.torparse.com/a/4153?q=MXw0MTU...g2MDUzeDE=

1412 dps 42.65 crit %
Stats

Tech:

Bonus Damage 826.8
Accuracy 108.16
Critical Chance 39.80%
Surge 76.19%
Activation speed 5.83%

Ranged

Bonus Damage 501.2
Accuracy 98.16%
Critical Chance 38.66%
Surge 76.19%

Talent tree
http://www.torhead.com/skill-calc#300Mc0...rdozfzZr.1

Gear

All Rakata (some columni enhancements) 2 Augmented blasters 1 augmented helm (3 reflex augments)
Campaign relic of the kinetic tempest
Matrix cube

well i have probably exactly identical gear you do... augmented chest and weapon with critted Rakata bracers and belt. i cannot break 1.3k dps... what is your rotation. and are you blowing your relics and adrenal on that parse? because i am not (and you should not). get back to me please!

http://www.torparse.com/a/4300
Mine and Glorians Action Per minute is both higher then yours, are you precasting so your next ability starts up right as the one your on finishes?
I am not. Because whenever i rely on that feature it doesn't work and i end up losing more ammo because of it. but i will try it on a dummy for a while and get back to you.
Find all posts by this user
Quote this message in a reply
04-19-2012, 06:03 AM
Post: #38
RE: Mercenary | Commando DPS Compendium
Quote:I list Alacrity last because all of our major activations are 1.5s in length, which means if you stack too much +Alacrity you’re going to be GCD-capped in your rotations, which is not helpful.

Gwarrr, gunna nitpick here, this section of the OP is incorrect. The GCD of any non-instant ability is equal to 1.5 seconds or the modified cast time, whichever is less. There is no GCD-capping for Alacrity.

Even Angels must kill from time to time...
Find all posts by this user
Quote this message in a reply
04-19-2012, 11:32 AM
Post: #39
RE: Mercenary | Commando DPS Compendium
I also Parsed for 10 minutes on the boss dummy. Someone in the trooper official forums wanted me to try and rule out RNG as much as I could. So Ive used a different log parser tool, but you'll get the idea.

http://www.fryingtime.com/?filename=comb..._14_819000

Ps that reminds me, one test I was doing baws DPS - like 1450-1500. Was starting to /flex - then I saw my companion out :'(
Find all posts by this user
Quote this message in a reply
04-19-2012, 01:38 PM
Post: #40
RE: Mercenary | Commando DPS Compendium
Real world Toth Zorn fight 8man normal

http://www.torparse.com/a/6651?q=MXw2NjU...UyNzQ1eDE=



Glorion on a side note one of the parses i did showed Torian at over 800dps
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 3 Guest(s)