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Mercenary | Commando DPS Compendium (2.0 Updated)
04-25-2012, 09:33 PM
Post: #110
RE: Mercenary | Commando DPS Compendium
(04-25-2012 08:24 AM)frmorrison Wrote:  
(04-25-2012 07:58 AM)Fungus Wrote:  You only need 100% Tech-Accuracy because basically nobody has resistances (exception: sage-buff in pvp. Was it sage?).
And I believe consensus seems to be that bosses have 10% defense not 8%?
This means that for Tech-heavy builds like Gunnery, the assumption that +10% accuracy > all might very well be wrong. While it certainly ranks very high on statweights, you can only say how much better or worse than Aim or Crit it is by actually calculating or simulating with your current stats.

The Tank Sin/Shadow and Sniper have a talent that gives 2% defense against all types of attacks (like Force and Tech), so a little accuracy doesn't hurt, and everyone has 5% defense against melee/ranged.
The SI/JC buff gives 10% damage reduction to Internal/Elemental (normally it does 100% damage to everyone).
While bosses do have 10% ranged defense, since most of your attacks for Tech I am not sure 10% hit is the best idea. Sadly the itemization gives so much accuracy.


Our gear certainly does haha.. As far as the % of acc. 8% is the solid amount that has been told to people everywhere. Since we now have logs its much easier to go over and see how its affecting you. I can tell you with 8% the only shots you will miss are some rapid shots and some unloads. According to Torparse.com if their dmg lose is accurate, this is about a 100 dps loss over a fight, which gets higher the lower you go. A friend of mine mentioned he had under 8% recently and was still not missing the other attacks but I have yet to test different %'s out myself and see how much loss it is vs stacking to 8%. Bottom line stick with as close to 8% as possible and itemize to other stats with w/e else you can.
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RE: Mercenary | Commando DPS Compendium - Rakunvar - 04-25-2012 09:33 PM

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