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Mercenary | Commando DPS Compendium (2.0 Updated)
04-28-2012, 04:18 AM (This post was last modified: 04-28-2012 04:26 AM by esp85.)
Post: #151
RE: Mercenary | Commando DPS Compendium
(04-28-2012 03:59 AM)Aerro Wrote:  They do not stack up this way anymore. It was one of the issues fixed in 1.2c. That is why your Tracer Missile damage has dropped quite a bit.

As for the proc relic- I will throw some numbers in this thread in a bit. Doing dailies right now.

Was that a ninja change not in the notes?

Also thanks, much appreciated.
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04-28-2012, 04:29 AM (This post was last modified: 04-28-2012 04:31 AM by Aerro.)
Post: #152
RE: Mercenary | Commando DPS Compendium
After our HSM was nerfed to the ground, I got in contact with Stephen Reid and sent him a few parses showing that HSM wasn't our only ability doing shit damage. He came back to me saying there were some extra changes done to HSM as well as other changes that may affect other abilities, such as armor penetrations not stacking.
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04-28-2012, 04:46 AM
Post: #153
RE: Mercenary | Commando DPS Compendium
(04-28-2012 04:29 AM)Aerro Wrote:  After our HSM was nerfed to the ground, I got in contact with Stephen Reid and sent him a few parses showing that HSM wasn't our only ability doing shit damage. He came back to me saying there were some extra changes done to HSM as well as other changes that may affect other abilities, such as armor penetrations not stacking.

This person testing the armor stacking (around April 24 I assume), which was after 1.2c. Reid may not know everything in the patch, and sometimes patch notes are not correct.
http://mmo-mechanics.com/swtor/forums/Th...ues?page=7

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Ashtech - Powertech http://swtor.askmrrobot.com/character/86...e5f049799e
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04-28-2012, 04:54 AM
Post: #154
RE: Mercenary | Commando DPS Compendium
Well the diminishing return affects does make sense. I am still curious as to what our 'unknown' fix was to HSM aside from the Heat Sig stacks. S Reid would not disclose that information to me which makes me wonder if it were just a ninja nerf.
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04-28-2012, 05:36 AM (This post was last modified: 04-28-2012 05:39 AM by 8bitForLife.)
Post: #155
RE: Mercenary | Commando DPS Compendium
(04-27-2012 12:14 PM)Aerro Wrote:  I have 755 power. In the picture you can see my relic is not used, but I can take another screen shot using both my adrenal and relic so you can see my power is 755 if you were to subtract how much power a relic and adrenal gives.

http://i.imgur.com/0pbZv.jpg


Here is a screenshot. My adrenal and my relic are not used. I don't know why I opened my bag- I guess I forgot it was on my bar >.>

Edit: My tech bonus damage is 962.5 with buffs, the bonus damage in the screenshot is my ranged.

can you make a new ss without the inv covering up your stats
and i run 8man and we have hardly gotten any mods so would the ones from sithwar hands be best to get?

and maybe list how many of what mods your using and in one slot of armor
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04-28-2012, 05:53 AM (This post was last modified: 04-28-2012 05:53 AM by Unmasked.)
Post: #156
RE: Mercenary | Commando DPS Compendium
(04-28-2012 05:36 AM)8bitForLife Wrote:  can you make a new ss without the inv covering up your stats
and i run 8man and we have hardly gotten any mods so would the ones from sithwar hands be best to get?

and maybe list how many of what mods your using and in one slot of armor

All of our enhancements were replaced to have the Sith Warrior gloves, helm or mainhand enhancements end/accuracy/power. All of the mods, at least in my case, were replaced with aim/endurance/power from drops in NiM KP. Pre-1.2, Every mod and enhancement in my gear was strictly aim/endurance/accuracy/power.

Armorings were not changed until 1.2 which I replaced with 61 aim armorings from Karagga drops.

That has since changed in 1.2 so a quick answer to your question is, "Yes, the Sith Warrior gloves would be the best to get for (58) level enhancements."

--Zero
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04-28-2012, 06:20 AM
Post: #157
RE: Mercenary | Commando DPS Compendium
http://i.imgur.com/XNfJ2.jpg

Fully buffed my crit is ~29%. Once I get my Campaign wep, it will scale to about 32-33% which is where I'll stop and continue focusing on Power.
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04-28-2012, 06:31 AM
Post: #158
RE: Mercenary | Commando DPS Compendium
Im curious as to what your dps is on a op target dummy stacking so much power over getting your crit/surge higher

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04-28-2012, 06:46 AM
Post: #159
RE: Mercenary | Commando DPS Compendium
(04-28-2012 06:20 AM)Aerro Wrote:  http://i.imgur.com/XNfJ2.jpg

Fully buffed my crit is ~29%. Once I get my Campaign wep, it will scale to about 32-33% which is where I'll stop and continue focusing on Power.

Wow, before I go that low overall on Crit, I think I would have to get my GS up to the end of Chapter 2.
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04-28-2012, 07:55 AM (This post was last modified: 04-28-2012 08:21 AM by Aerro.)
Post: #160
RE: Mercenary | Commando DPS Compendium
(04-28-2012 02:01 AM)Unmasked Wrote:  
(04-28-2012 12:34 AM)Phaser Wrote:  Thank you Zero, that was very helpful. Have you found any specific black hole gear with mods/enhancements that stack a lot of power?

The Black Hole Boltblaster's Gauntlets have the best end/acc/power enhancement in the game right now with 27/51/41 of the stats, respectively. The mod is also a good power boost at the expense of aim 61 aim in Rakata vs 53 aim in BH, but 11 power in R vs 41 power in BH. It's all a matter of what stats you're looking to boost.

My current plan is to remain in the 2100-2160 aim stat (fully buffed, I have 2163 at the moment), ~30% crit and ~60-70% surge and stack power after that.

I need to sit down and actually itemize which BH/Campaign pieces I want and how I want to manage that around crit-crafting certain pieces as I haven't had a lot of time to do that lately. If me or Aerro figure that out within the next week or so, we'll keep you guys posted.

--Zero

(04-28-2012 03:29 AM)esp85 Wrote:  
(04-28-2012 02:53 AM)Unmasked Wrote:  The problem with the kinetic damage relic (i.e. Relentless Winds) is that it's mitigated by bosses.

--Zero

@ Zero/Aerro:

I've seen you guys say that the proc relics are bad. I'm not saying you're wrong, and obviously your results speak for themselves, but I'd feel irresponsible if I didn't ask for an explanation or some kind of math on why you guys feel this way.

As for the explanation of armor mitigation, I was under the impression that BHs have 95% armor penetration on bosses (20% from sunder, 20% from shatter shot, 20% from heat signature, 35% from cylinder). Do these not stack up this way?

Thanks.

(04-28-2012 04:18 AM)esp85 Wrote:  
(04-28-2012 03:59 AM)Aerro Wrote:  They do not stack up this way anymore. It was one of the issues fixed in 1.2c. That is why your Tracer Missile damage has dropped quite a bit.

As for the proc relic- I will throw some numbers in this thread in a bit. Doing dailies right now.

Was that a ninja change not in the notes?

Also thanks, much appreciated.

(04-28-2012 04:46 AM)frmorrison Wrote:  
(04-28-2012 04:29 AM)Aerro Wrote:  After our HSM was nerfed to the ground, I got in contact with Stephen Reid and sent him a few parses showing that HSM wasn't our only ability doing shit damage. He came back to me saying there were some extra changes done to HSM as well as other changes that may affect other abilities, such as armor penetrations not stacking.

This person testing the armor stacking (around April 24 I assume), which was after 1.2c. Reid may not know everything in the patch, and sometimes patch notes are not correct.
http://mmo-mechanics.com/swtor/forums/Th...ues?page=7

(04-28-2012 06:31 AM)Arthug Wrote:  Im curious as to what your dps is on a op target dummy stacking so much power over getting your crit/surge higher

I'm doing about 1480ish on average. Sometimes peaking high 1500s. This is 5 minutes on a target dummy, and no seems to last that long.

After I get my campaign weapon, I will see a significant increase in damage due to getting about 4% crit. After I get the wep I will no longer need to worry about crit. Once I get another piece my Surge will go to about 73%.

http://swtor.askmrrobot.com/character/fa...99c1d51008

This is my armory.
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