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SW:TOR Mechanics - The Basics
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01-16-2012, 09:23 AM
Post: #31
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RE: SW:TOR Mechanics - The Basics
Quote:Noob question: Do the custom (orange) weapons' force power/tech power come from the weapons themselves or from mods (e.g. barrel/hilt?)? I just picked up Tanno Vik, and don't know if I can grab one of those vibroblades that give force power and just switch out the mods, or if I need one that specifically gives tech power first. The power comes from the rating. The type of the power comes from the type of the mod (ie. Barrels give Tech, Hilts give Force). There are not orange-quality techblades, vibroknives, or techstaves. Vibroswords are designed for force users, and I'm not even sure a techblade user can even equip them. Even Angels must kill from time to time...
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01-16-2012, 10:43 AM
Post: #32
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RE: SW:TOR Mechanics - The Basics
Aha, that's what techblades are. I hadn't even thought of looking at those to see what they were. Thanks.
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01-17-2012, 07:22 AM
Post: #33
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RE: SW:TOR Mechanics - The Basics
Does any mobs have defence?
So do you need Accuracy in PVE for special attacks? I haven't seen any misses with basic 90% (100 for special), but didnt payed much attention on raids, maybe i missed the misses on raid bosses )? |
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01-18-2012, 01:24 AM
Post: #34
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RE: SW:TOR Mechanics - The Basics
Quote:Does any mobs have defence? The basic attack will miss, but will only miss if all 3 of the "flurry" attacks it has miss. Otherwise you'll just see a blaster bolt fly past the target (or not hear the saber impact sound) for one of them. Mobs are theorized to have 8-10% defense. We're still working on the exact value. Even Angels must kill from time to time...
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01-18-2012, 09:31 AM
Post: #35
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RE: SW:TOR Mechanics - The Basics
Does armor reducing effects work with each other? or only one -20% works?
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01-18-2012, 10:07 AM
Post: #36
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RE: SW:TOR Mechanics - The Basics
Quote:Does armor reducing effects work with each other? or only one -20% works? Still being tested. Even Angels must kill from time to time...
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01-28-2012, 10:22 PM
Post: #37
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RE: SW:TOR Mechanics - The Basics
Can someone clarify the threat mechanics?
It seems to be missing from this post. How does damage interact with threat? |
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01-28-2012, 10:43 PM
Post: #38
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RE: SW:TOR Mechanics - The Basics
(01-28-2012 10:22 PM)Pjj Wrote: Can someone clarify the threat mechanics? Based on my interpretation of the client files (data-mining): Most damaging abilities have a threat multiplier of 1, meaning they generate threat equal to the damage done. A small number of abilities, either granted or modified by skill points in tanking trees, have threat multipliers greater than 1. It appears that abilities which say they "generate a large amount of threat" have a multiplier of 1.5. Tanking stances increase all threat generated by the tank using them, by 50%. This is probably multiplicative with other bonuses. Healing has a default threat multiplier of 0.5. So by default, 2 heals = 1 damage for threat purposes. The threat from healing is also modified (reduced) by talents in the healing skill trees. Mobs will change targets when someone else has 10 or 20% higher threat than their current target. Whether it is 10 or 20% depends on either: 1) Whether the new target is in melee range or not, or 2) Whether the current target is in melee range or not, or 3) Whether the mob is classified as a melee or ranged attacker, or It isn't clear (to me at least) from the client files which of these is the case. Compared to WoW (where the threat multplier for tanks recently increased from 3 to 5), tanks have life harder in TOR, although probably the DPS difference between tanks and DPS specs in TOR is somewhat smaller than in WoW. |
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01-29-2012, 05:33 AM
(This post was last modified: 01-29-2012 05:37 AM by Kaedis.)
Post: #39
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RE: SW:TOR Mechanics - The Basics
Quote:Mobs will change targets when someone else has 10 or 20% higher threat than their current target. Whether it is 10 or 20% depends on either: It's 10% and 30%, not 20% (in devCombatSystemsPrototype). Also, as far as I can tell, it works the same way as WoW, so it's based on the new target's melee/ranged status, not the mob's or the current target's. Even Angels must kill from time to time...
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02-02-2012, 10:47 PM
Post: #40
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RE: SW:TOR Mechanics - The Basics
In relation to calculations of Terminal Velocity, I'm looking for some info regarding traveltime of abilities. Specifically, I'm wondering what the parameter TravelSpeed=>2.3 for Tracer Missile in comparison to the TravelSpeed=>2 for Heatseeker Missiles means.
The use of the word speed would indicate a parameter in time/distance units, but anecdotes suggests Heatseeker flying faster than Tracer. Bural's Arsenal DPS spreadsheet |
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