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SW:TOR Mechanics - The Basics
02-23-2012, 01:56 AM
Post: #41
RE: SW:TOR Mechanics - The Basics
What are the various armor ratings of mobs? Normal 10%, strong 15%, elite 20% boss 25%???
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02-24-2012, 08:06 AM (This post was last modified: 02-25-2012 02:00 AM by frmorrison.)
Post: #42
RE: SW:TOR Mechanics - The Basics
This is based on people's experiences:
Normal 10 to 15
Strong 15 to 25
Elite 25 to 35
Boss/Champion 35 to 50

e: It seems mobs have differing armor depending on class type, Tank, Melee, Ranged, Caster.

Ashstorm - Sorcerer http://swtor.askmrrobot.com/character/8a...f065cdb66b
Ashtech - Powertech http://swtor.askmrrobot.com/character/86...e5f049799e
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02-24-2012, 08:10 AM
Post: #43
RE: SW:TOR Mechanics - The Basics
There's also a 35% somewhere in there.

Even Angels must kill from time to time...
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02-24-2012, 09:52 AM
Post: #44
RE: SW:TOR Mechanics - The Basics
Currently Bosses range from 25% to 40% (Soa, Gharj), according to some brief testing done by Rolfson recently. A lower range will also apply to Weak/Strong/Elite mobs, depending on their Class type: Tank, Melee, Ranged, Caster.

Hopefully we can get an accurate range sometime in the future.

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02-26-2012, 06:52 AM
Post: #45
RE: SW:TOR Mechanics - The Basics
(02-02-2012 10:47 PM)bural Wrote:  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.

It could be a fraction, rather than a multiplier. That way, it would be something like:

TimeToHit = Distance / TravelSpeed

You would need to check other values or possibly dig up a similar equation to prove this either way, and I do not have access to the game files to check myself. However, after playing my merc, I would guess Tracer Missile takes roughly 2.3 times as long to hit a target as Rapid Shots (which I assume would be TravelSpeed = 0) however this is an anecdote and is by no means objective.
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03-04-2012, 10:08 PM
Post: #46
RE: SW:TOR Mechanics - The Basics
Found a great way to test Accuracy - Fabricator boss in Karaga palace: you get miss when autoattacking him, while he is unactive, so you could try spam special white attacks forever to test if he got any at all Defence and if got - how much it is. My CDs alredy finished this week.
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03-06-2012, 08:55 AM
Post: #47
RE: SW:TOR Mechanics - The Basics
In patch 1.2, there will be an unlockable (via the Legacy system) dummy on your ship that has an Operations Dummy, Warzone Dummy, and Possible Healing Dummy. This will help people test things more easily.

Also there will be unlockable Repair Astromech, affection for Ship Droid, Mailbox, and GTN on your ship.

Ashstorm - Sorcerer http://swtor.askmrrobot.com/character/8a...f065cdb66b
Ashtech - Powertech http://swtor.askmrrobot.com/character/86...e5f049799e
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03-07-2012, 12:54 PM
Post: #48
RE: SW:TOR Mechanics - The Basics
(03-06-2012 08:55 AM)frmorrison Wrote:  In patch 1.2, there will be an unlockable (via the Legacy system) dummy on your ship that has an Operations Dummy, Warzone Dummy, and Possible Healing Dummy. This will help people test things more easily.

Also there will be unlockable Repair Astromech, affection for Ship Droid, Mailbox, and GTN on your ship.

That's cool - I was thinking they should put the combat dummy on your ship.

+1 cool points if they make it a little droid-ball that floats around.

[Image: luke_lightsaber_training.jpg]

(+100 cool points if the training dummy is C2-N2...)
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03-07-2012, 01:01 PM
Post: #49
RE: SW:TOR Mechanics - The Basics
+ even more cool points if it's 2V-R8 instead. I'd love to pay him back for all that chatter he's been yelling at me for the past 3 months...

Even Angels must kill from time to time...
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06-23-2012, 05:37 PM
Post: #50
RE: SW:TOR Mechanics - The Basics
I love this site as i just recently found it and wish i would have been apart of this from the beginning as you all were.

I have question and I am not very technically inclined enough to filter through alot of the formulas and such in the other posts.

A guildie and i have been having a discussion on what Accuracy actually does.

this is in regards to pvp primarily and alot of the talk here was on bosses.

i am under the impression that accuracy over 100% bypasses defense rating or defense chance, while he believes that its is a form of armor penetration.

basically if i have 105% accuracy how does it affect my target in pvp, will it bypass there actual defense chance or will it bypass some of the armor. i understand that most people argue that accuracy in pvp is fairly negligible after a certain point but as he is a gunslinger it is very important to him since 90% of his attacks are ranged as opposed to tech.

what i am looking for is something along the lines of :

If you have 105% ranged accuracy it reduces the targets defense chance by x% or reduces the targets armor by x%

based on the answer to the above i am also curious if there is a diminishing return effect on accuracy.

essentially if a character has mostly ranged attacks as opposed to tech attacks would it be an advantage, to stack accuracy against tanks with hi defense chance only or against all targets with armor rating. or no advantage at all?

i believe if accuracy does bypass a persons defense chance than to be a "tank killer" a gunslinger could use a inflated accuracy stat to drop them fairly easily or at least easier.

if it bypasses armor rating then we have undervalued accuracy for a long time in the pvp world.

thanks in advance
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