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[ARCHIVE] 1.1.5 Madness/Balance Sorcerer DPS Compendium
12-30-2011, 05:44 AM
Post: #71
RE: Madness/Balance Sorcerer DPS Compendium
(12-30-2011 12:57 AM)Kor Wrote:  Well, it still increases the crit chance of FL (in fact, all 4 ticks of it for a single charge). This I've found is generally the best use of Recklessness, using it on a pair of FLs. The range boost isn't for Sorcs, it's for 'Sins.

Really? I got the impression from the tooltip that FL wasn't impacted by the crit - i.e. a channel wasn't a "direct attack", though I suppose that's more likely meant to distinguish targeted vs. AOE. Overall poor tooltip. Good to know!

Quote:Well, Cloud Mind is fairly weak. I'm not sure on the exact mechanics, but it's never really been a jawdropping effect.
I read supposedly 25% threat reduction, but with lack of any ability to actually track threat (to my knowledge) this is apocryphal. If true it is obviously crap up-front but by late in a fight would be staggeringly large. I was hoping threat wouldn't be so worrisome since I've read all the Hard 50s stuff have berserk timers to enforce DPS checks (which correspondingly enforces threat checks). Hopefully this is just my cynicism speaking, since I've played games for years where tanking seems to attract many of the poor players since it allows them into groups more frequently, they're harder to replace, and they have no competition on their loot.

I was about to ask if clipping 2 ticks of Aff would lower its DPCT enough to be not worth casting, then realized it'd still be desired for Lightning Barrage.

Finally, was unaware Power gave greater damage bonus than Willpower. Very interesting design. With the entire diminishing returns system, it's entirely possible that in high end gear you'll start working down the priorities as secondary stat A gets to the far end of the curve and points in secondary stat B would produce greater results. Fun from the number cruncher's perspective, but potentially annoying for the (probably far more populous) just-wants-to-have-fun-and-at-most-follow-a-guide player. There's good reason to employ KISS in games.
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12-30-2011, 05:49 AM
Post: #72
RE: Madness/Balance Sorcerer DPS Compendium
Yes, but KISS results in panda-land, which has triggered an absolute free-fall in WoW's subnumbers. KISS in a community made up of gamers, who are by and large far more nerdy than the majority of the population, is not always the best idea. Gamers thrive on complexity and high skillcaps.

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12-30-2011, 06:39 AM
Post: #73
RE: Madness/Balance Sorcerer DPS Compendium
Hey Kor, I wanted to level with this build and using this post, but am only a lowly level 25 (wanted to use the CL build, the 13/28 build). Would I put points first into the Lightning side or the Madness side as I level?
Thanks, and great post!
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12-30-2011, 07:04 AM
Post: #74
RE: Madness/Balance Sorcerer DPS Compendium
You can really go either way. I put almost all of my initial points in the Balance/Madness tree and that worked well. I'm sure it would also work well to get up to Chain Lightning in the Lightning tree, and you'd be able to pick up some force conservation talents along the way. I only noticed force issues while doing flashpoints, and since I rarely do those while leveling, I didn't find them that necessary at the lower levels.

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12-30-2011, 07:59 AM (This post was last modified: 12-30-2011 08:09 AM by frmorrison.)
Post: #75
RE: Madness/Balance Sorcerer DPS Compendium
This is in reply to the last page on page 6:

Recklessness adds dps and is off the GCD, so it is worth using. One issue I have wondered if it was possible to use multiple abilities in one keybind (i.e. click Recklessness and Relics with one button). I know a macro would help with this, but I don't think they are coming soon. Possibly AutoHotKey could do this.

I haven't heard of issues with threat in any level 50 flashpoints for anyone. I doubt you could Extrication yourself.

It is an issue seeing which Affliction is yours. There is not much I could see to do, except the order of DoTs seems to go to the left as more DoTs get cast. This becomes a big issue if there are 3 Sorcs in a group, with two it isn't too bad to watch it.

(12-30-2011 05:30 AM)Kor Wrote:  That, and I think Madness just simply has an edge on Lightning, not the least of which is due to the absolutely terrible coefficient on Lightning Strike. They could increase it's damage by half and I still suspect Madness would come out on top.

Since Madness seems better than Lightning, it is good that damage meters don't exist (because things likely will be changed so the specs do similar damage once people cry about it), so Madness likely would become lower dps.

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12-30-2011, 08:27 AM
Post: #76
RE: Madness/Balance Sorcerer DPS Compendium
Quote:Hey Kor, I wanted to level with this build and using this post, but am only a lowly level 25 (wanted to use the CL build, the 13/28 build). Would I put points first into the Lightning side or the Madness side as I level?
Thanks, and great post!

My general recommendation is spec into Madness until either 14 (Madness and Sith Efficacy) or 16 (Wrath) points, then push into Lightning for Lightning Barrage. Those are the most important talents you can get for leveling. After that, start aiming for Wrath and Chain Lightning (just a couple more points regardless) to help with the AoE pulls in the 30's and 40's. Lastly, start pushing up towards Creeping Death.

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12-30-2011, 09:35 AM
Post: #77
RE: Madness/Balance Sorcerer DPS Compendium
Great compendiums so far, I was wondering if there is any plan to have someone create an Assassin Madness DPS compendium?

So far I've been piecing together information from this, the deception compendium and the force resource management discussion but something a bit more focused would be helpful =)

Thanks for your time and hard work!
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12-30-2011, 03:28 PM
Post: #78
RE: Madness/Balance Sorcerer DPS Compendium
Quote:Great compendiums so far, I was wondering if there is any plan to have someone create an Assassin Madness DPS compendium?

So far I've been piecing together information from this, the deception compendium and the force resource management discussion but something a bit more focused would be helpful =)

Thanks for your time and hard work!

Need someone to step up and make one! So far, I don't believe we have anyone currently developing one or planning to, so it's open territory.

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12-30-2011, 04:21 PM
Post: #79
RE: Madness/Balance Sorcerer DPS Compendium
Updated the DPCT numbers for the new findings in regards to the base damage values for talented abilities in the formula thread. Order didn't change, just relative benefit of CT, CL, and DF:

Ability Name3/7/310/13/280/17/24
Affliction
Affliction
Sith Inquisitor (Sorcerer)

Force: -35
Range: 30m
Activation time: Instant
Damage Type: Internal
Mirror: Weaken Mind

Casts a powerful Force affliction upon the target that deals [?] internal damage over 15 seconds.
1889.281889.281739.22
Death Field
Death Field
Sith Inquisitor

Force: -50
Range: 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Internal
Mirror: The Force In Balance

Creates a death field at the target location, dealing [?] internal damage and stealing [?] health from up to 3 targets within an 8-meter radius.
(w/ Deathmark)
1785.891785.891612.54
Crushing Darkness
Crushing Darkness
Sith Inquisitor

Force: -40
Range: 10m
Activation time: 2.0 secs
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Mind Crush

Summons a dark cloud of energy to crush the target, instantly dealing [?] kinetic damage and an additional [?] kinetic damage over 6 seconds.
1570.991570.991273.27
Creeping Terror
Creeping Terror
Sith Inquisitor

Force: -20
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Internal
Mirror: Sever Force

Paralyzes the target in fear, immobilizing it for 2 seconds and dealing [?] internal damage over 18 seconds.
1411.80n/an/a
Chain Lightning
Chain Lightning
Sith Inquisitor (Sorcerer)

Force: -50
Range: 30m
Activation time: 3.0 secs
Cooldown: 6 secs
Damage Type: Energy
Mirror: Telekinetic Wave

Delivers an arc of lightning that deals [?] damage to up to 5 targets within 8 meters.
(w/ Wrath)
n/a1253.531253.53
Force Lightning
Force Lightning
Sith Inquisitor

Force: -30
Range: 10m
Channel time: 3.0 secs
Cooldown: 6 secs
Damage Type: Energy
Mirror: Telekinetic Throw

Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.
1001.781001.781001.78
Shock
Shock
Sith Inquisitor

Force: -45
Range: 10m
Activation time: Instant
Cooldown: 6 secs
Damage Type: Energy
Mirror: Project

Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds.
(w/ Chain Shock)
932.30932.30932.30
Force Storm
Force Storm
Sith Inquisitor (Sorcerer)

Force: -100
Range: 30m
Channel time: 6.0 secs
Damage Type: Energy
Mirror: Forcequake

Calls down a Force storm over the target area, dealing [?] energy damage over 6 seconds to all targets within 8 meters. Affected enemies are additionally slowed by 30% for as long as they remain in the area of effect. In addition, standard and weak targets have a 33% chance to be stunned by the storm each second.
415.13415.13415.13

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12-31-2011, 01:01 AM
Post: #80
RE: Madness/Balance Sorcerer DPS Compendium
(12-30-2011 04:21 PM)Kor Wrote:  Updated the DPCT numbers for the new findings in regards to the base damage values for talented abilities in the formula thread. Order didn't change, just relative benefit of CT, CL, and DF:

Ability Name3/7/310/13/280/17/24
Affliction
Affliction
Sith Inquisitor (Sorcerer)

Force: -35
Range: 30m
Activation time: Instant
Damage Type: Internal
Mirror: Weaken Mind

Casts a powerful Force affliction upon the target that deals [?] internal damage over 15 seconds.
1889.281889.281739.22
Death Field
Death Field
Sith Inquisitor

Force: -50
Range: 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Internal
Mirror: The Force In Balance

Creates a death field at the target location, dealing [?] internal damage and stealing [?] health from up to 3 targets within an 8-meter radius.
(w/ Deathmark)
1785.891785.891612.54
Crushing Darkness
Crushing Darkness
Sith Inquisitor

Force: -40
Range: 10m
Activation time: 2.0 secs
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Mind Crush

Summons a dark cloud of energy to crush the target, instantly dealing [?] kinetic damage and an additional [?] kinetic damage over 6 seconds.
1570.991570.991273.27
Creeping Terror
Creeping Terror
Sith Inquisitor

Force: -20
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Internal
Mirror: Sever Force

Paralyzes the target in fear, immobilizing it for 2 seconds and dealing [?] internal damage over 18 seconds.
1411.80n/an/a
Chain Lightning
Chain Lightning
Sith Inquisitor (Sorcerer)

Force: -50
Range: 30m
Activation time: 3.0 secs
Cooldown: 6 secs
Damage Type: Energy
Mirror: Telekinetic Wave

Delivers an arc of lightning that deals [?] damage to up to 5 targets within 8 meters.
(w/ Wrath)
n/a1253.531253.53
Force Lightning
Force Lightning
Sith Inquisitor

Force: -30
Range: 10m
Channel time: 3.0 secs
Cooldown: 6 secs
Damage Type: Energy
Mirror: Telekinetic Throw

Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.
1001.781001.781001.78
Shock
Shock
Sith Inquisitor

Force: -45
Range: 10m
Activation time: Instant
Cooldown: 6 secs
Damage Type: Energy
Mirror: Project

Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds.
(w/ Chain Shock)
932.30932.30932.30
Force Storm
Force Storm
Sith Inquisitor (Sorcerer)

Force: -100
Range: 30m
Channel time: 6.0 secs
Damage Type: Energy
Mirror: Forcequake

Calls down a Force storm over the target area, dealing [?] energy damage over 6 seconds to all targets within 8 meters. Affected enemies are additionally slowed by 30% for as long as they remain in the area of effect. In addition, standard and weak targets have a 33% chance to be stunned by the storm each second.
415.13415.13415.13

I have a question... when I put my points into affliction duration I expected the total damage to increase on the tooltip but it didn't is this a bug or is the damage just more seperated between the ticks?
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