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[ARCHIVE] 1.1.5 Madness/Balance Sorcerer DPS Compendium
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12-24-2011, 07:53 PM
Post: #31
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RE: Madness/Balance Sorcerer DPS Compendium
Quote:For example at least in beta there were forum posts that stated Force Lightning benefited from Parasitism but not from the Tier 5 and 6 DoT enhancing skills. In this light I am most curious about which Dot enhancing skills, if any, FL and FS may benefit from. I have checked and triple-checked. FL does not benefit from either Deathmark or Parasitism, and I must assume based on this that it doesn't benefit from Creeping Death either. The only thing left to check is whether it is reduced by talents like Corrupted Flesh. Even Angels must kill from time to time...
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12-25-2011, 10:23 AM
Post: #32
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RE: Madness/Balance Sorcerer DPS Compendium
Now that we know that Crushing Darkness deals Kinetic and so suffers from resistances, might Accuracy now be a decent stat for any specs that use it heavily (as it reduced resistances)? I'm not sure if it's wording or effectively the same, but might armor be considered a resistance when it comes to spells?
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12-25-2011, 12:31 PM
Post: #33
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RE: Madness/Balance Sorcerer DPS Compendium
Quote:Now that we know that Crushing Darkness deals Kinetic and so suffers from resistances, might Accuracy now be a decent stat for any specs that use it heavily (as it reduced resistances)? I'm not sure if it's wording or effectively the same, but might armor be considered a resistance when it comes to spells? Crushing Darkness is still a force attack, and therefore has a 100% accuracy base. The base accuracy is dependent on the attack type, not the type of damage it deals. The reason CD being kinetic damage is important is that it is mitigated by armor. Resistance is a completely different mechanic, equivalent to avoidance for force/tech attacks. Even Angels must kill from time to time...
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12-25-2011, 12:59 PM
(This post was last modified: 12-25-2011 03:28 PM by Gankatron.)
Post: #34
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RE: Madness/Balance Sorcerer DPS Compendium
Another question, is there a reason, other than Torhead is grossly inaccurate, that their skill unenhanced DPCT for Shock is twice that of Force Lightning, and yet your skill enhanced model shows Shock trailing behind FL? The magnitude of difference seems too great to be accounted for solely on the basis of superior skill modification of FL over Shock. What are your base skill unmodified values for Shock and FL?
Shock - Ave 3991 DPS 2661 DPF 89 Instant, 6 second CD, Force: 45, 30 m Force Lightning - Ave 4089 DPS 1363 DPF 136 Instant, 6 second CD, Force: 30, 30 m |
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12-25-2011, 02:11 PM
(This post was last modified: 12-25-2011 03:32 PM by Kaedis.)
Post: #35
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RE: Madness/Balance Sorcerer DPS Compendium
Purely TORhead's ridiculously inaccurate numbers. They seem to have pulled numbers from random level and gear characters (or just flat made them up). Also, Shock has 4 sets of coefficients listed, only the highest two seem to be used. The highest one is notated as being linked to Assassin's Resolve, while the second-highest one matches up with a Sorcerer's Shock. Note also that Force Lightning gains slightly more than Shock from the talents and gear profile that I was using. Force Lightning gains 12% damage, 10% crit, and 9.43% alacrity (totaling a 29.96% increase in DPCT), while Shock gains 22.5% damage from Chain Shock only.
My raw unenhanced data for FL and Shock is as follows: 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. 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. For the record, the game data coefficients for the two are: Force Lightning: 0.079*StdHP + 0.79*FBonus (oer Tick) = 130.35 + 79% Force Bonus (per tick at 50) = 521.4 + 316% Force Bonus (total at 50) Shock: [0.136 to 0.176]*StdHP + 1.56*Fbonus = [210.12 to 271.92] + 156% Force Bonus (at 47+) = 241.02 + 156% Force Bonus (average at 47+) Note that my figures in the tables in previous posts assumed that the final rank of Shock was learned at level 50. This is apparently incorrect, as the final rank is learned at 47 instead, lowering the StandardHealth used from 1650 to 1545. This reduces the base damage of Shock by 16.38 damage from my calculations. I'll update the values next time I change the tables. As an aside, the values you quoted from TORhead would take 2403.8 Force Bonus for Shock and 1128.99 Force Bonus for Force Lightning. Current gear shows that getting over about 700 Force Bonus will be next to impossible. No idea where they are getting their numbers from. Edit: Their damage ranges are also way off. Shock is quoted as "Shocks the target for 3558 - 4424 energy damage." Given the data in the game files, that would require 2146.08 FBonus for the low end and 2661.59 FBonus for the high end. If their average damage (3991) was correct, the damage range would be 3960 - 4022 and would require the 2403.8 FBonus quoted above. I honestly think they are just making numbers up at this point. Even Angels must kill from time to time...
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12-25-2011, 03:13 PM
Post: #36
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RE: Madness/Balance Sorcerer DPS Compendium
Haha, good to know that someone is keeping them honest! I'll be using your numbers from now on.
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12-25-2011, 03:31 PM
Post: #37
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RE: Madness/Balance Sorcerer DPS Compendium
Incidentally, I've started going through and posting the formulae and theory notes on each of the Sorc abilities, though it will take time for me to get to all of them.
Even Angels must kill from time to time...
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12-26-2011, 06:19 AM
Post: #38
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RE: Madness/Balance Sorcerer DPS Compendium
(12-25-2011 02:11 PM)Kor Wrote: I honestly think they are just making numbers up at this point.This thread over in the Torhead Feedback forum gives some details on the damage values. They mention channelled abilities specifically as being off. However this thread was from the end of beta (pre-pre-launch) and things haven't noticeably improved since then so I really hope they get onto this soon. |
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12-26-2011, 12:45 PM
Post: #39
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RE: Madness/Balance Sorcerer DPS Compendium
I was looking at their Shock, though. It's completely out of left field. The note under it says that it's based on a level 50 in green gear, cut their values not only way above that, they are actually impossible to reach in-game at this time. I'm not sure what info Bioware gave them, but it was way way wrong. If they payed a bit more attention to SW.com, they'd know the exact formulas and how to check them.
Even Angels must kill from time to time...
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12-27-2011, 08:43 PM
Post: #40
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RE: Madness/Balance Sorcerer DPS Compendium
(12-20-2011 02:23 PM)Kor Wrote: Stimulants (Flasks) Are these correct after game-launch? According to Torhead: Hyper-Battle Resolve Stim Requires Level 48 Use: Increases Willpower by 104 and Power by 43 for 60 minutes. Only one stimpack can be active at a time. Hyper-Battle Force Adrenal Requires Level 48 Use: Increases Surge by 450 for 15 seconds. (Cooldown: 3 minutes) It now says Surge, not Force power. Perhaps an Efficacy (Alacrity) adrenal would be better? |
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