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Annihilation | Watchmen Compendium
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02-02-2012, 03:59 AM
Post: #21
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RE: Annihilation | Watchmen Compendium
There is a relic that drops from nightmare Karragas palace (The puzzle droid boss) that I got. Its called Plasma burst Device.
+77 endurance Equip: Damaging attacks have a 30% chance to deal 168 additional elemental damage to the target. This effect can only occur once every 4.5 seconds, and shares the limit with similar damage dealing effects. This is what the relic says. I am using this and it seems to proc a lot, although there is really no way of calculating the exact proc rate. |
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02-02-2012, 04:50 AM
(This post was last modified: 02-02-2012 04:50 AM by Masterkiller.)
Post: #22
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RE: Annihilation | Watchmen Compendium
You can use Bloodthirst
Bloodthirst Sith Warrior (Marauder) Activation time: Instant Cooldown: 300 secs Mirror: Inspiration Requires and converts 30 stacks of Fury to issue Bloodthirst to you and your party, increasing all damage and healing dealt by 15%. Lasts 15 seconds. Inspiration Jedi Knight (Sentinel) Activation time: Instant Cooldown: 300 secs Mirror: Bloodthirst Requires and converts 30 stacks of Centering to inspire you and your party, increasing all damage and healing dealt by 15%. Lasts 15 seconds. |
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02-02-2012, 01:10 PM
Post: #23
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RE: Annihilation | Watchmen Compendium
Bad news for our Pacify/Obfuscate trick folks:
Jedi Knight Sentinel Pacify: This ability can no longer be used on Operation Boss enemies. Sith Warrior Marauder Obfuscate: This ability can no longer be used on Operation Boss enemies. From the Patch 1.1.2 Test Realm notes.
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02-02-2012, 01:14 PM
(This post was last modified: 02-02-2012 01:14 PM by Masterkiller.)
Post: #24
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RE: Annihilation | Watchmen Compendium
We are in the chat room now running the math on the Deep Wound and Hemorrhage changes. It is definitely a decrease and we are posting on test server forums to prove it.
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02-02-2012, 01:53 PM
(This post was last modified: 02-02-2012 02:03 PM by Masterkiller.)
Post: #25
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RE: Annihilation | Watchmen Compendium
Quote:Marauder/Sentinel changes: The old system: Bleedout is currently giving us 30% damage to all bleed effects, not crit chance. Hemorrhage is adding 4% instead of 6% additional damage to bleed effects. The first point provides ~2% increase, each additional point is ~1%. New system proposed: Hemorrhage: 15% bleed damage increase Bleedout: 30% critical multiplier increase Using a the following stats as an example: 131 unmodified unskilled Rupture/Deadly Saber dot 25% crit chance 70% crit multiplier Old System In the old system with Bleedout, Hemorrhage: 131 * 1.3 * 1.04 = 177 normal dot 131 * 1.3 * 1.04 * 1.7 = 301 critical dot To explain those numbers we have the 131 base dot (no skills). We multiply that number times 1.3 for the 30% increase we WERE receiving from Bleedout. We then multiply times 1.04 for the 4% increase we WERE receiving from Hemorrhage. In the 2nd row, we multiply 1.7 for the critical multiplier. Let's normalize that across 1000 dots. With at 25% crit chance that is 750 normal dots and 250 critical dots. 177 * 750 = 132,750 normal dot damage 301 * 250 = 75,250 critical damage Grand total = 208,000 New System In the new system with Bleedout, Hemorrhage: 131 * 1.15 = 150.65 normal dot 131 * 1.15 * 2 = 301 critical dot 131 is still our base unskilled dot. The 1.15 is the new Hemorrhage (3 points at 5% for each point = 15%). The 1.3 is the "corrected" Bleedout critical multiplier number. We are multiplying times 2 because 70% is the base critical multiplier and Bleedout provides an additional 30% critical multiplier. We would assume it is additive. If that is incorrect, the critical dot is 332 (and the final number still show new system a dps loss). So lets normalize the new system across 1000 dots. Same as above, 25% base crit chance gives us 750 normal dots and 250 critical dots. 151 * 750 = 114,000 301 * 250 = 75,250 Grand total = 189,250 What about Juyo form and Juyo Mastery? The new system does value critical chance more than the old system, but you would still need over 98% crit chance for the new system to overtake the old system. TL;DR The old system and new system critical dot amounts are exactly the same. All that has changed is non-crit dots will be less than the old system's non-crit dots. This is a damage decrease. |
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02-02-2012, 01:56 PM
(This post was last modified: 02-02-2012 02:02 PM by Tumri.)
Post: #26
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RE: Annihilation | Watchmen Compendium
I find it hard to believe that Bioware would specifically state that it was a buff when it was a major nerf.
Are you sure that the Bleedout buff was effecting the total damage of the DoT and not just the base damage(as in the damage the DoT does with no gear on)? If the bleedout bug isn't effecting the bonus damage from gear then this would indeed be the buff they promised because the extra 9% would apply to the damage from gear as well. |
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02-02-2012, 02:17 PM
Post: #27
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RE: Annihilation | Watchmen Compendium
(02-02-2012 01:56 PM)Tumri Wrote: I find it hard to believe that Bioware would specifically state that it was a buff when it was a major nerf. So basically they are fixing a tooltip bug which favored marauders in damage terms. That is okay. However, to claim it will be an increase in damage terms, that is a lie and a cheap one I might add. |
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02-02-2012, 05:32 PM
Post: #28
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RE: Annihilation | Watchmen Compendium
http://www.mmo-champion.com/threads/1075....1.2-Notes
Scroll down to the bottom. Ill quote the post. Quote: Bleedout only applies to critical strike damage, so the multiplication of 1.30 on normal cannot be applied. Further, the old system of hemmorrhage was 1.06, not 1.04. |
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02-02-2012, 11:09 PM
Post: #29
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RE: Annihilation | Watchmen Compendium
That would be true if the old system worked the way the tooltips described them. In our old Annihilation thread we long ago proved that Hemorrhage and Bleedout did not work as intended. Bleedout actually provided 30% multiplicative damage increase to Rupture and Deadly Saber.
If you compare what the old system described itself, it could be considered a dps increase. However, since the old system worked completely different and provided more damage than they intended, this is a dps loss for actual in game numbers. |
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02-03-2012, 03:49 AM
(This post was last modified: 02-03-2012 03:54 AM by Masterkiller.)
Post: #30
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RE: Annihilation | Watchmen Compendium
Efficiency value of Vicious Slash
Vicious Slash Sith Warrior Rage: -3 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Slash Slashes the target for <>> damage. Attacks with both weapons if dual wielding. Slash Jedi Knight Focus: -3 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Vicious Slash Slashes the target for [?] damage. Attacks with both weapons if dual wielding. Annihilate Sith Warrior (Marauder) Rage: -5 Range: Melee (4m) Activation time: Instant Cooldown: 12 secs Damage Type: Weapon Mirror: Merciless Slash Strikes the target with both lightsabers for [?] weapon damage. Each use of this ability grants Annihilator for 15 seconds, lowering the cooldown of your next Annihilate by 1.5 seconds. Stacks up to 3 times. Requires two lightsabers. Merciless Slash Jedi Knight (Sentinel) Focus: -5 Range: Melee (4m) Activation time: Instant Cooldown: 12 secs Damage Type: Weapon Mirror: Annihilate Strikes the target with both lightsabers for () weapon damage. Each use of this ability grants Merciless for 15 seconds, lowering the cooldown of your next Merciless Slash by 1.5 seconds. Stacks up to 3 times. Requires two lightsabers. Using my current stats with Mark of Power, Unnatural Might, and Rakata Might Stim:
Firstly, you shouldn't use Force Scream unless you are using it as a finisher and Vicious Throw and Annihilate are on CD. It's horrible resource management. Vicious Slash has greater damage per point of resource. Annihilate has greater damage per GCD but is twice as expensive. The missing factor here is Deadly Saber Deadly Saber Sith Warrior (Marauder) Rage: -3 Activation time: Instant Cooldown: 12 secs Mirror: Overload Saber Charges your lightsabers with deadly energy for 15 seconds, causing your next 3 successful melee attacks to make the target bleed for [?] internal damage over 6 seconds. Stacks up to 3 times. This effect cannot occur more than once every 1.5 seconds. Overload Saber Jedi Knight (Sentinel) Focus: -3 Activation time: Instant Cooldown: 12 secs Mirror: Deadly Saber Charges your lightsabers with deadly energy for 15 seconds, causing your next 3 successful melee attacks to make the target burn for [?] elemental damage over 6 seconds. Stacks up to 3 times. This effect cannot occur more than once every 1.5 seconds. For this exercise I'm simply going to pop Deadly Saber and apply all 3 stacks over the next 3 GCD's. GCD 1: 243 damage (1 stack) GCD 2: 485 damage (2 stack) GCD 3: 728 damage (3 stack) GCD 4: no damage GCD 5: 728 damage (3 stack) - DS falls off Quick note about DS/OS, the first tick of damage occurs on the same GCD that you apply it. So when you apply your 2nd stack, that GCD receives the full damage of both stacks. So for 3 Rage/Focus we get 2184 damage or 728 damage per point of resource.
DS/OS is off the GCD so the damage per GCD doesn't really apply but it doesn't cost a GCD either so putting it into the table this way is acceptable imo. We have 3 GCD's from the time DS falls off to the time we need to refresh it if we apply all 3 stacks in the manner above. (It might be a dps increase to work a smash between the 2nd and 3rd applications to get an additional 485 tick). During those 3 GCD's we need to plan to have enough resources to use Deadly Saber and Rupture if it's available and about to fall off or is already off and waiting on a proc. For this reason, Vicious Slash/Slash should have higher priority than Annihilate. The argument is Annihilate + (Assault or Battering Assault). In my current gear my Battering Assault Battering Assault Sith Warrior (Marauder) Rage: 6 Range: Melee (4m) Activation time: Instant Cooldown: 15 secs Damage Type: Weapon Mirror: Zealous Strike Strikes the target multiple times with both lightsabers, dealing (LvlRankDmgAmnt * 0.05 WeaponDamage * 0.5) weapon damage and building 6 rage. Requires two lightsabers. Zealous Strike Jedi Knight (Sentinel) Focus: 6 Range: Melee (4m) Activation time: Instant Cooldown: 5 secs Damage Type: Weapon Mirror: Battering Assault Strikes the target multiple times with both lightsabers, dealing (LvlRankDmgAmnt * 0.05 WeaponDamage * 0.5) weapon damage and building 6 focus. Requires two lightsabers. Assault Sith Warrior Rage: 2 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Strike Inflicts <>> damage with a series of quick melee attacks. Builds 2 Rage. Attacks with both weapons if dual wielding. Strike Jedi Knight Focus: 2 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Assault Inflicts <<1>> damage with a series of quick melee attacks. Generates 2 Focus. Strikes with both weapons if dual wielding. Option 1: Vicious Slash -> Vicious Slash -> Deadly Saber + Rupture = 7 net rage loss and 7,179 paid for damage (resource has been spent) Option 2: Annihilate -> Battering Assault -> Deadly Saber + Rupture = 5 net rage loss and 7,732 paid for damage Option 3: Annihilate -> Assault -> Deadly Saber + Rupture = 7 net rage loss and 7,846 paid for damage Option 4: Vicious Slash -> Battering Assault -> Deadly Saber + Rupture = 1 net rage loss and 6,447 paid for damage I'm not drawing conclusions yet, so perhaps others can chime in on their thoughts of the above. The next evaluation I am going to look at is if the 15% critical chance from Brutality/Swift Slash would bring the damage/value gap closer together when using Vicious Slash/Slash. I am also interested in the value of working a Smash in the GCD between the 2nd and 3rd applications of Deadly Saber/Overload Saber. Attached is my resource view from the damage ability tool I am creating and will be releasing sometime in the near future. The resource view for Deadly Saber is 2 ticks for 1 stack. You will have to do the math yourself for adding up the stacks and ticks. |
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