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  1. #681
    I understand we will have to wait until live to do the math, I wasn't thinking about stack Accuracy over Power I was wondering about stacking Power & Accuracy over Power & Crit and Power & surge.

  2. #682
    Once you get 100% Accuracy, Stacking Power/Surge is probably your best bet since (currently) Power only comes with Accuracy or Surge... and the gain from Accuracy past 100% is nearly minute.

  3. #683
    Yeah you need 6 pieces of gear with Acc to reach 99.7% with Arkanian gear...100.5% with Underworld. After that, go the rest surge. I recommend grabbing accuracy implants (combat tech mk-v i believe) cuz when you get to Underworld gear (not sure about arkanian off top of my head) only the Eliminator boots have accuracy. The rest we're gonna need to use ultimate comms for and grab a few verpine helm/chestguards to fill it out BiS

  4. #684
    Field Marshal
    Join Date
    Jun 2012
    Location
    Orlando, FL
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    86
    So from my understanding and reading.. (I haven't had a chance to get on the PTS at all when it was up) we're going to be using about 6 initiative enhancements to reach the accuracy cap and then using the rest for power/surge enhancements?

    What about mods? Just from reading it sounds like the crit soft cap is near impossible to reach with just nimble mods (crit/aim).. So we are just using nothing but agile mods? (power/aim)

  5. #685
    Quote Originally Posted by Sysyx View Post
    So from my understanding and reading.. (I haven't had a chance to get on the PTS at all when it was up) we're going to be using about 6 initiative enhancements to reach the accuracy cap and then using the rest for power/surge enhancements?

    What about mods? Just from reading it sounds like the crit soft cap is near impossible to reach with just nimble mods (crit/aim).. So we are just using nothing but agile mods? (power/aim)
    Either 6 initiative enhances or 4 with 2 implants that have accuracy. Since initiative enhances don't come standard on much endgame gear i recommend grabbing those implants that do. And for the time being, it "appeaers" all agile mods ya. We'll see though if things prove otherwise, I experimented with 0 and 197 crit and saw similar numbers, but it wasn't a scientific study, just an eyeball test haha. My highest parses were with the crit, but I'm sure my lowest parses were as well.

  6. #686
    Field Marshal
    Join Date
    Jun 2012
    Location
    Orlando, FL
    Posts
    86
    Quote Originally Posted by odawgg View Post
    Either 6 initiative enhances or 4 with 2 implants that have accuracy. Since initiative enhances don't come standard on much endgame gear i recommend grabbing those implants that do. And for the time being, it "appeaers" all agile mods ya. We'll see though if things prove otherwise, I experimented with 0 and 197 crit and saw similar numbers, but it wasn't a scientific study, just an eyeball test haha. My highest parses were with the crit, but I'm sure my lowest parses were as well.
    And what level are these enhancements? Right now we're using advanced initiative enhancement 27's with an item level of 63... it's my understanding that the highest level enhancements at 55 will be item level 72. Is that correct? And if so.. what number is the mod... 30?

  7. #687
    Quote Originally Posted by Sysyx View Post
    And what level are these enhancements? Right now we're using advanced initiative enhancement 27's with an item level of 63... it's my understanding that the highest level enhancements at 55 will be item level 72. Is that correct? And if so.. what number is the mod... 30?
    yeah we skip like 3 levels of gear going from 50-55, it's pretty significant. You'll find that it's a lot more endurance heavy as well. The Arkanian gear, which is the first new end game gear you'll be aquiring is level 69 vs the 63 we have now. The Ultimate gear is the next gear you'll be aquiring and that's 72. The numbering on the mods, pretty sure it's 30 for the Arkanian and 31 for Ultimate.

    The bad news is we're gonna be needing to switch out a lot of mods/enh to become BiS which is no different from previous tiers of gear. The good news is, even though they may not be BiS, at least their not the crappy A mods and bull ish enhancements you'll find on a lot of current end game gear. Although some of the off-brand gear that drops in operations are crappy. Tanks have it bad though, a lot of the end game tanking gear comes with Accuracy, eww.

  8. #688
    Clarification – (From my understand)

    Accuracy > 100% reduces the target's defense.

    Accuracy: Is the ability to hit a target with no avoidance abilities, if you have 100% Accuracy you can hit at target with no avoidance abilities 100% of the time.

    Accuracy > 100% does not increase your shot damage. Accuracy > 100% reduces the chance of you missing elite and boss which have avoidance abilities. For example if you have a boss with 20% avoidance abilities and you have 101% Accuracy you will have a 19% miss chance.

  9. #689
    Accuracy > 100% does not increase your shot damage. Accuracy > 100% reduces the chance of you missing elite and boss which have avoidance abilities. For example if you have a boss with 20% avoidance abilities and you have 101% Accuracy you will have a 19% miss chance.
    However, bosses won't have any type of avoidance that will make main hand shots miss if at or over 100% Accuracy unless its a special ability as per the encounter.


    There is no benefit of going over 100% Accuracy other than reducing the chance for your offhand to miss, which would take an extreme amount of Accuracy to do.

  10. #690
    Quote Originally Posted by odawgg View Post
    Tanks have it bad though, a lot of the end game tanking gear comes with Accuracy, eww.
    Didn't they fix that in later versions? I seem to recall patch notes saying they removed all accuracy from the tank sets.

    I think the tons of alacrity they put on the dps sets is worse tbh, since we still want 0 of that.

  11. #691
    Quote Originally Posted by MattiasV View Post
    Didn't they fix that in later versions? I seem to recall patch notes saying they removed all accuracy from the tank sets.

    I think the tons of alacrity they put on the dps sets is worse tbh, since we still want 0 of that.
    Yeah the alacrity blows. You could be right on tanking gear, I'm going off only what I remember from like the first day of PTS, i'll recheck dulfy

  12. #692
    for your 2.0 update, there are no longer heat tracer stacks. One tracer will dircelty buff HSM by 25% and gives a 45s long 20% armor reduce..

    your should also note, that rail shot is no longer free to cast. The 4pc set boni does no longer reduce the heat cost, instead its same a powertech, buffing rail shot by 8% damage

    Wildstar Black Ops - loved by strangers

  13. #693
    Quote Originally Posted by Keren View Post
    for your 2.0 update, there are no longer heat tracer stacks. One tracer will dircelty buff HSM by 25% and gives a 45s long 20% armor reduce..

    your should also note, that rail shot is no longer free to cast. The 4pc set boni does no longer reduce the heat cost, instead its same a powertech, buffing rail shot by 8% damage
    As stated on the SWTOR forums and potentially here as well, I have posted that Tracer Missile does add only a single debuff. However, I say 'stacks' in order to not completely change all of the terms over so people can adjust to the new words being used. We always used to say "Tracer Stacks" so changing it suddenly can be confusing for those who don't follow patch notes like we do.

    The guide is no where near complete, in fact I am in the process of completely re-arranging and 'prettying up' everything. You won't see these changes until they're all finished, as it will be all updated at once.

  14. #694
    No prob here - but a little hint that you're not finally done would have been useful :P

    Wildstar Black Ops - loved by strangers

  15. #695
    Quote Originally Posted by Forsedar View Post
    The travel times won't really affect our current DPS. It was more or so for a systematic change.



    ALL 2.0 DISCUSSION BEYOND THIS POINT.


    Okay, so I 'somewhat' updated this guide. A lot of things are still left unclear so I can't be 100% exact on things just yet, so don't expect anything to be set in stone just yet.
    Looks like he did say this wasnt done yet

  16. #696
    Official Patch Notes are up...

    Holy Moly we got some serious buffs!!! (Republic speak incoming) from the extremely slow cooldown of Grav Vortexes to 16% buff to Demo Round and on and on. Looks like Gunnery Troops (and our Imp counterparts) will be quite the damage dealers in 2.0... just makes the class more fun to play

  17. #697
    The site seems to be down for me. Is there something that you're looking at currently you can link for me?

  18. #698
    @Forsedar - I linked into it off of my Launcher. On the main site, it actually lists the date of release of the Patch Notes as 4/9 even though it's clearly 4/8. Maybe it's not supposed to be accessible (even though it is)??? Regardless, I don't know how to format it. But here are the BH/Troop notes:

    ==========================

    Trooper

    New Ability Highlights

    Commando: A new ability, Electro Net, has been added. Electro Net ensnares a single target, reducing its movement speed and dealing periodic Energy damage which increases over time if the target is moving. While Electro Net active, the target is also hindered and unable to activate high mobility actions and escapes, such as speed boosts, vanishes, and charges. The ability is trainable at level 51.
    Commando: A new Passive ability, Mortar Salvo, has been added. Mortar Salvo fires 2 weaker Explosive Rounds that combine for 10% more damage. This ability is trainable at level 10.
    Vanguard: A new ability, Shoulder Cannon, has been added. Shoulder Cannon loads missiles over time which can be fired at an enemy target within 10 meters, depleting 1 charge with each missile launched. When all missiles have been depleted, the ability goes on cooldown for 1.5 minutes. This ability is not affected by the Global Cooldown and can be used while under the effects of crowd control.
    Vanguard: A new Passive ability, Into the Fray, has been added. Into the Fray increases the duration of Reactive Shield by 3 seconds. In addition, suffering direct damage from area of effect attacks restores 2 Energy Cells and heals players for 2.5% of total health. This effect cannot occur more than once every 3 seconds.

    General
    The Trooper's Energy Cells have been reworked to be a 100-pt resource system. Players will see Energy Cells be consumed and regenerate in fractions, and all Energy cell costs will be charged against the new 100-pt total rather than the old 12-pt total.
    Hold the Line is now trainable at level 26 for all Troopers. This ability has a duration of 6 seconds, which can be extended to 10 seconds using the skills in the Gunnery and Tactics Skill Trees.
    Diversion is now trainable at level 30 for all Troopers.
    Blitz has been removed from the game.
    Adrenaline Rush has been redesigned. Adrenaline Rush now gets the player Fired Up which will trigger when they drop below 30% health. Once triggered, Adrenaline Rush will heal the player rapidly up to but no higher than 30% of their maximum health. This effect lasts 8 seconds.
    The proc rate for Plasma Cell is now 25% (up from 10%), and the damage it deals has been rebalanced.

    Commando
    A new ability, Electro Net, has been added. Electro Net ensnares a single target, reducing its movement speed and dealing periodic Energy damage which increases over time if the target is moving. While Electro Net is active, the target is also hindered and unable to activate high mobility actions and escapes, such as speed boosts, vanishes, and charges. The ability is trainable at level 51.
    A new Passive ability, Mortar Salvo, has been added. Mortar Salvo fires 2 weaker Explosive Rounds that combine for 10% more damage. This ability is trainable at level 10.
    Concussion Charge now costs 8 Energy cells (down from 16).
    Kolto Bomb is now trainable at level 20 to all Commandos.
    Armor-Piercing Cell now additionally increases Alacrity by 3% while active.

    Gunnery
    The Gravity Vortex applied by Grav Round now lasts 45 seconds. In addition, the Gravity Vortex effect now reduces armor by 20% and no longer stacks. Furthermore, this ability now fires a faster-moving projectile.
    Demolition Round now deals approximately 16% more damage. The ability deals 25% additional damage if the target is affected by the Commando's Gravity Vortex. In addition, this ability now fires a slightly slower-moving projectile, ensuring that the Gravity Vortex effect will be properly recognized if Demolition Round is fired immediately after a Grav Round.
    Gravity Surge no longer affects Gravity Vortices applied by Grav Round.
    Assault Specialist (Commando)
    Assault Plastique has been redesigned: The Trooper now throws a moldable plastic explosive that sticks to the target and detonates after several seconds, exploding for kinetic damage and burning the target for elemental damage over 12 seconds. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it explodes.

    Vanguard
    A new Passive ability, Into the Fray, has been added. Into the Fray increases the duration of Reactive Shield by 3 seconds. In addition, suffering direct damage from area of effect attacks restores 2 Energy Cells and heals players for 2.5% of total health. This effect cannot occur more than once every 3 seconds.
    A new ability, Shoulder Cannon, has been added. Shoulder Cannon loads missiles over time which can be fired at an enemy target within 10 meters, depleting 1 charge with each missile launched. When all missiles have been depleted, the ability goes on cooldown for 1.5 minutes. This ability is not affected by the Global Cooldown and can be used while under the effects of crowd control.
    Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range.
    Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder.
    Ion Cell now reduces all damage dealt by 5% while active.
    Neural Jolt and Sonic Round can no longer miss.

    Shield Specialist
    Smoke Grenade has been redesigned and renamed to Riot Gas. This ability now targets the ground and persists for 15 seconds. Enemies within the area of effect are slowed by 70% and suffer 30% reduced melee and ranged accuracy.
    Energy Blast has been redesigned and is now only usable with 3 stacks of Power Screen. Using Energy Blast consumes Power Screen to deal elemental damage, recharge 8 Energy Cells, and increase Shield Absorption by 25% for 6 seconds.
    Power Screen now triggers from shielding an attack or triggering Ion Cell.

    Assault Specialist (Vanguard)
    Assault Plastique has been redesigned. The Trooper now throws a moldable plastic explosive that sticks to the target and detonates after several seconds, exploding for kinetic damage and burning the target for elemental damage over 12 seconds. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it explodes.

    Bounty Hunter

    New Ability Highlights

    Mercenary: A new ability, Electro Net, has been added. Electro Net ensnares a single target, reducing its movement speed and dealing periodic Energy damage which increases over time if the target is moving. While Electro Net is active, the target is also hindered and unable to activate high mobility actions and escapes, such as speed boosts, vanishes, and charges. The ability is trainable at level 51.
    Mercenary: New Passive ability, Missile Salvo, has been added. Missile Salvo fires 2 weaker Missile Blasts that combine for 10% more damage. This ability is trainable at level 10.
    Powertech: A new ability, Shoulder Cannon, has been added. Shoulder Cannon loads missiles over time. These missiles can be fired at an enemy target within 10 meters, depleting 1 charge with each missile launched. When all missiles have been depleted, the ability goes on cooldown for 1.5 minutes. This ability is not affected by the Global Cooldown and can be used while under the effects of crowd control.
    Powertech: A new Passive ability, Close and Personal, has been added. Close and Personal increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area of effect attacks vents 2 Heat and heals the player for 2.5% of total health. This effect cannot occur more than once every 3 seconds.

    General
    Hydraulic Overrides is now trainable at level 26 for all Bounty Hunters. This ability has an initial duration of 6 seconds, which can be extended to 10 seconds using the skills in the Arsenal and Advanced Prototype Skill Trees.
    Chaff Flare is now trainable at level 30 for all Bounty Hunters.
    Shoulder Slam has been removed from the game
    Kolto Overload has been redesigned. Kolto Overload now puts a Health Monitor on the player which will trigger when they drop below 30% health. Once triggered, Kolto Overload will heal the player rapidly up to but no higher than 30% of their maximum health. This effect lasts 8 seconds.

    Mercenary
    A new ability, Electro Net, has been added. Electro Net ensnares a single target, reducing its movement speed and dealing periodic Energy damage which increases over time if the target is moving. While Electro Net is active, the target is also hindered and unable to activate high mobility actions and escapes, such as speed boosts, vanishes, and charges. The ability is trainable at level 51.
    New Passive ability, Missile Salvo, has been added. Missile Salvo allows up to 3 weaker Missile Blasts to be fired in a row before generating heat and going on cooldown for 6 seconds. This ability is trainable at level 10.
    Jet Boost now generates 8 Heat (down from 16).
    Kolto Missile is now trainable at level 20 for all Mercenaries.
    High Velocity Gas Cylinder now additionally increases Alacrity by 3% while active.
    Arsenal
    The Heat Signature applied by Tracer Missile now lasts 45 seconds. In addition, the Heat Signature effect now reduces armor by 20% and no longer stacks. Furthermore, this ability now fires a faster-moving projectile.
    Heatseeker Missiles now deals approximately 16% more damage. The ability deals 25% additional damage if the target is affected by the Mercenary's Heat Signature. In addition, this ability now fires a slightly slower-moving projectile, ensuring that the Heat Signature effect will be properly recognized if Heatseeker Missiles is fired immediately after a Tracer Missile. Light 'Em Up no longer affects Heat Signatures applied by Tracer Missile.

    Pyrotech (Mercenary)
    Thermal Detonator has been redesigned: The Bounty Hunter now hurls a thermal detonator that adheres to the target and detonates after several seconds, exploding for kinetic damage and burning the target for elemental damage over 12 seconds. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it explodes.

    Powertech
    A new ability, Shoulder Cannon, has been added. Shoulder Cannon loads missiles over time. These missiles can be fired at an enemy target within 10 meters, depleting 1 charge with each missile launched. When all missiles have been depleted, the ability goes on cooldown for 1.5 minutes. This ability is not affected by the Global Cooldown and can be used while under the effects of crowd control.
    A new Passive ability, Close and Personal, has been added. Close and Personal increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area of effect attacks vents 2 Heat and heals the player for 2.5% of total health. This effect cannot occur more than once every 3 seconds.
    Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range.
    Guard: Effects that are triggered through dealing damage which affect a target who is guarded will no longer also affect the guarder.
    Ion Gas Cylinder now reduces all damage dealt by 5% while active.
    Neural Dart and Sonic Missile can no longer miss.

    Shield Tech
    Heat Blast has been redesigned and is now only usable with 3 stacks of Heat Screen. Using Heat Blast consumes Heat Screen to deal Elemental Damage, vent 8 Heat, and increase Shield Absorption by 25% for 6 seconds.
    Oil Slick has been redesigned. This ability now targets the ground and persists for 15 seconds. Enemies within the area of effect are slowed by 70% and suffer 30% reduced melee and ranged accuracy.
    Heat Screen now triggers from shielding an attack or triggering Ion Gas Cylinder.

    Pyrotech (Powertech)
    Thermal Detonator has been redesigned. The Bounty Hunter now hurls a thermal detonator that adheres to the target and detonates after several seconds, exploding for kinetic damage and burning the target for elemental damage over 12 seconds. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it explodes.

  19. #699
    Ah, okay, nothing changed since I last saw it.

  20. #700
    It is said that for 2.0: Scum and Villainy will come out, Really?Now all Classes can reach Level 55? I just see igxe has added Leveling to 55.

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