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 [Outdated]General Stats Guide For DPS Classes

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Shinjiro
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PostSubject: [Outdated]General Stats Guide For DPS Classes   Fri Aug 10, 2012 2:30 pm

This is coming from my own experience with the game Smile

1/Accuracy
_Class that mostly use Ranged/Meele: get this stat up to 98-100% (285-300 accu rating) (because boss has 10% base defense chance in operation). More than 100% would be not very useful,you can + other stats for more DPS.
_Other classes that use mixed Ranged-Tech or Force-Meele attacks : you can get accuracy up to ~95% depending on how often you use Ranged/Meele ability.

2/Critical Rating
_Aim for 300-350 critical rating (which should be around 35% critical chance without smuggle/agent's buff or skill that increases crit)

3/Surge Rating
_285- 300 surge rating (which is around 75% critical damage) , you can have a little less surge,but no more than 300 as you gain very little past 300.

4/Alacrity (for casting classes)
_I don't know much about this stat so i will leave it to the more experienced one Razz
Fluttershy wrote:


This stat is more important for healing classes than tank or DPS, especially in PvE. Depending on your class/spec, you are going to want to stack different amounts. I find 9%-10% to be the ideal range for a Sage > Seer, but that range would be a bit high for Commando > Medic. Alacrity tends to come down to preference though.

Alacrity can only benefit some long-casting type classes in PvP as putting out damage quicker becomes more important. Gunslingers and Sages are prime examples of classes that stacking a little Alacrity for PvP certainly can be a great improvement for them. PvE it isn't worth the sacrifice in damage for increased cast times as movement isn't emphasized as much is it is in PvP and you don't have to worry about interrupts


When all of the stats above are good,it's time for you to get your Main Stat(aim for trooper for ex) or Power
as much as possible because these 2 stats don't have Diminishing Return.

Power vs Main stat: Go for Main stat if you have skill that increase it (9% aim,9% cunning or 6% wisdom for example) ,else go Power.


The general idea is to get  crit to 35%,surge 75%,accuracy 98-100%,all else to Unlimited Power or Main Stat.

Use unlettered mods
For example: Agile Mod 53 aim, 32 endurance ,41 power (it's always better than 68 aim , 41 endurance, 12 power)


For those that are interested



Last edited by Shinjiro on Fri Aug 02, 2013 5:37 am; edited 6 times in total
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Fluttershy
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PostSubject: Re: [Outdated]General Stats Guide For DPS Classes   Fri Aug 10, 2012 11:01 pm

Very nice and short for beginners looking for quick info. I just have a few things you may want to add/consider.

Alacrity: This stat is more important for healing classes than tank or DPS, especially in PvE. Depending on your class/spec, you are going to want to stack different amounts. I find 9%-10% to be the ideal range for a Sage > Seer, but that range would be a bit high for Commando > Medic. Alacrity tends to come down to preference though.

Alacrity can only benefit some long-casting type classes in PvP as putting out damage quicker becomes more important. Gunslingers and Sages are prime examples of classes that stacking a little Alacrity for PvP certainly can be a great improvement for them. PvE it isn't worth the sacrifice in damage for increased cast times as movement isn't emphasized as much is it is in PvP and you don't have to worry about interrupts.

Main Stat vs. Power: I have heard this time and time again browsing the TOR forums, but focusing on a main stat and power once all the other stats are sufficed is a little tricky. I've found that to get the biggest bang for your buck it is best to only use main stat augments if you're healing/DPS, and then use the mods that weigh Power heavier as the sacrifice of the secondary stat to match the main stat isn't worth it. The mods I'm talking about are typically the unaltered mods (no letters after the number).

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Shinjiro
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PostSubject: Re: [Outdated]General Stats Guide For DPS Classes   Sat Aug 11, 2012 8:38 am

Fluttershy wrote:


Main Stat vs. Power: I have heard this time and time again browsing the TOR forums, but focusing on a main stat and power once all the other stats are sufficed is a little tricky. I've found that to get the biggest bang for your buck it is best to only use main stat augments if you're healing/DPS, and then use the mods that weigh Power heavier as the sacrifice of the secondary stat to match the main stat isn't worth it. The mods I'm talking about are typically the unaltered mods (no letters after the number).

Or you can use both power augments and the mods that are Power heavy. The sweet spot for this is to + more Power when main stat reaches critical chance DR which should be a~1900. Someone did a test with using all main stat augments vs power augments and the result is ~20 DPS difference, so i think it wouldn't matter much with power vs main stat unless you're aiming for Min/Max results.
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PostSubject: Re: [Outdated]General Stats Guide For DPS Classes   Sat Aug 11, 2012 3:06 pm

As far as the Power v Mainstat goes do not forget to check your tree if there is any talent which increases your Mainstat as a percentage or whether it increases your (bonus) damage. That way you will know if you gain more from higher base Mainstat rather than Power. Same goes for Consular/Inqusitor buff (Mainstat) and Knight/Warrior buff (Power - but do not forget that Guardians use little Force attacks). When deciding whether to trade Mainstat for Power it is useful to do the calculation taking into account these percentage increases to see what the result will be. Again this will be different for Tech/Force classes and Ranged/Melee classes.

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PostSubject: Re: [Outdated]General Stats Guide For DPS Classes   Sat Aug 11, 2012 5:57 pm

I don't understand how accuracy above 100% would be a waste just because the boss has a 10% defence chance. If you had an accuracy of 105% that would just mean the boss has an effective defence chance of 5% would it not?
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PostSubject: Re: [Outdated]General Stats Guide For DPS Classes   Sat Aug 11, 2012 6:17 pm

Amorphic wrote:
I don't understand how accuracy above 100% would be a waste just because the boss has a 10% defence chance. If you had an accuracy of 105% that would just mean the boss has an effective defence chance of 5% would it not?

Correct. but because of the diminshing returns it "might" be better to not stack accuracy too much.

It IS a waste on shadow/commando because half their attacks are force and getting that above 110% would be ridiculous. For slinger/sentinel/mercenary (since they use 2 weapons) it might not be a bad idea to go for 105%.
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PostSubject: Re: [Outdated]General Stats Guide For DPS Classes   Sat Aug 11, 2012 7:10 pm

Thanks for getting around to posting this, Shin. I really appreciate it. Hello pony!
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PostSubject: Re: [Outdated]General Stats Guide For DPS Classes   Sat Aug 11, 2012 10:29 pm

Amorphic wrote:
I don't understand how accuracy above 100% would be a waste just because the boss has a 10% defence chance. If you had an accuracy of 105% that would just mean the boss has an effective defence chance of 5% would it not?

It's just more useful if you + other stats when accuracy reaches 100%. Dual wielded classes can benefit more with above 100% , but since this is a general stat guide i will make it so it can apply to most classes.
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PostSubject: Re: [Outdated]General Stats Guide For DPS Classes   Mon Dec 03, 2012 10:47 pm

As for the Mainstat v Power debate, following some information from the forums it has been calculated that as long as you have the 6% increase you should stick with mainstat until around 9000 (which cannot be achieved) only then would power overtake mainstat on 1:1 basis. (mainly due to MS contribution to crit chance, resulting in less crit required on gear which can be traded for power).

For classes with 9% MS increase this would be even higher. No info on Sentinel/Shadow.

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PostSubject: Secondary Statistics   Thu Feb 14, 2013 9:34 pm

They always were a little confusing for me, not to mention there never really was much explanation for them in-game, as opposed to primary stats and which ones were most important to base classes. My current characters count includes:

Jedi Knight (Sentinel) (Combat skill tree)
Jedi Consular (Sage) (Skill tree undecided)
Imperial Agent (Operative) (Skill tree undecided)

I'm unsure of what secondary stats would benefit them the most, and open to suggestions from others.
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PostSubject: Re: [Outdated]General Stats Guide For DPS Classes   Fri Feb 15, 2013 10:57 am

PadawanTwilight wrote:
They always were a little confusing for me, not to mention there never really was much explanation for them in-game, as opposed to primary stats and which ones were most important to base classes. My current characters count includes:

Jedi Knight (Sentinel) (Combat skill tree)
Jedi Consular (Sage) (Skill tree undecided)
Imperial Agent (Operative) (Skill tree undecided)

I'm unsure of what secondary stats would benefit them the most, and open to suggestions from others.

300 is the number you want to aim for for all secondary stats. For sentinels it would be accuracy, crit and surge; for sages it would be alacrity, crit and surge; for operatives it would be crit and surge and then only alacrity if you are healing.

Once you get to 300 of those stats get all power from there.
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