Get 10% Off for Cheap Swtor Credits on Swtor2credits.com


Posted June 16, 2017 by Longxuan

Over the next few swtor credits weeks, as you know, it is our plan to give you specifics on upcoming Class/Discipline changes.

 
Over the next few swtor credits weeks, as you know, it is our plan to give you specifics on upcoming Class/Discipline changes. One things that we have never done before is really get down in the trenches and explain how we balance Classes. With our continued move towards more transparency, we really wanted to lift the hood and provide as much context as possible for those changes. Below you will find an elaborate breakdown from our combat team on not only how they balance Classes, but why. I highly recommend you read the entire post (I know it’s long!). For the non-reader among you…

TLDR – We do not balance Disciplines against each other directly. Balance is based on target values which are determined by what type of damage dealer you are; ranged, melee, burst, sustained, etc.

Here is the detailed breakdown from the combat team:
Quote:
Opening note, for anyone who might not be familiar with the abbreviations and terminology used in this post:

DPS = Damage per second
HPS = Healing per second
DTPS = Damage taken per second
“Nerf” = Reduction to effectiveness
“Buff” = Increase to effectiveness
PvP = Player(s) versus player(s) combat
PvE = Player(s) versus non-player(s) combat (non-players are controlled by artificial intelligence programming)

Before we dig into the details for any Classes or Disciplines that will be seeing damage or healing “nerfs” in 5.3, we wanted to take a moment to share a bit of our Class design philosophy with you. Whenever we “nerf” the damage or healing a Discipline can produce, it is not because we compared them to other Disciplines and thought that they were too good. Likewise, we don’t “buff” a Discipline because we think they are not as good as the other Disciplines and need a boost. We do not play the Class comparison game for damage, healing, or tanking changes.

The deeper reason for a “buff” or a “nerf” lies in a Discipline’s ability to perform at their target DPS (for damage dealers), HPS (for healers), or DTPS (for tanks). The target DPS, HPS, and DTPS values determine which content (Veteran Operations, Master Uprisings, etc.) players can successfully complete in a given set of gear. And in PvP situations, they determine the speed of player kill times and the ability for healers and tanks to extend the life of an ally under attack. So to clarify, there is a comparison that takes place for damage, tanking, and healing balance, but that comparison is not among Disciplines or Classes – it is between the target DPS, HPS, or DTPS value and the Discipline in question.

Due to the variances with the item rating of the gear your character has equipped and the augments, Class buffs, stims, and adrenals your character may or may not be using, we are not providing you with a set number for any target values. Also, these values are average values. Every damage, tanking, or healing parse tends to be unique, and sometimes those parses can stretch quite high or low for several different reasons.

That said, we do have something a little special which we would like to share with you today: damage grouping categories. With no further ado…

Damage Groupings for Damage Dealing Disciplines
Melee Sustained Damage Dealers (up to +5% of target DPS)

Annihilation Marauder / Watchman Sentinel
Hatred Assassin / Serenity Shadow
Lethality Operative / Ruffian Scoundrel
Pyrotech Powertech / Plasmatech Vanguard
Vengeance Juggernaut / Vigilance Guardian

Melee Quasi-Burst Damage Dealer (up to +2.5% of target DPS)

Fury Marauder / Concentration Sentinel

Melee Burst/Ranged Sustained Damage Dealers (at the target DPS)

Advanced Prototype Powertech / Tactics Vanguard
Carnage Marauder / Combat Sentinel
Concealment Operative / Scrapper Scoundrel
Deception Assassin / Infiltration Shadow
Engineering Sniper / Saboteur Gunslinger
Innovative Ordnance Mercenary / Assault Specialist Commando
Madness Sorcerer / Balance Sage
Rage Juggernaut / Focus Guardian

Ranged Quasi-Sustained Damage Dealer (down to -2.5% of target DPS)

Virulence Sniper / Dirty Fighting Gunslinger

Ranged Burst Damage Dealers (down to -5% of target DPS)

Arsenal Mercenary / Gunnery Command
Lightning Sorcerer / Telekinetics Sage
Marksmanship Sniper / Sharpshooter Gunslinger

PLEASE NOTE: The Disciplines are in alphabetical order within each grouping, not by damage dealt (for example, Deception Assassins are not intended to deal higher DPS than Saboteur Gunslingers). There are also groupings for healers and tanks, but we are not listing them since all healers are in the same groupings and all tanks are in the same groupings.

Now let us explain the theory behind the planned differences for the damage groupings above. There are really only four sub-categories we use in order to classify a damage dealer: Melee (meaning short-range), Ranged (meaning long-range), Burst (meaning immediate or quick damage), and Sustained (meaning damage over time or slow damage). We feel both Melee and Sustained damage types are inherently disadvantaged, and that is why Melee Sustained damage dealers (with their two inherent disadvantages) make up the top grouping. Melee damage is disadvantaged because it must stay close to its target (often within four meters) in order to maximize damage output, and Sustained damage is disadvantaged because it takes several seconds to ramp up to its full damage potential each time it acquires a new target (and in situations where rapid target switching is required, it will often never reach its full damage potential).

We hope this glimpse into our Class design philosophy helps you understand the changes we are making and the rationale behind each decision.
In order to celebrate then oncoming Father's Day,swtor2credits.com will provide up to 10% discount for swtor credits from June 16 to June 26, 2017.
Please use the following discount code:
10% off code"CFD10" for order value more than $150
9% off code"CFD9" for order value between $40 and $150
8% off code"CFD8" for order value between $20 and $40
7% off code"CFD7" for order value less than $20
While,8% discount code "CHEAPSW8" for swtor credits is also available .
And never miss using 10% off code MEMBER for swtor credits buying from http://www.swtor2credits.com/ on Wednesdays.
-- END ---
Share Facebook Twitter
Print Friendly and PDF DisclaimerReport Abuse
Contact Email [email protected]
Issued By ownher
Country Australia
Categories Blogging , Computers
Tags swtor credits , swtor gold
Last Updated June 16, 2017