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Faardor

Guide
[TOR] Faardors Guide to Stats & Optimization

13 posts in this topic

I see a lot of people struggling to figure out what stats do what and what stats they need so ill try and do a short guide on stats.


 


STAT TYPES


 


Main stats


 


Aim:


- Used by: Bounty Hunters (Mercenary / Powertech) and Troopers (Commando / Vanguard)


- For: DPS and Healers.


- Not for: Powertech / Vanguard TANKS, they want to focus on mods with more ENDURANCE than Aim wherever possible.


 


Cunning:


- Used by: Agents (Sniper / Operative) and Smugglers (Gunslingers / Scoundrel


- For: All classes and trees need more cunning than endurance wherever possible.


 


Strength:


- Used by: Sith Warriors (Marauder / Juggernaught and Jedi Knights (Sentinals and Guardians)


- For: DPS


- Not for: Juggernaught / Guardian TANKS, they want to focus on mods with more ENDURANCE than Strength wherever possible


 


Willpower:


- Used by: Sith Inquisitors (Assassins / Sorcerer) and Jedi Consular's (Shadows / Sages)


- For: DPS and Healers.


- Not for: Assassin / Shadow TANKS, they want to focus on mods with more ENDURANCE than Willpower wherever possible.


 


Endurance:


- Used by: Everyone (but DPS / Healers need to focus more on their main stat.)


- For: A primary focus in mods for Tanks. 1 endurance contributes to and additional 10 maximum hit points available. (ex: 100 end = 1000 hp)


 


Secondary Stats


 


Absorption Rating: Increases shield absorption amount.


- For: Tanks, increasing the percentage of damage your shield absorbs when it does.


 


Accuracy: Increases melee / ranged and force / tech accuracy.


- For: DPS (You need 100% Melee or Ranged accuracy and 110% Force or Tech accuracy). Less will reduce DPS by the percentage you are missing and more may contribute to diminishing returns (the points could be better used as something else or starts to have value falloff per point).


 


Alacrity: Increases global cool-down speed, activation speed, channel speed and energy pool generation.

- For: All healer classes except for Operatives and Scoundrels (I'm told a little bit helps) Often another stat may better accommodate your needs.

 

Crit Rating / Chance: Increases the chance to critically hit (see Surge for more)


- For: Only certain DPS and healer types. Mainly for builds that have a lot of damage over time(DOT) attacks or healing over time(HOT) heals. Most DPS or Healer won't focus on crit rating. Average crit rating a DPS could aim for is 20-25%


 


Defense Rating: increases your defense chance (avoiding attacks)

- For: Tanks, essentially a dodge or avoidance or deflect of an attack. If your defense was 100%, you may essentially avoid all attacks.

 

Power: Increases your base Damage and heals

- For: All roles except tanks. If possible always combine Accuracy with Power / Surge with Power / Crit chance with Power / Alacrity with Power. In all your DPS/Healer gear options, you want to make sure there is power in everything you can get.

 

Shield Rating: Increases shield absorbtion chance.

- For: Tanks, This increases your chance to reduce energy or kinetic damage with your shield. (See: absorption rating).

 

Surge / Crit multiplier: Increases how much damage is behind a critical hit.


- For: Mostly DPS and a few healers. Again if you focus on DOT's or HOT's this may be a primary focus. Ex: if your base attack does 8000-10,000 and you crit with a surge rating of 70% it CAN may do up to 17000.


 


Tech / Force Power: Only on hand equipment.


- For: All roles/classes, increasing this is a primary focus for DPS and healing. The amount is based on the barrel / hilt / armoring in the device and increases damage and healing. (A 186 barrel / hilt / armoring will provide the most tech / force power in the game. You can temporarily increase your Tech / Force power by 675 with a Nano infused triage adrenal for 15 seconds, however it reduces your damage by 20% and is only used for short healing burst phases.)


 


 


Typical DPS statimization


 


100% Melee / Ranged Accuracy (maxing out your accuracy companion helps reduce the amount of accuracy gear you need!!!)


110% Force / Tech Accuracy (maxing out your accuracy companion helps reduce the amount of accuracy gear you need!!!)


0-250 points of critical rating (Although not something to stack on gear for most classes, max out your companion that gives crit anyway!)


440 points of surge rating (Again max out the companion that grants you surge)


As much power as possible without sacrificing accuracy rating or stacking too much crit.


Main stat augments


 


 


Typical Healer statimization


 


440 surge


all power and alacrity for the rest.


Crit is bad but if you want you can put it in a mod and enhancement or two if youve reached the surge soft cap


No accuracy in any mods, enhancements or augments whatsoever (It is however possible you get some accuracy by maxing out all your companions, so yes 91/101% accuracy is normal to see)


Main stat augments (power is acceptable but I personally run no crit so I like to get all the natural crit I can from main stat)


 


 


Typical Tank statimization


 


Assassin / Shadow tank:


 


  • Defense: 527
  • Shield: 1668
  • Absorb: 1808

 


Juggernaut / Guardian tank:


  • Defense->1360
  • Shield->737
  • Absorb->603

 


Powertech / Vanguard Tank:


 


  • Shield: 1800-1900
  • Absorb: 1200-1400
  • Defense: 550-620

Alternative (defense tanking):


  • 1800-1900 defense
  • 1200-1400 Shield
  • 550-620 Absorb

 


Tips and tricks:


- PVE relics are king again! 186 crafted are better than any PvP now!


- DPS and Healers ALWAYS want to get the current relics of Serendipitous Assault and Focused Retribution. Boundless ages is an acceptable choice also but remember to use this during burst phases (so during raid wide buffs or a beserk phase /


- Tanks should augment with defense, absorption and shield augments.


- Tanks should always use Fortunate redoubt and shield a


 


Examples: (more adding soon)


 


http://i.gyazo.com/02559245ec610c65f9ef9e1b8adef45d.png


DPS marauder (annihilation spec) mainly 186 gear and some 190/192s, 198 offhand and in a 162/168/180 set bonus


lacking: 200 surge, bunch of alacrity (stat budget is tight on 186 crafted gear)


Edited by Faardor
fixed/rephrased some things :) "Guide" ready

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I fixed/rephrased some things Faar, still says the same thing. More universal, time/update friendly and guide ready if you choose to use it or parts of it.


 


Also, I prefer defense in tanking btw. Doesn't matter what class I am. Before 55's I stacked a lot of defense and really enjoyed it. I'd like to try it again, or at least test it some day. I could never figure out why essentially a 'dodge tank' wasn't dodging and a guardian was... Wouldn't you think a guardian would take the hits and absorb, while a shadow/sin would deflect it or dodge out of the way?


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I fixed/rephrased some things Faar, still says the same thing. More universal, time/update friendly and guide ready if you choose to use it or parts of it.

 

Also, I prefer defense in tanking btw. Doesn't matter what class I am. Before 55's I stacked a lot of defense and really enjoyed it. I'd like to try it again, or at least test it some day. I could never figure out why essentially a 'dodge tank' wasn't dodging and a guardian was... Wouldn't you think a guardian would take the hits and absorb, while a shadow/sin would deflect it or dodge out of the way?

 

Well Sins get a lot of natural absorption and shield chance which is why those classes might prefer having more of those 2 stats.

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Ok, I feel like a total noob when it comes to gearing my tank. What should I be looking for? These numbers make no sense to me.

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I fixed/rephrased some things Faar, still says the same thing. More universal, time/update friendly and guide ready if you choose to use it or parts of it.

 

Also, I prefer defense in tanking btw. Doesn't matter what class I am. Before 55's I stacked a lot of defense and really enjoyed it. I'd like to try it again, or at least test it some day. I could never figure out why essentially a 'dodge tank' wasn't dodging and a guardian was... Wouldn't you think a guardian would take the hits and absorb, while a shadow/sin would deflect it or dodge out of the way?

Xoza nooo nooo nooooooo..... There are 3 extremes in tanking... Stacking endurance the worst, Stacking shield or absorb, lastly to high a defense rating. If you stack to much defense rating then the few times your are hit are going to be massive hits. While this pulls to the extreme assumptions Tank defnses are the easiest to test for best combinations. The tanking classes are the only characters to have gear that can be statistically  proven to have the best results.

 

 

Ok, I feel like a total noob when it comes to gearing my tank. What should I be looking for? These numbers make no sense to me.

 

These number are percents of your gear distribution. Its fairly confusing at first till you understand that fact. Simply try to base the amount of defensive ratings off of the above numbers. Telling you the numbers to be shooting for is pointless unless you are in max gear. That is why they tell you the precentage of stats that you want to divi up among your gear.

 

 

 

All power and alacrity (unless you're a operative / scoundrel, then go power-surge and power-crit)

some surge + power is acceptable here and there (aim for 0-200 points)

and a little bit of crit as well is allowed too (0-200 points)

Surge / Crit is dependent on your class. Some healer classes have natural crit

No accuracy in any mods, enhancements or augments whatsoever (It is however possible you get some accuracy by maxing out all your companions)

Main stat augments

 As my personal recommendation, Sorcs should have 0 crit 200-300 surge the rest is alacrity and power. If i remember correctly on my sorc back at level 50(when that was cap) we got our 2.5 second casts down to 1.7 before the nerfed Alacrity

Edited by DeumDeorum

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I know that with my sorc ( Inferna who has some dread forged gear ) I have her this way and this is my opinion with the help of some others that have theirs optimized.


 


My Alacrity is ( in my opinion ) a little higher than I would like at 8.21% which comes from 4 enhancements and my earpiece.


I have no crit in my gear what so ever. It comes from the tree and buffs and junk.


I have no Accuracy in my gear as your heals will hit and that is not needed for that to happen...... at all.


My augments are all Advanced Resolve Augment 28's except 2. Those happen to be Advanced Surge Augment 28's.


 


 


Overall I am very happy with where she is at and wouldn't really change anything other than .... well .... 186 gear >.> *dreams*


Tsi'va likes this

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it all comes down to personal preference but I think when it comes down to pure number crunching calculations that the first 100 to 200 points of Crit and / or Surge for Healer classes (in general) are still beneficial vs more power / alacrity. Assuming of course that both the crit and / or surge is taken with power. (mainly having to do with diminshing returns not really taking effect on the first 200 points) As for the guide ill be adding my character sheet just to elaborate and point out things here and there.


Edited by Faardor

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This guide is good to go, and anyone that needs help with their stats or gear can always ask me and ill inspect your gear to see if I see room for improvement (and I know that some people definitely have room for improvement)


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this might be out of date for a while when 3.0 is released as bioware will most likely balance things and stats but in essence Most of this will still be up to date, the only thing that I know will change is the effectivenss of alacrity (its getting buffed) In that alacrity aside from what its already doing will allow you to cast more often now, so lets say for example you have 25% alacrity (for whatever reason) you will be casting your spells 25% more often (assuming that your energy management would allow it) because of this it might be more effective at a certain point than surge due to the diminshing returns on surge. Again this does assume that the formula for Surge, power, crit and accuracy stay the same. Speaking of accuracy, taunts can now miss, BUT tank specced classes get the accuracy needed to never miss (altough I havent seen this confirmed for shadow / assassin tank), its more of a "We dont want non tank classes to be able to taunt and apply a taunt without accuracy" (why you wouldnt have the accuracy needed as a DPS class I dont know, that might be something 3.0 explains or just bioware being dumb)


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Thank you very much for this helped me figure out which of the 3 secondary stats (absorb, defence and shield) to be working on more :) 


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