I have a bit of difficulty understanding the sniper’s stats. The stat that I’m concerned about is cunning/techpower. As I understand it, cunning provides extra damage in the sort of techdamage. Furthermore it increase my tech critical strike chance. Now that is all good, but which abilities are tech damage? I understand that +tech adds to bigger heal on the operative, +tech adds to damage on example corrosive dart, the grenades we cast etc. basically abilities that do some other sort of damage than physical. Now here is my problem, that must also mean that cunning does nothing what so ever for abilities like snipe, ambush, followthrough, series of shots. Since they do x amount of weapon damage, physical damage. Which as I read it aim should increase. Is this correct?
if it is, then cunning, in my opinion, is not the most beneficial stats for a sniper, since our main damage source is the “weapon damage abilities”. Aim would do us a whole lot more good? all our gear is +cunning nothing to aim. Which seems a bit odd?
Can anyone explain this to me, am I wrong? are u having same concerns?
Comments
Aim is the main sniper stat yes. Cunning is the Operative stat. I didn't play sniper so i'm not sure what kind of quest rewards you'd get etc. On the plus side, at higher level you get more moddable gear, and then you can just mod in more AIM. Cunning does however increase ranged damage such as snipe (iirc), but not as much as Aim.
This is odd, cuz we have skills that increase cunning by 3/6/9% - all gear u get for a sniper has cunning and endurance. also from instances. This is a bit odd when its AIM we need.
Same goes for the Bounty Hunter, their main stats would be cunning, due to more elemental damage from missiles, injections, granades .. but they get AIM on all their gear. and have an +% aim skill in their tree.
Sounds like they made a mistake on those two classes tree, and gear - there is no medium gear dropping with AIM, a bit odd if you have to modd sniper gear and bounty hunter gear since the drops are wrong?
Ohh, the skill Lethality, gives you 2/4/6% crit chance with tech abilities, does that work for snipe, ambush, followthrough, series of shots etc? else, again, this makes no sense. Sniper use little tech, our aoe bomb and explosive probe. If u go aoe tree then tech is usefull, but for single target build its not.
Alot of the crafted gear that I could make had either Cunning/Endurance or Aim/Endurance. And yeah with mods you can get more Aim.
It could also be intentional that cunning is the sniper "low level stat", and as you progress in levels, you get access to more and more Aim gear/mods. Maybe snipers are OP with to much Aim at lower levels? Just speculations though.
The stats are indeed a bit confusing but not a big deal, from what i could understand all classes have 1 main stat which increases their damage output directly, their abilities and even defense, if you look at each stat you can see multiple bonuses when its your classes main stat, some classes have multiple "main" stats which will be determind by the weapon you use. The weapon them selves are a bit confusing you have ranged weapons that use cunning as main stat, ranged weapons that use aim, and even melee weapons that use aim as their main stats(and i assume cunning also), ofc you have strength(which afaik only increases melee damage and some defensive abilities) and willpower which increases melee damage, force abilities, and defense for their classes.
The good thing is that all high end gear seems to be modable, the gear it self has no stats on it but has multiple mod slots which each slot can be modified to increase certain stats. You can switch mods from gear to gear(at a cost) and mods are fairly easy to get from crafting and PVP rewards from what it seems, and when you get a "better" drop you can remove the mods from that new item and put them into your old one if you want to keep the looks. Im not sure if items come with a mod level cap but i haven't seen it on any modable item i got, i had weapon chest and pants both with 3 mods in them by level 18-19ish.
This do not help the fact that the skill in the talent tree is wrong though, 3/6/9% cunning is useless if you build you aim. and i still dont know if the + crit chance from talent tree actually works for us when its tech crit it increase.
Seem like the tree needs a firm hand and need a fix.
Or, they are ment to boost your "secondary" abilities without having to stack to much Cunning. With these talents you can focus on Aim stacking to boost your sniper rifle damage, but still have viable damage/crit on tech abilites without stacking Cunning.
Changing the talents to +crit with sniping abilities and +Aim could make those abilities OP in the long run, and make tech abilities worthless.]
Edit: After further review i see that the Cunning talent is in the Engineer tree, and engineers use Cunning more then Aim due to using more tech-gadgets such as bombs and probes. I can't find the crit talent you're talking about, got a link to it?
9% of 100 cunning = 9 cunning - hardly worth the talent points if its not your main stats. - at level 15 u easily get +20 aim on an items. Without going for cunning you might have 100-200 at lvl 50 then the + 9-20 cunning from those 3 points are useless and a waste to spend.
In my edited message above you see the answer. The Cunning talent is in the Engineer tree, not the Marksman tree.
yeah that is why i edited it, read it wrong lol
I could just say I have no concerns at all, you are wrong, and go on to explain that the stacking of cunning for IA's, whether they are Snipers or Operatives is the way to go, but you probably would not be satisfied, and still post about how wrong it is, and how it needs fixing.
Maybe I should start a thread taking bets on which topic you will make next regarding something else wrong with SW:TOR.
A creative person is motivated by the desire to achieve, not the desire to beat others.
Actually, cunning is the main stat for both IA ac's, as well as both smuggler ac'c. Aim is the main stat for all trooper's and bounty hunters.
The main stat for each class affects all skills and powers, and should be stacked accordingly for maximum effectiveness.
Do you know for a fact that Cunning is the way to go for Marksman as well? I'm asking because i don't know for sure myself. I was just under the impression that Marksman would favor Aim, and most other builds Cunning.
Yes, Cunning is definately the way to go.
Just to clarify, as an IA, if you had opened your character sheet, and moused over the stats, the tooltip would have shown you that the damage increase from Aim was less than the damage increase you get from Cunning.
A creative person is motivated by the desire to achieve, not the desire to beat others.
I think you actually getting this wrong - im a huge fan of SWTOR, even close to be a fanboy. I cant wait for the game to come out. But is it wrong to have some doubt now? i mean just becuase you ask question does not mean you hate the game, does it? why so all defensive? i would have posted this forum on swtor site if it was not down.
my question are fine, and if u dont wanna explain then dont. I just dont see cunning doing more dmg for your weapon damage than aim does - guess you do but since u dont wanna explain. fine.
Yes, Bioware tried to make it simple for people there is one main stat for each class. Cunning is the stat for IA no matter the A/C. If you want to understand why:
Linkage
That kinda solves everything, thanks - Didnt play my sniper this beta, went out trying assassin. Did they change it so cunning also add range on the sniper? or am i just remembering wrong? played about with so many classes that my memory might fuck me over.
Atleast im glad to see this. Only concern i had with the sniper. now i cant wait to early access
Cunning gives exactly the same amount of ranged damage bonus as it does tech damage bonus, and that amount is higher than the ranged damage bonus you get from Aim as an AI.
You can stack Aim if you really, really want to, but you will be gimping yourself.
A creative person is motivated by the desire to achieve, not the desire to beat others.
Guess it is/was an unintentional side-effect then: http://www.swtor.com/community/showthread.php?t=689702
This is from beta so do note this may change for launch. Aim is still good but no as cunning.
Primary Stats
There are five primary/basic character attributes in SWTOR: Endurance, Aim, Cunning, Strength and Willpower. Endurance gives you 10 HP per single point, and the other four stats increase your class base damage and critical chance:
All primary stats give 1% crit for every 140 (at level 50)
Aim gives 0.2 ranged damage
Strength gives 0.2 melee damage
Cunning gives 0.2 tech damage
Will power gives 0.2 force damage
Your primary stat will always give either [Ranged + Tech] or [Melee + Force], so a Trooper will get a tech bonus from Cunning, and a Smuggler will get a ranged damage bonus from Aim in addition to the bonuses they already get from their primary stat. This causes Smugglers to do more damage with Weapon attacks, and Troopers will do more damage with Tech attacks (see: explosives) assuming both had the same base value and scaling. Strength and Willpower give both of them nothing but crit.
Secondary Stats
Presence boots companion health, damage and healing
Power adds melee, force and tech damage
Force/Tech Power Found on weapons, works like Power but does not provide melee/ranged damage
Accuracy Gives +hit and gives armor/spell pen over 100%
Crit gives melee, force and tech crit
Surge increased critical damage
Armor reduces physical and kinetic damage (all Tech and Force powers unless listed otherwise are Kinetic)
Defense increases Parry/Deflect (deflect is just ranged parry)
Shield increases chance to be shielded on attack
Absorption increases the % of damage shaved off shielded attacks
Alacrity Cast/channel Haste
Expertise PvP stat. Increases damage and healing done, reduces damage taken.
Atleast im glad to see this. Only concern i had with the sniper. now i cant wait to early access
No worries!
I dont know if this makes sense, but Bioware almost made it too easy to understand. Coming from other MMO's we are all about theorycrafting, looking at the benefits of multiple stats and so on that in this case we are looking to make it more complicated than it is. Dont worry, I had a few of the same moments myself where I ended up saying: "Wow, can it really be this simple?". One stat you really have to worry about per class. Should make loot that much easier for people to deal with.
Cunning doesnt add range to the sniper, I believe it is the level 10 proficency with Sniper Rifle and that path that will allow you 35m range on several attacks, but dont quote me on that. I havent played a sniper since August.