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atschai

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Everything posted by atschai

  1. Watchdog tram almost kills you When using the tram to the 2nd location (Watchdog) players sometimes take ~95% dmg. My best guess is that this could be fall dmg being applied when being teleported. That seems to happen when your rocket boost runs out mid-teleport
  2. Healing numbers in Nefra NIM groups were suspiciously low this week, even in 16man, sorcs and soldiers were rarely above 20k. Is this a different bug then?
  3. Tech damage and healing is affected though
  4. Wow BW, it took you 2 months to figure THAT out? And 2 more in order to fix it?!? I can't even...
  5. I had a gree legacy offhand knife on one of my companions which is nowhere to be found... Bummer...
  6. Willkomen auf dem Server
  7. Nich wirklich, da die Klassenänderungen für Schatten, Gelehrte, Maros und Sniper nicht eingepflegt sind. D.h. die angezeigten DPS stimmen nicht. Die Krit/AP-Werte sollten aber noch passen... Ob ich mir die Mühe vor 3.0 noch mache ist fraglich, da ich dafür Torparse brauche und das ist ja seit ein paar Monaten down...
  8. I LOL'd. And as a german I assure you: If you did not understand the translation Google provided you, it was not Google's fault
  9. That's a known issue with the french client and how reports misses to the log: vs Note that there is not one instance of miss in the french log, so Torparse does not list them in the overview...
  10. I give it you never tried the (23|0|23) Hots n' Dots hybrid? Might be what you're looking for. Works great for PvP and PvE in certain cases. Energy return from critted Dots gives you enough resources to keep healing the group. I used to play it in Asa NM on the last boss back in the time when we were trying to beat the enrage and the occasional PvP for Lulz. Single target healing is virtually not impaired, only group healing suffers for the lack of kolto cloud...
  11. Don't sweat it, DPS number given is no way average. Rather concider it a top ceiling of what is obtainable. Parses on the Torparse leaderboard involve a lot ot luck, especially for a tight rotation as the guardian's. Crit rate on high damage skills is essential for high numbers. If you want a realistic "average number" you should substract maybe 5% from the value. For me, it is not really feasable to look up tens of parses on Torparse in order to predict a realistic average number. Consider, this is not a simulator but a calibrated model. The diffence is, in a simulator you run a series of up to 1000 runs of an actual rotation resulting in an average and a variation for your damage distribution. In this model, you have fixed probability values and can only expect one target number which gets calibrated against the top spot in the DPS Leaderboard. (That said, I re-inserted Kishekzuns numbers against which I calibrated and got his current DPS (3880) numbers. Do not expect to meet those but in exceptional circumstances.) You might want to argue, if I use average values and calibrate against an exceptional parse, does that make sense? That depends on how you interpret the DPS value given as a result. Just see it as a value you can achieve with luck in optimal conditions. On the other hand, the higher your crit is, the higher the variance of your DPS is. That is why you get better results with higher crit value. Average DPS should be better with optimal stats. As for You can play with the "surge buff" value in Datasheet (for engineering, field R41). Usually, AOE damage accounts for 40% damage, for Draxus, it can be up to 65%. With a 30% surge buff, you usually have a value of 0.12 in there, for Draxus put 0.2. This could move your crit value by about 100 points.
  12. Schnelligkeit macht frühestens mit full 81er Gear Sinn, da irgendwann die diminishing returns der Woge so groß werden dass es sich nich mehr lohnt noch mehr zu stacken. Extrem wichtig ist allerdings Präzi auf die 100 zu bekommen. Da gibts keine Alternative. Guckste hier
  13. En'Ten + Forlorn Hope und The-Force machen das noch mindestens regelmäßig auf Rep.
  14. Yeah, I know. I recently introduced alacrity and did not modify this yet. I updated the calculation and it now accounts for that. The way I've done it is I look at the refence DPS of the class on Torparse, assume optimal stats for that number and reduce the actual DPS due to suboptimal surge/alacrity distribution. Its not nice, but at least its there now. The way I structured DPS calculation it would become too taxing for docs to do it correctly for the time being I guess... The way surge is supposed to be handled is the following: you input the surge percentage in melee/ranged in your character sheet on the first page. All bonuses to tech surge/certain skills get accounted for via the lookup table in the Database sheet. The way certain skill bonuses are handled is the following: I look how much damage percentage the respective skill does in the current rotation and then calculate an average contribution to surge based on that percentage. In the case of a sharpshooter there is deadeye which does 30% surge bonus to three skills amounting for 50% of total damage dealt so 15% overall bonus. Additionally I need the actual surge value for the alacrity variation. Thats why you have to put it in twice, one time as percentage, the other time as numerical value. This it not necessary... Yeah. Just enter the value as stated on the first page of character sheet. 85% surge it is. I checked this for rage and the 15% on all attacks gets directly added to the surge value in the character sheet. So I removed that value from the lookup table... Thanks, I fixed that and added additional relics while I was at it. DPS values are for input values. I updated the description to reflect that better.
  15. There is this handy Spreadsheet by Mae to calculate HPS done by Force Armor. For me, it accounts for about 15%-25% of my EHPS. If you add 20% to a sage/sorcs EHPS you are about right.
  16. Also was du rauchst will ich auch... wenn Jar'Kai wirklich in so ner guten Position wäre, müsstest Du wohl nicht alle 30 min Gildenwerbung im Lfg schalten. Aber Du bist ja gern anderer Meinung, gell?
  17. I thougt about your proposition and I really like the idea. DPS loss due to alacrity messing with the rotation is something I really have not been considering. I fear it will prove hard to model but should make the prediction better. I will give some thought on how to implement that. I was thinking, what about people with high lag (or slow clicking , those might have more benefit from alacrity than others...
  18. Hi fellas, I have been following the community discussion about tank stats and been an avid user of said spreadsheets by you guys. Frankly, without those, I would have died countless times on my tank, as I have not the will nor the energy to optimize a character that I use once in two weeks as a last resort backup character. That said, I have been following the discussion about DPS with leaderboards and theorycrafting (or lack of thereof). Being an automotive engineer, I am used to having to give usable propositions with uncomplete data and scientific questionable modeling. Which leads me to the reason of this post. I have been working on a Google Docs sheet to calculate DPS, optimize Crit and Surge all classes. The premise I have been using the formula posted on mmo-mechanics and this forum for a long time to predict damage output of my characters. Problem is, rotational data is difficult to model and approaches like Simulationcraft never seem to be up to date and usable for everyone. My approach is different. I model rotation data on a crowdsourced basis by using Torparse. So in a way, you all have been helping me for months by posting your builds and DPS numbers in the DPS Leaderboard thread. Thanks for that (Special shoutouts go to X-Boson for relic influence and KeyboardNinja for all his work on formula). What I've been using from this data is the percental distribution of damage types and melee/ranged and tech damage to calibrate my model. See, all damage formula in SWTOR is using the same multipliers of Mainhand Damage, Bonus Damage and Level Damage bonus, i.e. The only thing that varies for the respective skills is x and y. Which doesn't quite interest me at first. The important thing to know is the percentage of tech vs. weapon damage. I get that from Torparse for each skill tree. Thus, I can calculate the contribution of crit or power to overall damage and an optimal crit value. Remember, due to calibration to various skill trees (provided you all use optimal rotations like those guys in the leaderboard) I can predict optimal crit values for all DPS and even healers. But why stop there? I get an approximate damage number for the rotational mix of attacks. A further look at Torparse gives me the actual damage number for calibration purposes. By calulating a multiplier for predicted/actual damage I can calculate an acutal DPS number for all trees. Consider this number the maximum of what you can currently attain on a single-target rotation with full raid buffs. Of course, inputting your raw character data is only half of the truth. Some skills give surge or crit bonuses on single skills. But considering there is one optimal skill tree for all classes, those bonuses have all been accounted for in the data for the respective rotations. Recently, I included alacrity into the mix. Here things are different. On a fundamental level, alacrity is a great idea. It speeds up resource generations, reduces the global cooldown and channeling and cast time. Its impact, however, is harder to quantitize. My idea was, the reduced time for skill usage leaves time for other skills to be introduces into the rotation. Problem is, if you play perfectly, all high damage skills will already be used in your rotation and are on cooldown. So the only option left is an autoattack, resource builder or another anytime-attack. So I devised a simple rotation for each class to see which fraction of the total DPS those attacks do. This gives me a factor for the impact of alacrity on DPS. With this, I have seen that alacrity tends to become important upwards of 450 surge, so with the next tier (81) this might become more important for several classes. This section might need some further data and/or calibration. Motivation I know that some of you guys might be sceptical. I had this posted for some months in the german community and have received a mixed echo. Some stated that excel or docs could never model a complex system like SWTOR. Truth is, I already had to tone down the precision as I have been receiving calculation errors in the sheets. The intertwining sheets seem to push docs to a limit already. On the other hand, I am quite certain that I have introduced all relevant mechanics and formula into the sheet to arrive at a respectable solution. I can understand if you rather try out and optimize your build using the training dummy and parsers. But I have been arriving close to the actual numbers of many leaders of the DPS rankings board so I am quite confident about my approach. Especially with the introduction of the next gear tier (81 Dread Master in NM mode) some of you might be interested in a quick and dirty evaluation of a mod or enhancement you got for a random drop. Or you might want to have a good starting point for your dummy parsing in order to determine your BiS stats. You should not rely fully on this. However if you would not know where to start at all, you can't quite go wrong with it. Usage All data needs to be input in the first sheet, namely "Input". The second sheet ("Calculation") is only for calcuation (d'oh) purposes, nothing needs to be changed here. The third one ("Database") contains rotational data and the gear database. Small adjustments might be necessary if you do something vastly different from other players or are not satisfied with the results. All skill trees used in here are the usual standard fare. Your gear stats go into the green fields in the first sheet, be sure to be fully buffed and stimmed before starting as this is currently mandatory for a correct calculation. In the red fields to the right you see optimal numbers for crit, surge and alacrity as well as a reference DPS number (Dummy DPS, 1 mio life). Below you find some handy graphs; the first one should be quite self-explanatory. It shows your DPS/HPS numbers for your current gear varied over crit value. Aim for the highest point (see above). Then, you have the incremental graphs which show you how much an increase in one point of anything (crit, power, mainstat, surge, alacrity) modifies your output. The optimal point lies at the intersection of the graphs for crit/power and surge/alacity repectively - the value for crit/surge is given via the x-axis, power/alacrity is then your current budget (power+crit / surge+alacrity) minus this number. The last section in the top right enables you to evaluate mods and enhancements you happen to pick up in a raid. Just enter the numbers of two pieces you want to compare and you get the power equivalent which shows you which is the better choice. So without further ado, here is the link to the sheet. Remember, as with all Google Docs sheets, you have to make a copy in your own account via the File menu in order to get an editable copy. Imagine the chaos if it would be open to anybody. Keep in mind to check back once in a while as version numbers might change and bugs be sqashed. Changes are NOT propagated to your personal copy. Also keep in mind that this is only valid for level 55 endgame characters. The formula are not correct for lower levels. It should work for PvP, however. https://docs.google.com/spreadsheets/d/1h5mVnMy_uCbPcUUwufyAHJTCPXNz5HH5vP0GMArhjJ0/ I hope this will prove useful for some of you, it has been , and while it might not be perfect, I fear this is as far as I will come on my own. So any input from your side is appreciated and encouraged. Do not fear to contact me if anything remains unclear. I will try to answer any questions that merit an answer.
  19. Update auf die neue Version von Google Docs mit Schnelligkeitsbetrachtung, 81er Gear und Hybridskillungen. Diesmal auf Englisch, Deutsch folgt... https://docs.google.com/spreadsheets/d/1h5mVnMy_uCbPcUUwufyAHJTCPXNz5HH5vP0GMArhjJ0/edit#gid=440323060 Wie bisher bei Google einloggen und Kopie erstellen zum editieren! (Manchmal buggt Google Docs rum und es erscheint ein rotes Fenster oben. Dann einfach machen was da steht, Änderung rückgängig machen und neu probieren. Ich glaube die Grenze von Google Docs ist erreicht )
  20. Wir suchen einen DD oder Heal für unsere 1. Raidgruppe für die kommenden Nightmare Ops. Jetzt einsteigen und in 1 Monat beim Server First dabei sein! ^^ (Vorsicht, Ironie! Bitte nicht ganz ernst nehmen) Meldet euch bei Yee/Neilus oder auf ts3.entenserver.de
  21. Klar ist das wichtig. Besonders wenn du durch einen Skill den Wogen oder Krit Wert erhöhst, ändert das die optimale Verteilung deines Kritwertes. Heiler haben z.B. sehr viel Wogenbonus in den Bäumen geskillt, wodurch sie 200-300 mehr Krit brauchen als so mancher DD. Skillungen mit Autokrits (Wächter) wiederrum verringern den benötigten Kritwert. Deshalb hat auch fast jeder Wächter 0 Krit. Für die Standardskillungen habe ich das berücksichtigt. Deshalb muss man auf dem ersten Sheet auch seine Skillung angeben...
  22. 78 Mainhand is about 100 DPS more, 88 Strength is about 35 DPS. Try measuring 65 DPS difference by parsing. Good luck!
  23. Naja, wenn du das Spiel seit Beginn auf dem gleichen Rechner spielst, hast du Glück: Guck mal in C:\Users\Administrator\AppData\Local\SWTOR\swtor\settings (oder halt deinem Usernamen wenn du nicht als Admin eingloggt bist). Dort gibt es Dateien die die GUI des Chars definieren. Wenn du nach Erstelldatum sortierst, siehst du wann du dich mit dem Char das erste Mal eingeloggt hast. Das sollte dem Erstelldatum recht nahe kommen
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