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HiddenRob

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  1. It looks like you are prioritizing lethal strike over toxic blast. You activated lethal strike exactly as it came off cooldown, but delayed toxic blast regularly by a few gcds. As a result, you had to use rifle and overload shot too often. Oddly, Toxic blast actually hits harder -- per use -- than lethal strike. I wrote a post with a recommended rotation a few months ago. Every 48 seconds (two rounds of dots) you should have 3 toxic blasts, 3 lethal strikes, and only 1 rifle or overload shot. In such a short parse (less than 2 minutes), you may not even need to use rifle/overload shot. The rotation helped me parse lethality higher than my concealment parse (when comparing longer parses). Of course...my gear was much worse than yours and I was certainly not putting up parses of 5k dps. In a short parse, you will be able to get some pretty crazy dps numbers with concealment that are not sustainable in a longer fight. Try and compare parses with the 1.5 million dummy instead. Lethality should parse a bit higher.
  2. KBN’s and Dulfy’s Lethality Guides are fantastic, but I find their Priority System really difficult to implement. Abilities fit in multiple places on the priority list depending on buffs, and dots, and procs, and energy and my head hurts just thinking about it. KBN’s hilarious comment on his lethality guide sums this up well: “Your priority is to use Brutal Shots as often as possible. Actually, that is not true. What you want to do is use Point Blank Shot as often as possible... Actually that’s not true either…since Sanguinary Shot contributes more damage overall and doesn’t cost any energy…Unfortunately…” Of particular concern, my logs were showing that my DOT’s would sometimes fall off a fraction of a second too soon, and my CA would only hit twice. I would use the same rotation two different times and mitigating factors (ping, lag, distance that a CG was thrown, alacrity, APM) would yield different results. The only way to get around the problem is to make sure that Shiv or Rifle Shot is the last ability activated before re-applying DOTs…but that is an even harder problem to monitor using a priority system. The solution? I think Lethality’s priority system should be replaced with a simplified, repeatable rotation. A strict rotation makes more sense in 3.0 than 2.x because Fatality is a guaranteed proc now every 10 sec. A rotation makes it easier to apply the CG/CD dots consistently. Personally, I would rather memorize a rotation and concentrate on the fight mechanics then try to juggle the complications of the priority system. I also think there is an opportunity to tweak the opener a bit to maximize DPS. Goals for the Rotation: 1.) Improve on the existing opener in order to maximize procs, buffs, and adrenals 2.) Leverage a simple, repeatable mechanic to make it easier to remember the rotation 3.) Reapply CG/CD at the perfect time: don’t clip them and don’t have gaps without them. 4.) Don’t use Toxic Blast, Corrosive Assault or Lethal Strike after a dot has expired (the last ability right before reapplying dots should be shiv or rifle shot.) 5.) Strive for optimization and stability: Stable rotation, stable energy (even with unlucky crits), stable use of TA/Fatality, stable place for SB and Stealth/LS. All while maximizing Procs and Buffs. 6.) Keep the rotations simple enough to memorize Abilities LS -- Lethal Strike | Point Blank Shot SH -- Shiv | Blaster Whip SH* -- Shiv that procs Fatality | Blaster Whip that Procs Unfair Advantage CG -- Corrosive Grenade | Shrap Bomb CD -- Corrosive Dart | Vital Shot TB -- Toxic Blast | Sanguinary Shot CA -- Corrosive Assault | Brutal Shots RS -- Rifle Shot | Flurry of Bolts SB -- Stim Boost | Pugnacity Tact -- Tactical Superiority | Stack the Deck Improved Opener (from Stealth): LS -- SH* -- CG -- CD -- [Adr/Tact]+TB -- CA -- CA -- CA -- SH* -- CA -- CA -- [stealth]+LS 1. By using Shiv before applying dots, this opener allows for FIVE CAs in the first TB window. Note that the Shivs are more than 10 seconds apart so each Shiv will proc Fatality. This is a simple change from KBN and Dulfy’s Guide, and I can’t see a reason not to use it. 2. I recommend using the Adrenal/Relic/Crit Buff right before TB to maximize buffs to all 5 CAs 3. Both of the 45 second Damage buffs (from SH and CG) get added to the target immediately to maximize the buff to your damage. 4. I don’t think Stim Boost should be used in the opener. I think it is important to save it for energy management, a defensive Cool Down, or for getting back on track in case you mess up the rotation. 5. The opener fits smoothly into the recommended rotation below. And it feels great to unload five CAs in just 6 cooldowns. The Rotation (assumes you are starting with Fatality): CG -- CD -- TB -- CA -- CA -- CA -- SH* -- CA -- CA -- LS -- RS -- SH -- TB -- CA -- CA -- SH* CG -- CD -- CA -- SH -- LS -- CA -- CA -- SH* -- TB -- CA -- CA -- SH -- LS -- CA -- CA -- SH* 1. The rotation is set up to perfectly re-apply CG and CD Dots. These dots are the hardest hitting abilities (damage per activation) and have a 24 second cooldown. Two sets of 16 abilities will maximize the up-time of CG/CD dots (for a total of 32 abilities) in the rotation. Even with alacrity, my logs show that applying CG and CD in this manner will ensure that Dots are never clipped and there is never a gap. 2. 32 abilities is a lot to memorize. In order to remember this long rotation, I break it down as: an “OPENER” sequence (9 abilities), an “ODDBALL” sequence of 3 abilities, and a “MECHANIC” of 4 abilities that you repeat until you are ready to deploy the Opener again. 3. “OPENING” sequence. The first 9 abilities in the rotation are underlined together and are directly aligned with the Opener (dots, TB, then 5 Corrosive Assaults with a Shiv). This stretch of abilities maximizes the TB window with FIVE(!!!!!) Corrosive Assaults. Note that the rotation assumes you are starting with Fatality. If you have messed up the rotation somewhere and don’t have fatality, this is a good place to use stim boost to get back on track. The Opener is energy neutral (or slightly positive depending on crits). 4. “ODDBALL” sequence. The short sequence of 3 Abilities (#10, 11, and 12) is the “odd” part of the rotation. If used correctly, the last 20 abilities in the rotation will be set up perfectly. For some reason, this is probably the easiest place in the rotation to screw up, but is also the place where advanced players can tweak the rotation to maximize dps. (See note 7 below). Together, the three abilities in this “oddball” sequence are energy neutral (or slightly positive depending on crits). 5. “MECHANIC” sequence. Starting with ability 13, the rest of the rotation repeats a very simple 4 ability mechanic of: FILLER, CA (or CD), CA Shiv. The filler in this repeatable mechanic will either be TB (#13 and #25), Lethal Strike (#21 and #29), or a reapplication of Dots (the second half of the rotation begins with: CG-CD-CA-SH). Interestingly, LS will be on cooldown when you need to use TB as your filler, TB will be on cooldown when you need to use LS as the filler, and both will be on cooldown when you need to reapply your dots. This mechanic is the heart of this rotation, maximizes Tactical advantage & Fatality Procs, flows naturally and is easy to remember (which is important…because it is 20 abilities long). This sequence of abilities is energy negative. 6. Shiv is the last ability used prior to reapplying dots (ability #16 and #32). This is really important because Lag, Alacrity, slow APM, distance to target, and boss mechanics may cause CG/CD to fall off the target prior to using the 16th/32nd ability. Shiv is the only major ability not buffed by CG/CD, and is the perfect ability to fire off right before reapplying dots. Note that in this point of the rotation, shiv will proc Fatality EVERY time. 7. The “oddball” sequence (abilities #10, 11 and 12) is the only time Rifle Shot is used in the rotation, but there is an opportunity here to replace it with Overload Shot if your energy is ok. Moreover, this is the optimum time in the rotation to use either Stim Boost or Stealth/LS and replace Rifle Shot with a Cull. Amazingly, if you use Stealth/Lethal Strike/Cull the first time you cycle through the entire rotation, you can replace RS with SB/Cull the second time you cycle through the rotation. Then, the cooldown for stealth will be finished every ODD time you cycle through the rotation, and the cool down for stim boost will be finished every EVEN time through the rotation. This way, you never actually have to use Rifle Shot. This advanced rotation will ruin your energy regeneration, but it is definitely a place for advanced players to add a little more dps. 8. You will probably need to use Adrenaline Probe during the 2nd half of your 2nd time through the rotation. Stim Boost, if used correctly, can also help keep you energy positive. The set bonuses will also help with energy management (I don’t have them yet). Conclusion On my ship’s dummy, this rotation helped me improve my dps by about 200 compared to what I was able to do by using KBN/Dulfy’s priority system. In a typical five minute parse, I only use Adrenaline Probe one time if I am using Rifle Shots in the “oddball” sequence. Please note that I am using level 180 gear and below (no crit, old set bonuses, and old augments).
  3. Crap. Corrosive Assault = Cull. That still gets me every time.
  4. Why does lethality not get a set bonus in 3.0? Is lethality the only Discipline not to get any benefit from the 2/4/6 piece set bonuses? Did you just forget to put it in?
  5. Why does lethality not get a set bonus in 3.0? Is lethality the only Discipline not to get any benefit from the 2/4/6 piece set bonuses? Did they just forget to put it in?
  6. I was queued the ENTIRE patriots/broncos game and it only popped twice last night.
  7. I was surprised at the high number of sorcs/sages but the relatively low number of them in the top 100. I also did a quick analysis of the bottom 200 (not included above) and i was surprised at how consistent the numbers were between classes. I guess bads are bads regardless of class.
  8. Statistics and analysis regarding Class and faction balance for the Shadowlands ranked solo queue... http://www.swtor.com/community/showthread.php?t=700052
  9. Statistics and Analysis SHADOWLANDS Ranked Solo Queue 11/22/13 at 11:15 EST . . . . . . .. . . . . . . . . . . .. . . . . STD . . . T100 T100 . . . . . . . . . . . . . # % . . . Rank DEV . . . #. Rnk Mar/Sen. . . . . 91 13% . . 1208 145. . . 21. 1426 Jug/Guar. . . . .80 12% . .1190 118. . . . 16. 1368 Sorc/Sage . . . .124 18% . .1176 98 . . . . 11. 1383 Sin/shadow . . . 72 11% . . 1181 98. . . . 8. 1354 Merc/Comm . . . .86 13% . .1167 95. . . . 11. 1337 PT/VG . . . . . . . 71 10% . .1203 141 . . . 14. 1434 Op/scou . . . . . .101 15% . . 1174 126 . . . 12. 1414 Snip/GS . . . . . .56 8% . . 1158 112. . . 7. 1345 Imperial. . . . 408. 60%. . . 1173 111. . . . . . 48. 1385 Republic. . . . 273. 40%. . .1196 126. . . . . .52. 1397 TOTALS. 681. 100% 1182 118. 100. 1391 My analysis of the Solo Ranked Leaderboard for Shadowlands: 1. Our server has a lot of Sorcs/Sages (18% of total) and Op/Scoundrels(15% of total) but not a lot of Snipers/Gunslingers (8%) doing ranked PVP. 2. Our server has way more Imperial players (60%) doing ranked Solo PVP then Pubs (40%).* Overall, Pubs have a higher average ranking than Imps in the total population (1196 to 1173). 3. The top 100 players are split pretty evenly between Pub and Imp (52 to 48), but Pubs have a higher average ranking in the top 100 than Imps (1397 to 1385). 4. As many would expect, Mar/Sen (1208) and PT/VG (1203) have the best average Rankings. 5. Snipers/GS (1158) and Merc/Commando (1167) have the lowest average Rankings. 6. In the Top 100, Mar/Sen and PT/VG have the best average rank and are very well represented (35% of the top 100 players) 7. All Advanced Classes are represented in the Top 100, but there aren't many Assassins/Shadows or Snipers/Gunslingers. Those that are in the top 100 for those 2 classes are mostly in the bottom half of it. 8. Mar/Sen and PT/VG have the highest Standard Deviation on the server. In other words, there are a lot of really good AND really bad players for those classes. 9. Merc/Commandos not only have a low average Ranking, but they have the lowest Standard Deviation.* In other words, you could say that this player group is the most consistent at being below average. * Other Comments and Clarifications 1. This analysis only looks at Ranked Solo Matches (PUG MATCHES ONLY, NO PREMADES) 2. You had to do 8 ranked matches to qualify, but not 8 ranked SOLO matches. Many players on this list only did 1 or 2 (or zero) solo matches and many Group matches, but their numbers on the leaderboard only include their SOLO matches 3. This analysis is for the Shadowlands server only. 4. Data is a snapshot of the leaderboard at 11:15 am EST on 11/22/13 5. Sorry that this formating stinks. I will upload my spreadsheet later showing the raw numbers
  10. This is (by far) the single greatest post/thread I have seen on these forums. I love the 2nd graph in particular (PvP Damage to Ilmarinen, PTS server, to Mar 22) where it shows Smash making up 99% of the big hits in this game on the PTS. Is there a way to show [damage per ability activation], instead of [damage per ability hit]? For example, Crushed (Force) hit you 1875 times on the Live server in March, but it is a dot that hits you 4/5/6 times each time it is activated. Can the logs/parsers output that information?
  11. And also: Go in hill, use scanner, free legacy pet
  12. I have been playing with the anagram idea and came up with: Scan east hill for unseen gree legacy pet But the letter I is left over. I think there is something to this...
  13. Somehow, I played Huttball last night on a team with 6 Agents. We, uhm, got rolled. (in reply to Agonis' signature)
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