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Goblin_Lackey

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  1. Updated Front Page with changes to Juggernaut-Rage: Now using the following rotation: (Enrage) Raging Burst > Furious Strike > Obliterate > Retaliation > Sundering Assault > Force Crush Raging Burst > Furious Strike > Obliterate > Retaliation > Force Scream > Chilling Scream My subscription ends along with 2016. There will be no more updates. Thank you, and good night.
  2. I used the low endurance ones. The reason is because the set bonus gear comes with those enhancements and there doesn't appear to be a way to get that type of enhancement in the legendary tiers of gear.
  3. All of the the PTS nerfs all went through to the Live Server. I checked each of the known nerfs against the expected values with in game characters, they were all still there. In addition, the normal group of dataminers all found that the coefficient nerfs were all still present in the live game files. Any player has the potential to beat another in DPS, no matter the class. Gear has very little do with it (it makes it easier, but is not critical). Solid rotation is a good starting point, but there is a large gap between a solid rotation and a perfected rotation that takes advantage of alacrity and all ability interactions. There are very, very few people who can even pull of perfected rotations every time in every situation. The patch notes are rarely complete, usually it is Tait pulling together what everyone else tells him, but smaller changes sneak past all the time.
  4. Its because I was doing some double checks on the rotations and found that the Chilling Scream Rotation for Rage was not actually playable. That is because I forgot to check to see if the rotation still works without the cooldown reduction from Overpower. It had worked previously when I had Retaliation in that slot. So on the spreadsheet, the rotation is now shown without chilling scream. I haven't gotten around to doing a full update on the post, will likely do one last one at the end of the month with all of the updates..
  5. The "5.0 SWTOR Test Sheet" will always be more accurate than the post on the forums. That is because that google doc is the method used to generate all of the data and any recent changes are reflected there first and only later updated to the SWTOR.com post. Every combination of gear on the front page is a suggestion. There is no actual way to be able to tell the difference between gear setups in game. There is too much RNG in how damage calculated to be able to compare the dps outputs to a sub-1 dps level. It is pretty much impossible to tell the difference when the stat totals are all within 200 or so points of the optimal levels. As for the Accuracy Stim, I ran my tests (which cycles through all possible stat combinations and returns the combination that gives the highest average DPS) with both stims and accuracy returned DPS totals that were higher.
  6. It is because most of the Operative's heals are HoT based and AOE friendly. They can easily maintain two stacks of Kolto Probes on many targets (especially with Surgical Probe serving as a refresh). In addition to the probes they also have the AOE from Recuperative Nanotech as a high use ability And If that isn't enough, they have Kolto Waves available as well. All of the Heals are prefect for keeping a large number of people at an average level of health. Operatives are really good Raid healers for that reason while paired with a more Bursty second Healer. The model I put together really benefits this type of healing because I assume that the targets are all taking identical damage and have infinite life so there is no overhealing (so hps = ehps) and no one needs to quickly brought back to life. Mercs on the other hand are the opposite in someways, they really shine in Large Bursty Heals (think multiple Healing Scans during Supercharge). They also suffer from an overabundance of Single Target power which is great on Tanks, but not as useful when the group is taking equal amounts of damage. For AOE the have Progressive Scan (used on Cooldown even with a single target), Kolto Shells (for the purposes of my model it is assumed that the maximum number of shells out at once is the number of targets and each stack is used up at the maximum rate) and Kolto Missile which is relatively expensive and negatively impact energy if used too much. So that was the comments on the limits of my model, the rest of the matter is that Operatives (and Sorcs) both got new discipline abilities that increased their healing output. Sorcerers got their coefficients nerfed which kept their total level of healing somewhat similar to how they were before (I think Bioware hates sorcerers, they also kneecapped the DPS specs for no reason). Operatives on the other hand did not get any nerfs. Mercenaries get nothing, removing their stance was considered by Bioware to be equal to the other healers getting new toys. I also did not include the bugged Kolto Infusion. I looked at the text of it and checked the coefficients and decided against it. What that part of the Utility should be doing is removing the HoT portion of Kolto Infusion and replacing the entire ability with a single Heal that is equivalent to the original heal plus 7 of the 9 total ticks (a loss of HPS for a gain of an immediate heal the same size as Kolto Injection). That was before I knew about the bugged interaction with Kolto Probes, though to maintain maximum HPS, the probes should never fall off anyway. I try not to include Major Bugs like that though.
  7. Fixed. 234 Mods now have the correct (145) value associated with them (Implants are armoring+mod+enhancement). Since this also affected the power from Mods I redid and reposted the entire 234 ilvl. (spoiler: not much changed)
  8. I tryed to avoid counting in the Major Bugs in the DPS numbers (I did count in some of the minor bugs because they will likely never be fixed). With no ICD on Shadow Technique and double Procs of of Psychokinetic Blast, the ridiculous numbers of Force Breach qualifies as a major bug. So instead I took everything at face value and assumed that there was nothing to see here, move along. Another note is that the +- is the 95% interval for Damage, counting only Relics and Critical Hits, any rotational RNG is not accurately depicted in the +- number for that reason. This means that Infiltration has an even wider range of damage outcomes based on the luck of procs for Shadow Technique.
  9. Stims are super cheap compared to the endless time sink that the gear is (also you still get multiple stims at a time that last 8 hours). The reason I had two sections previously was that the accuracy stims came out later in the expansion so everyone already was geared already so it made sense to not regear for minuscule gains. This time I also added an Accuracy Section to each ilvl that shows all of the possible ways to reach +9% Accuracy using both Mastery Stims and Accuracy stims. That can be used to gear however suits you best. I guess the bottom line is: I don't wanna. So I say: grump, grump, grump.
  10. On the Spreadsheet, all rotations are abstracted away because every thing there defined by Usage. Usage is the absolute time (before alacrity is factored in) between activations of that ability. If it something easy that is used on Cooldown (for example Deadly Saber is 12) then it is the cooldown. Otherwise it can be thought of as [Rotation Length] / [# of Uses in rotation]. But that is the abstracted state. I start with a written version of the rotation, of which it can be found in the last post of the front page (#7) It is inside the individual class notes section. (very last spoiler tag) Fun fact, the entire gearing post is a 60 page document. For carnage I'm using g_mk's steady state rotation of: (Berserk) Battering Assault > Dual Saber Throw > (Ferocity) Ravage > Massacre > Devastating Blast > Massacre > Strike > Massacre Battering Assault > Vicious Throw > (Ferocity) Devastating Blast > Gore > Massacre > Massacre > Massacre > Assault
  11. Implementing DtPS Ranking for Healers and DPS is pretty easy to do (full disclosure, already had it working, just added a bit of code to make it spit out a ranking) It just runs a simple DtPS calculation on a normal geared DPS/Healer. Normal Rotation is being followed. I did time average in the AOE-defensives (Vengeance AOE Taunt and Sniper Entrench) because those are short DCDs with large uptime and mainly because I felt like it. Defensive Utilities are sometimes used, depends on if they are normal usage for PVE (No consistency on my part). All tanking and Healing Buffs/debuffs are active. Most activated DCDs are not used, nor are self healing/absorb shields included (future update maybe, depends on ambition), so Healers look squishier than they are. Getting Tank dps numbers is actually trickier because their damage and rotation depends on the boss hitting them so it would take some work to get it right. DPS and Healer Survivability (Estimate) Average Damage Profile: 50% MRKE / 35% FTKE / 15% FTIE @ 10000 DtPS with 50% AOE Rank - DtPS (% Total Reduction) - vs Average DtPS (4915) --- Imperial - Republic 01 - 3391 DtPS (66.09% Reduction) - +31.0% --- Assassin-Deception || Shadow-Infiltration 02 - 4587 DtPS (54.13% Reduction) - +6.67% --- Marauder-Carnage || Sentinel-Combat 03 - 4628 DtPS (53.72% Reduction) - +5.83% --- Sorcerer-Lightning || Sage-Telekinetics 04 - 4645 DtPS (53.55% Reduction) - +5.49% --- Mercenary-Bodyguard || Commando-Combat Medic 05 - 4658 DtPS (53.42% Reduction) - +5.23% --- Juggernaut-Vengeance || Guardian-Vigilance 06 - 4701 DtPS (52.99% Reduction) - +4.35% --- Operative-Medicine || Scoundrel-Sawbones 07 - 4735 DtPS (52.65% Reduction) - +3.67% --- Marauder-Fury || Sentinel-Concentration 08 - 4768 DtPS (52.32% Reduction) - +3.00% --- Mercenary-Arsenal || Commando-Gunnery 09 - 4768 DtPS (52.32% Reduction) - +3.00% --- Mercenary-Innovative Ordinance || Commando-Assault Specialist 10 - 4949 DtPS (50.51% Reduction) - -0.68% --- Powertech-Advanced Prototype || Vanguard-Tactics 11 - 4960 DtPS (50.40% Reduction) - -0.91% --- Marauder-Annihilation || Sentinel-Watchman 12 - 5034 DtPS (49.66% Reduction) - -2.43% --- Operative-Concealment || Scoundrel-Scrapper 13 - 5058 DtPS (49.42% Reduction) - -2.92% --- Sorcerer-Corruption || Sage-Seer 14 - 5083 DtPS (49.17% Reduction) - -3.41% --- Sniper-Virulence || Gunslinger-Dirty Fighting 15 - 5083 DtPS (49.17% Reduction) - -3.41% --- Sniper-Marksman || Gunslinger-Sharpshooter 16 - 5083 DtPS (49.17% Reduction) - -3.41% --- Sniper-Engineering || Gunslinger-Saboteur 17 - 5143 DtPS (48.57% Reduction) - -4.64% --- Operative-Lethality || Scoundrel-Ruffian 18 - 5203 DtPS (47.97% Reduction) - -5.87% --- Assassin-Hatred || Shadow-Serenity 19 - 5273 DtPS (47.27% Reduction) - -7.29% --- Sorcerer-Madness || Sage-Balance 20 - 5493 DtPS (45.07% Reduction) - -11.77% --- Juggernaut-Rage || Guardian-Focus 21 - 5971 DtPS (40.29% Reduction) - -21.49% --- Powertech-Pyrotech || Vanguard-Plasmatech
  12. Mainly because whats the point of having both? It made sense when the accuracy stim came out half way through 4.0 when people are already geared, but now there are there from the start and no one has any gear yet. Also as usual: this post applies only to PVE, not PVP. Accuracy goal for level 70 is 737 (actually 736.4) Easiest way to get near that for all gear levels is to use 5 Augments and and Accuracy Stim (720 total) That way new gear doesn't matter with hitting that goal.
  13. Still working on pulling together all of the data from 5.0, I hope to have a full update post up over the weekend. I have the data entered, but I am still in the process of error checking all of the classes. Going forward, after the 5.0 update I won't be updating the optimal stats. I have played constantly since 2012 with the same operations raid group and we have done all of the available content multiple times. We reached a group decision that there was nothing left for us here, and all of the available 5.0 info continues to point in that direction. We have no desire to try and fight through gear RNG to kill operations that we already killed at level twice. I get a good deal of entertainment out of theorycrafting but at this point the work in theorycrafting is mainly maintenance on my part. I will be subscribed through the month of December, but will be unsubscribed starting with 2017. That means that there will be no updates for future patches unless someone else is willing to enter the information since the official forums are subscription locked. All of spreadsheets, code base and posts are available for anyone who wishes them (they are all google doc based) Inside the update: There will be optimal stat distributions for a total of 5 tiers of gear: (Galactic Command Tier: Gear type) Eternal Commander MK-3 (Tier 1: Artifact, 230) Eternal Commander MK-13 (Tier 2: Artifact, 234) Eternal Commander MK-15 (Tier 2: Legendary, 236) Iokath MK-3 (Tier 3: Artifact, 240) Iokath MK-5 (Tier 3: Legendary, 242) In each Tier of Gear there will be the following lists: DPS Ranking Optimal Stats (no long seperated by stim type) Tank Information vs Damage Profiles Healer Information vs Number of Targets There will also be updated rotations in the individual class notes section at the end. Here is the link to the active/final spreadsheet for 5.0 which has all of the information: https://docs.google.com/spreadsheets/d/1GtgkOZDgcA3dlBjdoLUzg02zNl9_5fvCU48iY-P0vv0/edit?usp=sharing Example Statistics (generated on 11/30, before full error check) DPS Rankings for Iokath MK-5 (Tier 3 Legendary, 242) Gear Rank - DPS+-StdDev - vs Average (9358) DPS --- Imperial - Republic 01 - 9876+-382 - +5.54% --- Mercenary-Innovative Ordinance || Commando-Assault Specialist 02 - 9795+-187 - +4.68% --- Sniper-Virulence || Gunslinger-Dirty Fighting 03 - 9763+-246 - +4.33% --- Sniper-Engineering || Gunslinger-Saboteur 04 - 9731+-250 - +3.98% --- Operative-Lethality || Scoundrel-Ruffian 05 - 9672+-259 - +3.35% --- Marauder-Annihilation || Sentinel-Watchman 06 - 9573+-412 - +2.30% --- Juggernaut-Rage || Guardian-Focus 07 - 9531+-476 - +1.85% --- Mercenary-Arsenal || Commando-Gunnery 08 - 9518+-479 - +1.71% --- Operative-Concealment || Scoundrel-Scrapper 09 - 9487+-271 - +1.38% --- Marauder-Carnage || Sentinel-Combat 10 - 9397+-338 - +0.42% --- Juggernaut-Vengeance || Guardian-Vigilance 11 - 9378+-515 - +0.22% --- Assassin-Deception || Shadow-Infiltration 12 - 9225+-320 - -1.41% --- Marauder-Fury || Sentinel-Concentration 13 - 9065+-459 - -3.13% --- Powertech-Advanced Prototype || Vanguard-Tactics 14 - 9034+-315 - -3.46% --- Assassin-Hatred || Shadow-Serenity 15 - 8915+-346 - -4.73% --- Powertech-Pyrotech || Vanguard-Plasmatech 16 - 8912+-242 - -4.76% --- Sorcerer-Madness || Sage-Balance 17 - 8860+-421 - -5.32% --- Sniper-Marksman || Gunslinger-Sharpshooter 18 - 8708+-276 - -6.94% --- Sorcerer-Lightning || Sage-Telekinetics Statistics: Average DPS: 9358 Max - Min DPS: 1168 DPS Range: 9292 +- 584 Tanks vs Average Damage Profile: 50% MRKE / 35% FTKE / 15% FTIE @ 10000 DtPS with 50% AOE Rank - DtPS - vs Average (2399.5) DtPS --- Imperial - Republic 01 - 2065 DtPS - -13.93% --- Assassin-Darkness || Shadow-Kinetic Combat 02 - 2475 DtPS - +3.15% --- Juggernaut-Immortal || Guardian-Defence 03 - 2658 DtPS - +10.78% --- Powertech-Shield Tech || Vanguard-Shield Specialist Healers for 3 Targets 01 - 20277+-750 - +19.38% --- Operative-Medicine || Scoundrel-Sawbones 02 - 16279+-539 - -4.16% --- Sorcerer-Corruption || Sage-Seer 03 - 14401+-694 - -15.22% --- Mercenary-Bodyguard || Commando-Combat Medic Other Notes All of the DPS numbers above are based on the wording for the abilities, not any bugs that are occurring at the moment, a majority of my info used is not actually from in-game sources. So I'm not sure what is working and what is broken. (for example: I assume that all of the ICDs for Assassins and Shadows both have correctly working ICDs and that stances function as advertised) Assassin Tanks best Tanks. Who thought giving only one tank a 30% AOE reduction was a good idea. Not to mention a 10% uptime on a 60% damage reduction. Also: Deception having the -30% AOE, TWICE! It is rather odd to see that the super obvious problems with the class changes that were easy to see from the first PTS datamining back in August made it all the way through to the live server. I'm not sure why the PTS Server even existed this time besides as a way to check the box that said "Had a PTS".
  14. I double checked that after I saw your Reddit comments. It's still there at 11 hits per activation, no change.
  15. They would be functionally identical to Power crystals. Running the numerical DPS difference on them gives a DPS differential of 0.005% (in favor of Mastery). Though, to be completely fair, the critical crystal is only 0.025% better than the power crystal. Its all small numbers.
  16. I have actually played Deception in NiM. Though to be completely honest, I only really used it as my DPS offspec for my Tank. While normally DPSing, I prefer guiding airplanes using my twin Pink light sticks in Carnage. With that being said; I don't have a good reason to include Deception in this tier besides a vague non-specific gut feel. They and Concealment should be with the other melee non-DoT classes for PVE then. Side Note: on Deception; they are the last class that fully forces a positional requirement for Maul (and if PTS rumors are true, a even greater Maul dependence.) While for PVP and most Raid bosses this isn't a problem, playing the story gets annoying when all of the skytroopers keep looking at you. (though why you would use a move that isn't Lacerate while sleeping through that area...) And as for that Useless utility... It should be taken out back and put down. And then lit on fire. I hate that utility. Especially since we lost the useful +3% healing recived from it when they @$#! it.
  17. I'm not super worried about creating or forcing a Meta. The NiM capable raid population level is too low currently to really support one. I agree that the list may need more vetting, but the overall goal I have is to make an environment where every single class is viable and can be brought to any NiM without issue. That is the main idea behind the tight +3% to -3%, which doesn't let any individual class get too far ahead or behind. Translating the Tier percentages to damage would give the following: [#1=7210; #2=7140; #3=7000; #4=6895; #5=6825] which is a 385 DPS range which is within the RNG based Critical Hit factor. Tier 2: I some what agree with Vengeance being almost too good in this tier, the proposed instant Ravage change does take away the last real weakness of the class. Thematically it does fit in with the other classes here though. Tier 3: I feel that all 3 of the ranged Dot classes are fairly similar in their output and survivability. Since 3.0, the survivability of Sorcerers and Mercenaries have been creeping upward (30% AOE Reduction + new DCDs) so I doubt that Snipers will fully crowd them out. Tier 4: This whole Tier is weird. I used it as a catch all for classes I felt would over perform in comparison to their peers. AP has always managed to outperform in raids. Engineering has massive AOE, but needs an immobile target. Concealment and Deception should probably be in Tier 2, but they do have stealth and some additional Utility. If anything, this tier should just be AP and the rest moved up. Tier 5: Side Bar: There is very little difference between Burst and Sustained in SWTOR. All of the DoT classes rely more on Big Hitting moves than they do DoTs and the Burst DPS have all been toned down to the point where most of their moves do same damage. The biggest difference between Burst and DoTs is not sustained damage, its ability to change targets quickly vs setup time. But there are very few fights that require a target to be killed in less than 10 GCDs which lets all of the DoT classes to stand equal to the Burst classes (and the DoT Application is already factored into the DPS for those classes).
  18. If I ever had a free hand in setting how the different disciplines were balanced against each other, I would use the following Tier system to set up the DPS. (It also meshes with the stated Dev rule of thumb) Each Discipline in a Tier would have approximately equal DPS (In fact it is currently ordered alphabetically) Tier 1 (Melee, DoT based, Slow Startup) Marauder - Annihilation || Sentinel - Watchman Tier 2 (Melee, DoT based) Assassin - Hatred || Shadow - Serenity Juggernaut - Vengeance || Guardian - Vigilance Operative - Lethality || Scoundrel - Ruffian Powertech - Pyrotech || Vanguard - Plasmatech Tier 3 (Melee Burst or Ranged Dot Based) Juggernaut - Rage || Guardian - Focus Marauder - Carnage || Sentinel - Combat Marauder - Fury || Sentinel - Concentration Mercenary - Innovative Ordinance || Commando - Assault Specialist Sniper - Virulence || Gunslinger - Dirty Fighting Sorcerer - Madness || Sage - Balance Tier 4 (Special Cases due to Stealth, Effectiveness, or AOE) Assassin - Deception || Shadow - Infiltration Operative - Concealment || Scoundrel - Scrapper Powertech - Advanced Prototype || Vanguard - Tactics Sniper - Engineering || Gunslinger - Saboteur Tier 5 (Ranged Burst) Mercenary - Arsenal || Commando - Gunnery Sniper - Marksman || Gunslinger - Sharpshooter Sorcerer - Lightning || Sage - Telekinetics Where the DPS for each tier would be approximately be: Tier 1: 3% Above Total Average DPS Tier 2: 2% Above Total Average DPS Tier 3: Average DPS Tier 4: 1.5% Below Total Average DPS Tier 5: 2.5% Below Total Average DPS Range is from +3% to -3% Tiers are weighted by number of Disciplines in tier It is actually relatively simple to make the PVE class balance like this without major knee jerk type changes or changing coefficients Here is an example of the type of class changes that I am talking about. Note: This was not done my own class ranking, I am linking this as an example of the way minor changes can be made to classes that affect the balance without touching play style. That list was done for 4.0 class balancing as apart of that thread and would have to be redone for 5.0.
  19. I have had a bad History with my thread being deleted due to Data-mining (I "lost" the entire 3.0 post because of that) Therefore I would rather not discuss Data-mining in this thread. I would ask that if moderators think that this post is too much, that they be surgical with the deletion and remove only the spoiler section.
  20. Since you are still working on getting the gear, I really wouldn't worry terribly about having less Accuracy than cap. Even with only 664 Accuracy, you still would have 99.78% accuracy. The rule of thumb I use when I don't have the gear at the moment is as long as I have 99.5% or more accuracy it is fine. If I had to guess, the only reason you have less than 684 Accuracy is because your two accuracy enhancements are either 216 rank or 208 rank. That will easily be solved by getting more 220 and 224 accuracy gear in the future. (Accuracy was said 8 times in this paragraph) I think it is a good choice to identify what the final gear layout you are going for early. The reason for this is that all of the tiers of set bonus gear have the same stat distribution with the only difference being the stat magnitude. For example, if you are going for that 224 gear setup you would want to start off with the same augment and crystal set up and then look at what is available for gear. Since the only Alacrity Enhancement available for Juggernauts is the head piece, you should make sure that two of your Implants/Earpiece are Quick Savant (with the the third being an Adept). That why when you are upgrading gear tiers you only have to replace like with like.
  21. Yeah, I set it up that way so I could directly grab the values straight from the in game character sheet without having to bother to take off the buffs. I also included the 5% boosts in all of the outputs so they can be checked at a glance. (Also let me test the output page against the test sheet with minimal effort)
  22. As usual, I agree with Dipstik. Of course my personal opinion is: Alacrity Stat == Best Stat But going back to your original request to throw all that wonderful alacrity away (okay, so that was a bit passive aggressive on my part). This means that every single one of your Enhancements will have to be either Critical or Accuracy. This gives you a working base of 8 Critical "enhancements" and 2 Accuracy "enhancements". When you include the Relics that gives you a minimum Critical base of 1364 (42+42+8*160). This is a high enough floor that you don't want to have any additional Critical on top of this. That means that the remaining augments will either be Mastery or Power. This is the part where Dipstik lead you a bit astray. While it is true that Mastery gives slightly less dps that Power when adding 1 point to the raw numbers, he neglected the 5% value boost that Mastery receives. This means on the test sheet that adding 500 points of power is that same as adding 525 points of Mastery. That 5% boost is what lets Mastery add more DPS than power does. I ran modified version of the optimizer that discarded any value with more than 0 alacrity (Boo). This verified that the optimal gearing ignoring Alacrity would indeed be: 5 Accuracy augments and 2 Accuracy Enhancements 8 Critical Enhancements Mastery Stim 2 Power crystals 9 Mastery augments. I also ran the 224 gearing just out of curiosity and the augments and enhancement distribution was Identical. Here are the estimated DPS values for each of the setups I tested: Accuracy Stim and Alacrity: 6559.37 dps Mastery Stim and Alacrity: 6557.98 dps No Alacrity optimized Power augments: 6404.73 dps No Alacrity with optimized Mastery augment: 6407.19 dps I still feel that you should give Alacrity a chance. Once you are use to it you will find it hard to go back.
  23. It does not. The Ultimate Exarch (224) Serendipitous Assault is only a ~5-6 DPS gain from the Exarch (220) Version. This means that the Exarch (220) version is still better than the Relic of Eternal Combatant. Eternal Combatant Relic is also still worse than the 216 Serendipitous Assault Relic.
  24. No fair using actual facts against me Uber. That's my job. It's still terrible (like most tank relics).
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