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Goblin_Lackey

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  1. Oversight on my part. The reason why the k13 is still endurance is that I still use the same table to generate the dps and tank stat totals and I forgot to include the fix for mastery in the other two tank stat totals. Those totals on that page were for my quick reference. (And worked fine in 3.x) I fixed them to use tanking relics again. In my code I pull the raw values from the table and add them up there (because I have more control there for arbitrary ilevel changes. This code is also where I put most of my levers that allow me to look at alternate gearing profiles (such as dps relics, crical relic, b-mods, lower level b-mods for 224, forcing max accuracy and others.) I actually don't know what the limits should be for gearing for additional endurance. Should we look at having a certain hp value to avoid the largest one shot? should we have a buffer to allow healers time to catch up? Should we define a certain percentage as the maximum amount of total mitigation we are willing to give up? What is endurance worth compared to hps? Should we delay taking top tier gear until the dps and healers are done due to the minimal gains of going up a gear tier? Lots of questions on this, still am short on answers.
  2. There is actually a simple reason I used unlettered mods here: There are no 224 b-mods. Thus I went with the expediant display method and used the same basic inputs for all of the classes. I have levers to look into different (more hp) versions of tank gearing (b mods, dps relics, ect) but for clarity and consistency, I am using maximum mitigation for the moment.
  3. Additional References and Information About the Author: Links to my work for this post: Key References and People: Individual Class notes:
  4. Eternal Commander MK-3, Tier 1: Artifact (230 ilvl) Optimal Stats: DPS Ranking: Healers vs Number of Targets: Tanks vs Damage Profiles: Accuracy Options:
  5. Eternal Commander MK-13, Tier 2: Artifact (234 ilvl) Optimal Stats: DPS Ranking: Healers vs Number of Targets: Tanks vs Damage Profiles: Accuracy Options:
  6. Eternal Commander MK-15, Tier 2: Legendary (236 ilvl) Optimal Stats: DPS Ranking: Healers vs Number of Targets: Tanks vs Damage Profiles: Accuracy Options:
  7. Iokath MK-3, Tier 3: Artifact (240 ilvl) Optimal Stats: DPS Ranking: Healers vs Number of Targets: Tanks vs Damage Profiles: Accuracy Options:
  8. Iokath MK-5, Tier 3: Legendary (242 ilvl) Optimal Stats: DPS Ranking: Healers vs Number of Targets: Tanks vs Damage Profiles: Accuracy Options:
  9. Optimal Stats for all 24 Disciplines to Maximize Average DPS, DtPS or HPS in PVE Bant the Fat and Pink Co-GM of Psy-Ops on The Harbinger Patch 5.0.1a Warning: No longer being Updated. Abstract: The goal is to find the set of Character Stats that would yield the best expected DPS/HPS/DtPS for any given Stat budget. To accomplish this, a method was utilized to accurately and repeatedly calculate the expected DPS/HPS/DtPS for each of the 24 Disciplines on a time averaged basis. With this method it becomes possible to iterate through all of the stat combinations in order to find the stat combination that would yield the best result. This approach focuses on PVE single target, Operations Target dummy encounters for the DPS, Average Boss Damage Profile for Tanks and a 3 target approach for Healers. Previous Changes: Introduction: In 4.0, Knights of the Fallen Empire arrived and with the focus on story comes with a whole host of behind the scenes changes that affect the gearing meta. There are many new tiers of gear, a level increase of 5 levels, new passives for every discipline, stat consolidations, changes to existing Stats of Critical and Accuracy and the introduction of Super Crit. 5.0 brought RNG gearing. I am not a fan of it, but my enthusiasm for SWTOR has been dropping for a while. The method I used to find the optimal gearing was to build a mathematical model that incorporated as many variables as I could find that defines the combat in Star Wars The Old Republic. This mathematical model was used to test various gear combinations and the result that had the highest average DPS was returned as the optimal value. ”All models are wrong but some are useful.” - George Box, Statistician I am not infallible and all dps, hps and dtps numbers here should therefore be taken with a grain of salt because of this. I do try to continuously learn and improve so the numbers in this post will change with new information and corrections. Another reminder is that it is next to impossible to spot any differences between specs that are within ~100-200 rating of the optimal setup, so don’t feel forced to take exactly these numbers. Most of the time, the model’s results for the different stat setups are within a few dps of the top result. Use your own judgement to match your playstyle.. 5.0 Gearing Changes: 4.0 Stat Changes: Methodology: DPS and HPS Calculation: DtPS Calculation: Optimization Assumptions: Gearing Sources: Standard Error:
  10. As far as I am aware, there is no cap on Critical Multiplier; I have never seen one nor the effects that would suggest that there would be one. You are also not thinking about how the for autocrits work correctly either. It is not as simple as adding the two numbers together. Instead it is multiplicative. For Example: starting with your statements of 82% Crit Multiplier and 17% Critical Focused Burst has an additional Bonus Crit Chance of 15% Critical Damage Boost = 1 + [Crit Multiplier] * ( [100% Autocrit] + [base Critical Chance] + [15% Move Critical Chance Boost] ) = 1+ (0.82) * ( 1.0 + 0.17 + 0.15) = 1 + 0.82 * 1.32 = 2.0824 This translates to an effective Critical Hit Multiplier of 108.24%. It is not always about the autocrit, it also increases the total number of Crits during the whole rotation. This damage boost far outweighs the bonus damage boost from power. Still 0, nothing has changed. I am focused on min/maxing using raiding gear (because that is where my in game focus is). 1) Each major expansion has made the comm gear fall further behind top tier raid gear: 2.0 - Can't Reverse Engineer for high level crafting mats anymore, 3.0 - Can't obtain Unlettered Mods 4.0 - Can't obtain top level anything. In addition, the majority of the comm gear venders is the unoptimized versions of that tier. 2) Story mode Operations via the group finder is likely the easiest way to obtain a starter set of gear. 216 set pieces drop here and gear is irrelevant due to bolster. 3) Think of Augmenting as adding another 20% onto your gear; it is worth it. 4) The top tier relics are Proc-based relics. They are obtained as operation token drops that can be turned in on fleet. As cheap starter relics, it probably would be easiest to use Russan Relics (186 Craftables) The only tier that should really be min/maxed is the 224 tier because before that the rule of thumb is always make the stats go up. I used the 220 tier here just as example because I had that ready. I plan to do versions for 224, 220 and 216.
  11. Easiest way to test additive vs multiplicitive super crit would likely be a annihilation marauder. Dots usually don't have variance in damage distribution and are only effected by active buffs. (Easy to spot and factor out.) In addition they have a button to make 6 autocrits in a row with minimal wait time. Also a slight methodology flaw I am seeing is that you are testing only the two bound conditions (either all crit or all power) it may be the case that the best results are somewhere in the middle due to the intersection between the linear damage growth from power and the diminishing returns curve for critical. Since you don't like alacrity (difference of opinion between us, I just hate feeling like I'm attacking though molasses), your base critical starts out at high level to begin with. Also mastery still is pretty close to power for bonus damage (because it gets the 5% boost) and provides a slight critical chance boost which helps reduce RNG and increase super crits. (~+2.5% based on 4000 starting mastery) Just food for thought.
  12. True, but in pve the highest amount of defense the bosses have is 10%. Therefore there is no additional dps gain potential from going higher. In pvp my statement is not true because players can have greater than 10% defense. (The can also crit which bypasses shield)
  13. The statement of choosing only Accuracy, Critical and Alacrity Augments and only Critical crystals fully holds and is even more true for Healers. Below I reposted the exercise from the first post but using Corruption | Seer. (just finished updating that class) I used Corruption | Seer as the example for the following reasons: It is a Healer class that has 8-10% of its total HPS output in moves that cannot crit (Static Barrier). Its rotation did not change in 4.0 unlike Mercenaries (-1 GCD on Healing Scan CD) and Operatives (+3s on Kolto Probes) They have a 5% buff to Bonus Healing which further increases the value of Mastery and Power. Special Note: Healing is currently attempting to optimize around maximizing healing around 3 targets; that is why the HPS values look so large. It also makes assumptions that the goal is purely to maximize HPS with no regards to over healing or target prioritization. For Comparison: This is the actual optimal result: Sorcerer - Corruption || Sage - Seer 220 Item Level (Exarch) Optimal Gearing: 11260 HPS | 47 APM | 5158 Mastery | 2779 Power | 0 Accuracy | 1393 (7xAugs) (2xCrystals) Critical | 1311 (7xAug) Alacrity 1754.2 Bonus Damage | 2521.7 Bonus Tech | 1908.2 Bonus Heal | 42.36% Critical Chance | 69.90% Critical Bonus | 12.64% Alacrity Mastery Augments and Hawkeye Crystals: 10973 HPS | 44.75 APM | 6231 (14xAug) Mastery | 2861 (2xCrystals) Power | 0 Accuracy | 960 Critical | 640 Alacrity 1999.4 Bonus Damage | 2766.9 Bonus Tech | 2088.8 Bonus Heal | 39.78% Critical Chance | 64.96% Critical Bonus | 7.03% Alacrity HPS loss of 287 (-2.55%) versus Optimal Stat Gearing Power Augments and Hawkeye Crystals: 10984 HPS | 44.75 APM | 5158 Mastery | 3883 (2xCrystals) (14xAug) Power | 0 Accuracy | 960 Critical | 640 Alacrity 2020.8 Bonus Damage | 2788.3 Bonus Tech | 2114.7 Bonus Heal | 38.41% Critical Chance | 64.96% Critical Bonus | 7.03% Alacrity HPS loss of 276 (-2.45%) versus Optimal Stat Gearing Result: 100% of the time it is a HPS loss to ever use Power or Master Augments. Use Tertiary Stat Augments for ALL classes.
  14. I am planning to post the optimal stats for 216, 220, and 224. It is a lot of work to get it together and checked in the short timespan we have had so far which is why I'm not done yet. I will be putting some time in this weekend to try and get most of my back end work done. For this post I had preplanned it and had the code to auto generate the data. I was just missing the changed inputs until 4.0 was actually released and I could log in and check my characters. (That and get to 65 to find the base stats) As before I have no plans to do pvp gear. This is because many of my assumptions are only valid in a pve setting (and only against the fantasy training dummy I simulate) Pvp has much different assumptions and goals and has a far wider range of inputs and match ups than pve. It is never enough to say I want optimal stats, you also have to state the exact situation to optimize toward. With these caveats that i have no idea on pvp, I would not at all be surprised is the best choice for augments in pvp was tertiary stats as well. (Don't discount alacrity in pvp, what if your move happens before your opponet for a key burst or stun?)
  15. Here is what I have been using to try and estimate the absorb from the Dark Bulwark stacks (in javscript/Googlescript): function ActiveAbsorb(DamageProfile, Resist_Chance, Defense_Chance, Shield_Chance){ var Absorb = 0; //Determine the rate of shielding based on Shield chance and Defence chance and the boss damage distribution var Shield_rate = Shield_Chance * ( ( 1 - Defense_Chance - DamageProfile.Basic*0.1 ) * DamageProfile.MRKE + ( 1-Resist_Chance ) * DamageProfile.FTKE; //Determine the average time between shielded attacks based on the boss var Time_between_Shield = (1/Shield_rate) * (DamageProfile.HitTimer); var time = 0; var uptime = 20; var Bulwark = -1; //This part steps through in increments of Time_between_Shield until either all the charges are used or the max uptime is reached //each time do the following: //Subtract 0.8 charges (20% chance of regrant), //Add 0.2 seconds to the uptime (20% chance of 1s regrant) //Add 1 Bulwark Stack upto a max of 10 //Advance the time counter in increments of Time_between_Shield //store the current amount of Absorbtion times the Time_between_Shield (for later time averaging) for(var Charges = 15; time < uptime - Time_between_Shield && Charges > 1; Charges -= 1 - (1 * 0.2)){ Bulwark = Math.min(Bulwark + 1, 8+2); time += Time_between_Shield; uptime += .2; Absorb += Bulwark*0.01*Time_between_Shield; } //remaining Time that is less than a full step is stored as well if(Charges >= 1){ //This is refreshing dark Ward before all stacks are used and grants the remaining time's absorb Absorb += (Bulwark)*(0.01)*(uptime-time); } else{ //This is refreshing dark Ward when all stacks are used uptime = time; } //This averages the active absorb from dark bulwark over the actual uptime for Dark ward Absorb = Absorb/uptime; Return Absorb; }; It seems to work fairly well as an estimation tool, but as with most things, is likely missing something.
  16. You are right, I should really show more of my work here. But the problem is, that to do it full justice it really needs its own post just to explain the system (I had one prior to 4.0 but over-zealous moderation removed it). I am currently working on an updated version that should be out soon (still data gathering on all of the changes and reformatting). Until that is posted, please believe me that I have taken into account and had included all of the inputs you posted and many, many, more. I have included a small section that shows a very simplified version from this just as an example: I meant for this post to be more of an informative post on the new augmentation options. That is why it is light on the explanation behind the dps numbers and heavier on just showing what happens with each choice.
  17. I'm finding similar things, most of the inputs don't seem to matter, I can change the bonuses from individual classes or even change classes entirely without the results changing much. Most of the results come within a narrow range. Within an enhancement narrow range. (I do individual modification step sizes, so an enhancement's worth of distribution seems very small). And this only effects the ratio of critical to alacrity, mastery and power are always minimized in favor of maximizing tertiary stats. This does make glad that I prioritized unlocking all 4 variations of every pink crystal so that I can always color match.
  18. I haven't leveled a healing class up yet so I don't know the number for base healing Base damage: 4465 Base heal: ? Base health: 12775 These two numbers were found on my assassin at lvl 65 by the standard linear algebra method. (I know these aren't the right in game names, but its what I always end up calling them.)
  19. 4.0 KOTFE Augmentation With the new changes to critical and the higher stat budgets the best choice for augmentation has drastically changed. The result of this change is that all class will want to have tertiary stat augments NOT Mastery nor Power. The reason for this is that tertiary stats represent multiplicative increases while Power and Mastery represent additive increases. In the same vein, Eviscerating Crystals are actually stronger than Hawkeye crystals. Conclusions: 1) Only Augment with Accuracy, Critical, and/or Alacrity (for all DPS and all healers) 2) Only Use Eviscerating crystals (Full Optimal Stats Post Coming soon to new thread) ----------------------------------------------- To show this, I will show the result of choosing different augments and crystals. The following is an example for how to rationally decide what the optimal augment choices should be. Note: This is only an example and this is not actually the methodology that I use to find the optimal stat distribution. In my optimal stats post (under construction), I test every combination of augments and enhancements to find the value that is closesest to the max level. That method allows me to find the max DPS without preconceptions. For Comparison: This is the actual optimal result: Operative - Concealment || Scoundrel - Scrapper 220 Item Level (Exarch) Optimal Gearing: 6474.14 DPS | 45.7 APM | 5158 Mastery | 2779 Power | 685 (5xAug) Accuracy | 1174 (4xAugs) (2xCrystals) Critical | 845 (5xAug) Alacrity 1745.2 Bonus Damage | 2521.7 Bonus Tech | 110.01% Accuracy | 37.50% Critical Chance | 67.05% Critical Bonus | 8.91% Alacrity Mastery Augments and Hawkeye Crystals + 5 Accuracy Augments: 6406.71 DPS | 44.3 APM | 5847 (9xAug) Mastery | 2861 (2xCrystals) Power | 685 (5xAug) Accuracy | 800 Critical | 480 Alacrity 1918.9 Bonus Damage | 2686.4 Bonus Tech | 110.01% Accuracy | 34.55% Critical Chance | 63.19% Critical Bonus | 5.44% Alacrity DPS loss of 67.43 (-1.04%) versus Optimal Stat Gearing Power Augments and Hawkeye Crystals + 5 Accuracy Augments: 6404.20 DPS | 44.3 APM | 5158 Mastery | 3518 (9xAugs) (2xCrystals) Power | 685 (5xAug) Accuracy | 800 Critical | 480 Alacrity 1932.7 Bonus Damage | 2700.2 Bonus Tech | 110.01% Accuracy | 33.65% Critical Chance | 63.19% Critical Bonus | 5.44% Alacrity DPS loss of 69.94 (-1.08%) versus Optimal Stat Gearing Result: 100% of the time it is a DPS loss to ever use Power or Master Augments. Use Tertiary Stat Augments for ALL classes.
  20. I have a question for the community concerning tanking relics: Gear options: (216 ilvl > 220 ilvl > 224 ilvl) Tanking: Reactive Warding = (2570 -> 2840 -> 3110) Absorb Shield every ~42 seconds (~61->68->74 absorb shield per second) Fortunate Redoubt = (924 -> 945 -> 966) Defense for 6 seconds every ~22 seconds (~27% uptime) Shield Amplification = (616 -> 652 -> 688) Absorb for 6 seconds every ~22 seconds (~27% uptime) Static Bonus for tanking relics: + (69 -> 73 -> 77) Defense + (184 -> 193 -> 203) Mastery The inclusion of Mastery seems very odd to me. Especially when compared to DPS relics: Focused Retribution = (924 -> 945 -> 966) Defense for 6 seconds every ~24 seconds (~25% uptime) Serendipitous Assault = (924 -> 945 -> 966) Defense for 6 seconds every ~24 seconds (~25% uptime) Static Bonus for tanking relics: + (69 -> 73 -> 77) Power + (184 -> 193 -> 203) Endurance It seems like the choice could be made as follows at the 224 (Ultimate Exarch) level: DPS Relic Tank - 406 Mastery (from Static Tank Relics) - 154 Defense (Base defense is now 2777) - 185.75 Absorb (Shield Amplification @ 27% uptime) - 74 Absorb Shield per second (Reactive Warding @ 42s activation) + 154 Power (from Static Tank Relics) + ~241.5 Mastery (Focused Retribution @ 25% uptime) + ~241.5 Power (Serendipitous Assault @ 25% uptime) + 406 Endurance the 406 Endurance transforms into a HP boost of: +4520.9 Health (+4736.2 for Assassins and Shadows) (Total HP = Endurance * 10.5 * 1.05 * 1.01 + 12775 * 1.01) This basically narrows down the choice to deciding if the additional Health is worth more than DtPS gain from not having the relic procs. I haven't been able to add anything new to the current methodologies that KBN and dipstik have been using to find the optimal mitigation stats. Unfortunately, to my knowledge, I don't think anyone has been able to find a good way to factor Endurance into this as well. What is everyone's thoughts on this? Food for thought as well: There appear to be no 224 B-mods. The highest tier seems to consist of only token gear.
  21. Goblin_Lackey

    Accuracy

    The Accuracy percentage needed in 4.0 has not changed. +9% is still needed to never miss an attack on an operations boss. The only thing that has changed is the method of display to remove the previous confusion with Force Accuracy. They are now the same value. The Accuracy goal is to have 110% accuracy so that no attack will ever miss. This is because all attacks have a base chance to hit of 100%. The only actual 4.0 change is to include basic attacks in this 100% mix. Strong and Elite enemies and most of the player characters have a base 5% defense chance. Operations bosses, Sith Inquisitors and Jedi Consulars have a 10% defense chance. Therefore to have a 100% chance for all of your attacks to hit an operations boss, 110% Accuracy is needed. But any stat rating in excess of the goal of 110% does not give any addition dps bonuses. With the Accuracy Curve's current setup of 30% cap and a divisor of 1, the goal is 684. Math: 110% Accuracy is the goal, but the are only two types of gear that grant Accuracy: Enhancements and Augments. Therefore: Accuracy = A * Augments + B * Enhancements Edit: For Tertiary Stats Enhancements = Implants = Earpieces. Here are the possible combinations for each gear level that are within a single Augment of exactly 110%. The values that are closest are marked with "->". 216: (152 Enhancement, 73 Augment) 657 Accuracy = 9 * Augments + 0 * Enhancements -> 109.704% (27 Short) 663 Accuracy = 7 * Augments + 1 * Enhancements -> 109.77% (21 Short) 669 Accuracy = 5 * Augments + 2 * Enhancements -> 109.837% (15 Short) 675 Accuracy = 3 * Augments + 3 * Enhancements -> 109.903% (9 Short) ->681 Accuracy = 1 * Augments + 4 * Enhancements -> 109.969% (3 Short) 730 Accuracy = 10 * Augments + 0 * Enhancements -> 110.499% (46 Wasted) 736 Accuracy = 8 * Augments + 1 * Enhancements -> 110.563% (52 Wasted) 742 Accuracy = 6 * Augments + 2 * Enhancements -> 110.627% (58 Wasted) 748 Accuracy = 4 * Augments + 3 * Enhancements -> 110.691% (64 Wasted) 754 Accuracy = 2 * Augments + 4 * Enhancements -> 110.754% (70 Wasted) 760 Accuracy = 0 * Augments + 5 * Enhancements -> 110.818% (76 Wasted) 220: (160 Enhancement, 73 Augment) 612 Accuracy = 4 * Augments + 2 * Enhancements -> 109.198% (72 Short) 626 Accuracy = 2 * Augments + 3 * Enhancements -> 109.357% (58 Short) 640 Accuracy = 0 * Augments + 4 * Enhancements -> 109.514% (44 Short) 657 Accuracy = 9 * Augments + 0 * Enhancements -> 109.704% (27 Short) 671 Accuracy = 7 * Augments + 1 * Enhancements -> 109.859% (13 Short) ->685 Accuracy = 5 * Augments + 2 * Enhancements -> 110.012% (1 Wasted) 699 Accuracy = 3 * Augments + 3 * Enhancements -> 110.165% (15 Wasted) 713 Accuracy = 1 * Augments + 4 * Enhancements -> 110.317% (29 Wasted) 730 Accuracy = 10 * Augments + 0 * Enhancements -> 110.499% (46 Wasted) 744 Accuracy = 8 * Augments + 1 * Enhancements -> 110.648% (60 Wasted) 224: (168 Enhancement, 73 Augment) 628 Accuracy = 4 * Augments + 2 * Enhancements -> 109.379% (56 Short) 650 Accuracy = 2 * Augments + 3 * Enhancements -> 109.626% (34 Short) 657 Accuracy = 9 * Augments + 0 * Enhancements -> 109.704% (27 Short) 672 Accuracy = 0 * Augments + 4 * Enhancements -> 109.87% (12 Short) ->679 Accuracy = 7 * Augments + 1 * Enhancements -> 109.947% (5 Short) 701 Accuracy = 5 * Augments + 2 * Enhancements -> 110.187% (17 Wasted) 723 Accuracy = 3 * Augments + 3 * Enhancements -> 110.424% (39 Wasted) 730 Accuracy = 10 * Augments + 0 * Enhancements -> 110.499% (46 Wasted) 745 Accuracy = 1 * Augments + 4 * Enhancements -> 110.659% (61 Wasted) 752 Accuracy = 8 * Augments + 1 * Enhancements -> 110.733% (68 Wasted)
  22. One change that I know about: Max Health = ( BaseHealth + Endurance * 10.5 ) * 1.01 where the 1% boost is from the Legacy companion unlock Edit: this 10.5 only applies when the character is level 65 and while this is not a character sheet note, this is a useful thing to know: Super Crit : (The Autocrit damage boost) Critical Hit Damage = [Normal Hit] * ( 1 + [surge Percentage] * max(1 , [Critical Chance] ) ) Where the Critical Chance includes all of the critical chance sources including the +100% from an Autocrit.
  23. Yeah, for the moment I handwave away the two piece set bonus for most classes because of its interactions with alacrity (mainly because I made a decision very early on to not include alacrity when calculating most buffs, this is buried too deep to easily change). I went with a simple estimate of 50% uptime modified upwards by alacrity. This, as with most things I do, is likely wrong, but it is ballpark for the uptime. The alacrity boost puts it at 60% uptime which matches both yours and El'ethon's on Parsely. With the 6-set, it is pretty close to every other time because the set bonus activates only under Zen. This reduces it down to the every other level. I will have to do a more in depth look to see how much it is off by each time. My cursory analysis found that it was within the duration of two cycles, but the variable alacrity again may have played tricks on me. Thought that might be the case, that is why I went with fixing the single use of Dispatch inside of the second GCD of Precision Slash as the case I wanted to use every time (and it also is the one guaranteed to use the 6-set from TST and Master Strike). I figured you were including moving in from the opener into the full rotation while I abstract the opener away and start with the steady state. Here is my accounting: (Berserk) Devastating Blast [3-1] > Battering Assault [-6]> Massacre [3-1-1*under berserk]> Dual Saber Throw [-2]> = [-5 rage spent] (Gore) [1] Ravage > Devastating Blast [3-1] > Filler > Massacre [3-1] > Massacre [3-1]> Battering Assault [-6]> = [1 rage spent] (Gore) [1] Devastating Blast [3-1]> Vicious Throw [0 -1]> Massacre [3-1] > Massacre [3-1]> Filler* [3-1]> Assault [-2]> = [6 rage spent] result: [2 rage spent] + filler You are completely right. I can't use a Massacre because I need the 2 rage from Assault. I must have either accidentally set a sign wrong when first I wrote this down to try and figure it out or I had moved dual saber throw to replace a massacre and forgot to change that massacre back to non-berserk cost. I actually had no idea that Serendipitous Assault was not affected by alacrity. In most of the Parsely logs the number of Primary Surges and Power Surges were within 1 even over the longer parses. But since the length of most parses is below the threshold of being able to easily see this fact I am unsurprising that I missed it. For the moment, I am acting as if both relics act in a similar manner that gave identical uptimes. That is why I just gave a single percentage number. As for stats, the main thing change I saw was a slight increase in the desirability of surge taken due to all of the frequent Autocrits and that came entirely from the Alacrity budget. I think I forgot to include a Massacre after the second Battering Assault which should push it back to rights. One thing to keep in mind is that I don't actually work with rotations, Instead I convert it into average time between uses which is easier to work with. This sometimes causes issues when I translate one way or another. Regardless, I wish I had time to actually raid using this rotation; but I'm stuck tanking for the foreseeable future (I can see ahead for about a week now). I feel the need to hit things with Pink Lightsabers
  24. Interesting twist on the priority of Carnage | Combat. The prioritizing of Devastaing Blast | Clashing Blast over Gore | Percision Slash had never occurred to me. I think I did a pretty good job synthesizing this changed rotation into and entering it into my system (What is the point of building automatic calculations if you can't play around with it). It ended up being a 17 GCD rotation (standard is 15) that uses extra GCDs to get a third Devastating Blast | Clashing Blast. In addition, the ICD for the 6set will only be triggered under Berserk | Zen forcing the effect to trigger every other usage. I most likely got things wrong, Variable alacrity plays merry hell with cooldowns, but both rotations are considered under identical methodologies. I did have a question though on the posted rotation. Dispatch is listed twice in the rotation with in 3 GCDs of each other (beginging and end). I currently assume that that the Dispatch not under the PS window is the slot to be used if Dispatch triggers during one of the two GCDs separating them. :pIn Imperial Terms because Bant is my favorite Pink Marauder. Proposed Don-Quijote Alternate: (Berserk) Devastating Blast > Battering Assault > Massacre > Dual Saber Throw > (Gore) Ravage > Devastating Blast > Filler > Massacre > Massacre > Battering Assault > (Gore) Devastating Blast > Vicious Throw > Massacre > Massacre > Filler* > Assault > Filler is 50% Assault, 50% Massacre Filler* is Vicious Throw if availible (proc), otherwise Massacre Result: 5114 Standard Version: Rotation: (Berserk) Battering Assault > Massacre > (Gore) Ravage > Devastating Blast > Massacre > Assault > Massacre Battering Assault > (Gore) Vicious Throw > Devastating Blast > Massacre > Massacre > Dual Saber Throw > Filler Filler = Massacre > Assault Result: 5031 DPS
  25. Yeah, removing the need to check accuracy augments and enhancements allowed me to reduce the number of calculations by a large factor. This let me reduce the time to calculate down to 30 seconds per discipline from more than 5 minutes (incidentally, 5 minutes is the max run length for free google scripts files so this was a key thing). The goal I arbitrarily set was to always use the combination of augments and enhancements that resulted in closest value to 100%. That was the technical reason. The practical reason is that misses are not just damage losses. They also require the recast of the ability to apply the dot or get the applied benefits such as ICD triggers and energy regen. This also makes cooldowns misaligned and could possibly cause rotations to fall apart. Since this DPS and energy loss is hard to quantify and calculate versus a straight repeating rotation, 100% seemed like a solid goal that eliminated this complication. I did however include the accuracy loss as a function of straight total damage loss that is applied separately to the mainhand hit and the offhand hit. The result is that while sub 100% accuracy may and does result in maximum dps, It is hard to figure out and annoying when RNG doesn't go your way at a critical moment. I value constituency more than maximum output.
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