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[Simulation] 31/8/2 vs 21/2/18 DPS


MorningMusume

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Parakeet with 100% on RP chance and 3 Intimidation.

 

797,318320833333333333333333
Rapid Shots - N: 247,76(Miss: 14,20, Crit: 59,14 ) Total Dmg: 27383,44 | Average Damage: 110,52
Rocket Punch - N: 28,87(Miss: 0, Crit: 15,66 ) Total Dmg: 40594,01 | Average Damage: 1406,10
Rail Shot - N: 29,70(Miss: 1,78, Crit: 7,32 ) Total Dmg: 43022,19 | Average Damage: 1448,56
Flame Burst - N: 37,87(Miss: 0, Crit: 8,98 ) Total Dmg: 36986,30 | Average Damage: 976,66
Ion Gas Cylinder - N: 58,57(Miss: 0, Crit: 13,90 ) Total Dmg: 8852,15 | Average Damage: 151,14
Incendiary Missile - N: 14(Miss: 0, Crit: 3,36 ) Total Dmg: 28246,24 | Average Damage: 2017,59
Ion Gas Cylinder (DOT)  - N: 65,31(Miss: 0, Crit: 15,24 ) Total Dmg: 6272,07 | Average Damage: 96,04

 

NO FT or am i missing it?

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I was under the impression that the devs didn't want hybrid builds to be viable for endgame content.

 

When the vast majority of your mitigation is comming from your armor and stance they are going to have a real tough time making hybrids outright bad.

 

Then there's the design issue that the healers have infinite mana making mana stressing fights hard to design.

 

 

 

So far the parakeet seems a loss for those who would say it has a single target dps/threat advantage?

I bet we will see parses that show this to be false, but only because a parse wont be an average and positive feedback systems like PPA can quickly snowball with just a little luck on the dice.

You'd be nuts to claim it will have a higher dps than full ST in an instance, just from the inferior aoe.

 

It is however a much better pvp spec because you don't ever want to rely on flamethrower.

With current time to kill and battle duration managing heat carefully seems to fall behind just blowing someone up and rest/reloading.

 

I'd like to see the parakeet with FT though.

Its a cheaper skill than it seems as you regen 10 while it is active because of its long cast time.

Edited by ducksmyth
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I'd like to see the parakeet with FT though.

Its a cheaper skill than it seems as you regen 10 while it is active because of its long cast time.

 

800,9158874999999999999999994
Rapid Shots - N: 270,12(Miss: 15,58, Crit: 62,33 ) Total Dmg: 29723,63 | Average Damage: 110,04
Rocket Punch - N: 27,61(Miss: 0, Crit: 15,00 ) Total Dmg: 38832,96 | Average Damage: 1406,48
Flame Thrower - N: 22,45(Miss: 0, Crit: 5,57 ) Total Dmg: 19809,51 | Average Damage: 882,38
Rail Shot - N: 25,96(Miss: 1,48, Crit: 6,21 ) Total Dmg: 37554,72 | Average Damage: 1446,64
Flame Burst - N: 23,45(Miss: 0, Crit: 5,55 ) Total Dmg: 22910,66 | Average Damage: 977,00
Ion Gas Cylinder - N: 59,22(Miss: 0, Crit: 14,03 ) Total Dmg: 8949,01 | Average Damage: 151,11
Incendiary Missile - N: 13,99(Miss: 0, Crit: 3,36 ) Total Dmg: 28208,65 | Average Damage: 2016,34
Ion Gas Cylinder (DOT)  - N: 64,81(Miss: 0, Crit: 15,29 ) Total Dmg: 6230,66 | Average Damage: 96,14

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You really try to tank without Combust or Ion Screen? Well, I'll simulate that later.

 

Also I don't use tooltips, I use the internal formulas from the client itself.

 

It's less main tank than it is really tanky DPS, which serves me better for soloing content. When I'm with the guild, it still works since I have really good healers available but I can see where mileage would vary. You couldn't pay me to drop a point from ion overload in any build though. Rocket punch is the primary reason I rolled a Powertech in the first place and a huge chunk of what keeps me logging it in.

 

And I just realized that I skipped Oil Slick and No Escape in my own build in favor of 2 points in Combust and 1 Ion Screen. So i'm not using the official Parakeet either. My bad.

Edited by DaveYanakov
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You'd be nuts to claim it will have a higher dps than full ST in an instance, just from the inferior aoe.

 

It is however a much better pvp spec because you don't ever want to rely on flamethrower.

With current time to kill and battle duration managing heat carefully seems to fall behind just blowing someone up and rest/reloading.

 

I'd like to see the parakeet with FT though.

Its a cheaper skill than it seems as you regen 10 while it is active because of its long cast time.

 

Why does the parakeet have inferior AoE? Maybe FT hits a tiny bit harder but I would say that the AoE is more or less the same and the single target is superior.

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And I just realized that I skipped Oil Slick and No Escape in my own build in favor of 2 points in Combust and 1 Ion Screen. So i'm not using the official Parakeet either. My bad.

 

There is no "Official Parakeet." It's just Flame Shield, Jet Charge, Shield Vents, Superheated Rail, Prototype Particle Accelerator, and Ion Overload. Whatever else you fill in to meet your own needs.

 

 

 

 

Also I'm getting pretty tired of coming into these threads and telling you that these simulations/spreadsheets have the build and the basic rotation of the spec wrong. Ion Overload is a staple of the build (technically so is Neural Overload, but whatever), so the number of Ion procs is way off. Furthermore you do know that Ion Cylinder can proc off of a Rail Shot (ranged attack) right?

 

Have you played the spec?

 

I hate to call someone out who is trying to help the community, but you're pretty consistent in spreading disinformation and it isn't helping anyone.

 

 

 

But on to being constructive (cause I am very interested in getting a nice simulator up and running for the community):

 

here's a coding error of some sort.

 

233,5 heat: 12 Rapid Shots Hit for 92,65 WD

234,0 Debuff_Combust fades.

235,0 heat: 32 Flame Thrower Hit for 785,17 E

235,5 heat: 27 Ion Gas Cylinder (Shock) Hit for 114,14 K

235,5 Shield Vents Internal Cooldown fades.

235,5 Flame Shield Internal Cooldown fades.

236,0 heat: 27 Flame Thrower Crit for 1177,75 E

237,0 heat: 22 Flame Thrower Hit for 785,17 E

237,0 heat: 33 Flame Burst Hit for 840,54 E

 

I can't see your code so I can't comb through it to figure out exactly what is wrong, but here is what is happening.

 

at 233 you have 12 heat

at 234 (not pictured but implied) you vent 5 for a total of 7

at 235 you have 32 heat from casting flamethrower (7 + 25)

at 236 you have 27 heat and a flamethrower tick (32 - 5)

at 237 you have 22 heat and a flamethrower tick (27 - 5)

at 237 you cast Flame Burst, which is fine, you can do it directly at the end of the channel, however you're double-dipping your heat venting somehow as that Flame Burst is only costing you 11 Heat and you've already vented your 5 for that second. The total heat here should be 38.

 

This occurs in several places where flamethrower is involved (and other inconsistencies, but I don't have time to comb them all). Such as here...

 

218,0 heat: 25 Flame Thrower Crit for 1177,75 E

219,0 heat: 20 Flame Thrower Crit for 1177,75 E

219,0 heat: 31 Flame Burst Hit for 896,68 E

 

and again here...

 

102,0 heat: 5 Ion Gas Cylinder (Shock) Hit for 114,14 K

102,0 Shield Vents Internal Cooldown fades.

103,0 heat: 25 Flame Thrower Hit for 785,17 E

103,5 Debuff_Combust fades.

103,5 IonGasCylinder (Shock) fades.

104,0 heat: 20 Flame Thrower Crit for 1177,75 E

105,0 heat: 15 Flame Thrower Hit for 785,17 E

105,0 heat: 26 Rocket Punch Crit for 1985,97 K

 

but not here...

 

26,5 heat: 31 Flame Thrower Hit for 785,17 E

27,0 heat: You vent 6 heat thanks to Shield Vent.

27,0 heat: 25 Ion Gas Cylinder (Shock) Hit for 114,14 K

27,5 heat: 20 Flame Thrower Crit for 1177,75 E

28,5 You reset Rocket Punch cooldown thanks to Flame Shield proc.

28,5 heat: 15 Flame Thrower Hit for 785,17 E

28,5 heat: 31 Rocket Punch Hit for 1095,07 K

 

I could keep going, inconsistent Heat venting is all over the place but I don't have time to be more thorough.

 

At first I thought it was an issue with the Flame Bursts, but the Rocket Punches are doing it too, it is pretty haphazard throughout so I don't know what is happening exactly. Flamethrower is a steady culprit, but there seems to be something else going on as well. Don't know where to tell you to start looking because I don't have the code itself to look at.

Edited by chainsawsamurai
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Rail Shot has the 15% chance to proc IGC included in the simulator. For example here:

 

24,0 heat: 6 Rail Shot Crit for 2150,48 WD
24,0 You vent 8 heat thanks to Superheated Rail.
24,0 heat: 0 Ion Gas Cylinder Hit for 135,44 K 

 

About heat:

 

233,5 heat: 12 Rapid Shots Hit for 92,65 WD
234,0 Debuff_Combust fades.
235,0 heat: 32 Flame Thrower Hit for 785,17 E
235,5 heat: 27 Ion Gas Cylinder (Shock) Hit for 114,14 K
235,5 Shield Vents Internal Cooldown fades.
235,5 Flame Shield Internal Cooldown fades.
236,0 heat: 27 Flame Thrower Crit for 1177,75 E
237,0 heat: 22 Flame Thrower Hit for 785,17 E
237,0 heat: 33 Flame Burst Hit for 840,54 E 

 

The confusion comes because the order I coded stuff for each second is:

 

1. Tick Damage

2. Vent Heat each second

3. Other skills

 

So on 234 you have 7 heat.

On 235 you really have 27 just a milisecond after that FT tick (as you can see in 235.5).

On 236 again you have 22 after the tick.

On 237 you have 22 while FT ticks, then you vent 5 heat, then you cast Flame Burst. 22-5+16 = 33 heat.

 

That's not inconsistent heat vent, you simply didn't grasp how I coded it. We can't really know in what order stuff happens without combat log (and rarely matters anyway), but i'll probably move vent heat to top priority each cycle.

 

And keep your criticism, is the only way the simulator can get better.

Edited by MorningMusume
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the numbers are all wrong the 31 point pyro build is the best dps bar none and you are not a gimpy pure melee dps like the AP is so your dps will always be higher anyways

 

You have no idea what this thread is even about do you? Walked right in and shot your mouth off anyway. Grats on being "that guy."

 

1. Tick Damage

2. Vent Heat each second

3. Other skills

 

If this is the case (I don't have time to go through everything right now), then you should definitely re-order things so that Heat venting occurs first, then tick damage. Heat venting occurring first thing at the top of each relevant second is more important for people to follow along and figure out whats going on.

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the numbers are all wrong the 31 point pyro build is the best dps bar none and you are not a gimpy pure melee dps like the AP is so your dps will always be higher anyways

 

Dear ladies, gentlemans and fellow powertechs, this is a troll :D

 

And please, dont feed it ;)

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I'm curious, could you run this build through it and see what you come out with? http://www.torhead.com/skill-calc#301GRGooRroMZMcrroZb.1

 

It would run close to what the 31/8/2 spec runs except it no longer has the use of FB, and replaces it with a higher damage (yes I realize that you lose the 4% damage reduc from using FB every 15s, but honestly, you wouldn't do that much with the 31/8/2 spec unless your sole focus was just staying alive).

 

Would be curious to see what comes out.

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I'm curious, could you run this build through it and see what you come out with? http://www.torhead.com/skill-calc#301GRGooRroMZMcrroZb.1

 

It would run close to what the 31/8/2 spec runs except it no longer has the use of FB, and replaces it with a higher damage (yes I realize that you lose the 4% damage reduc from using FB every 15s, but honestly, you wouldn't do that much with the 31/8/2 spec unless your sole focus was just staying alive).

 

Would be curious to see what comes out.

 

Sorry, Retractable Blade isn't working right now.

 

I need to polish other stuff first, but I'm sure that build can't work as doesn't have any kind of heat management (also only 1 on Shield Vents, you'll be overheated easily). Anyway I'll post results with RB variants when I get to include that skill.

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Masume, I'm hoping you (or someone else) can answer these questions for me since I am having no luck at all over on the Vanguard forums.

 

What character level is the final rank of Rail Shot (Rank 8, aka High Impact Bolt) and Flame Burst (Rank 7, aka Ion Pulse) trainable at?

 

You need these values to calculate the StandardHealth portion of the Min/Max range on damage abilities. (Note, not the StandardHealthPercentMin and StandardHealthPercentMax, those values are easily found on TorHead or other DB dump sites. The StandardHealth value is a lookup table that increases the base damage of a skill based on what level it is trainable at).

 

Thanks!

 

Or if you could just post the code portion of your min/max for those 2 abilities, I should be able to easily pull the coefficients out of it.

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Come to think of it shouldn't RP always be ahead of RS in priority in your IM rotation?

 

With 2x ion overload and 30% extra crit it has to be higher in a dps test, right? Especially pve where we might assume a 20% armor debuff will be on the boss from some other class.

 

Edit : nevermind im daft, on balance it doesn't seem worth it

Edited by ducksmyth
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Rail Shot and Flame Burst are both at level 50, at least the formula and the tooltip match. Thanks to you I found a bug, Heat Blast was using the incorrect level, now does a tiny bit less damage per cast (around 20). Someone can tell me at what levels Retractable Blade, Incendiary Missile, Immolate and Thermal Detonator are trained? I have doubts now if I have every one correct.

 

Also RP can't be better priority than RS, you can waste a proc. Anyway I haven't coded to use only RS on procs, I don't know if can be a dps increase or not.

 

Btw I had also big bug on the no-Unload 31/8/2, was double-counting Flame Burst. 31/8/2 does pretty similar dps with Unload or without it.

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This is SUPER useful! Thank you for doing this. :D

 

Hopefully this isn't a redundant/stupid question, because I THINK I've followed all of your information up to this point. I conclude from this thread that 31 ST is the best straight-up tanking build (for doing damage and holding aggro on pure PVE boss content, at any rate).

 

But I'm curious about PVE off-tank and whether the parakeet pulls ahead on DPS, and by how much. Is it possible for you to model DPS for the Parakeet and 31 ST builds when you're NOT being hit?

 

Also, is it even remotely possible for you to model AOE tanking, say vs 3-4 targets for the 2 builds? I realize I'm asking a lot, but I'm so starved for tangible information :p

 

Thanks again!

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Rail Shot and Flame Burst are both at level 50, at least the formula and the tooltip match. Thanks to you I found a bug, Heat Blast was using the incorrect level, now does a tiny bit less damage per cast (around 20). Someone can tell me at what levels Retractable Blade, Incendiary Missile, Immolate and Thermal Detonator are trained? I have doubts now if I have every one correct.

 

Also RP can't be better priority than RS, you can waste a proc. Anyway I haven't coded to use only RS on procs, I don't know if can be a dps increase or not.

 

Btw I had also big bug on the no-Unload 31/8/2, was double-counting Flame Burst. 31/8/2 does pretty similar dps with Unload or without it.

 

As far as I understand the maths, skills that unlock in your skilltrees all count as level 1 skills. Thus your StandardHealth for them would be 180. From doing spreadsheet math these numbers match up to what I see in game.

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@thrakkemarn AOE tanking will probably never be supported, but I can already do non-tanking situations. Of course with Combustible Gas Cylinder Parakeet gets ahead by more than 10%. Is one of the real advantages of that build on PvE. I'll do a new compilation later this morning.

 

@TheRabbit, Heat Blast at least doesn't count as a level 1 skill. If it was with my gear will hit for 631 minimun, and that's not true. Hits around 743 minimum. I think the information around how that really works is not perfect. Any talent skill will be truly bad it that were true, btw. IM will be laughable, for example (-25% damage).

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What about Heat Blast vs. Retractable Blade?

 

Retractable can never win that fight, the heat goes pretty bad without any kind of heat control in long fights.

 

With the latest version of my simulator I redid everything with 1000 fights x 240 seconds, the specs are closer now:

 

31/8/2 - Tanking - Rotation with Unload

 

Average DPS: 821,07
DPS Min: 770,28 - DPS Max: 870,72
Rapid Shots - Uses: 185,42 (Miss: 5,67% , Crit: 23,24% ) Total Dmg: 20441,28 | Average Damage: 110,24
Rocket Punch - Uses: 33,38 (Miss: 0% , Crit: 54,65% ) Total Dmg: 53062,48 | Average Damage: 1589,65
Flame Thrower - Uses: 34,15 (Miss: 0% , Crit: 30,08% ) Total Dmg: 30843,86 | Average Damage: 903,19
Rail Shot - Uses: 14,96 (Miss: 5,69% , Crit: 24,59% ) Total Dmg: 19817,67 | Average Damage: 1324,71
Unload - Uses: 141,16 (Miss: 5,72% , Crit: 23,97% ) Total Dmg: 21896,72 | Average Damage: 155,12
Flame Burst - Uses: 13,53 (Miss: 0% , Crit: 30,31% ) Total Dmg: 13603,34 | Average Damage: 1005,42
Heat Blast - Uses: 14,63 (Miss: 0% , Crit: 24,49% ) Total Dmg: 13928,45 | Average Damage: 952,05
Ion Gas Cylinder - Uses: 67,16 (Miss: 0% , Crit: 23,87% ) Total Dmg: 23462,50 | Average Damage: 349,35
Ion Gas Cylinder (DOT)  - Uses: 77,99 (Miss: 0%, Crit: 23,42% ) Total Dmg: 9932,08 | Average Damage: 127,35

 

31/8/2 Tanking - Rotation without Unload

 

Average DPS: 806,80
DPS Min: 748,59 - DPS Max: 861,67
Rapid Shots - Uses: 232,52 (Miss: 5,73% , Crit: 23,35% ) Total Dmg: 25630,01 | Average Damage: 110,23
Rocket Punch - Uses: 34,01 (Miss: 0% , Crit: 54,38% ) Total Dmg: 53985,50 | Average Damage: 1587,34
Flame Thrower - Uses: 35,14 (Miss: 0% , Crit: 30,59% ) Total Dmg: 31812,79 | Average Damage: 905,32
Rail Shot - Uses: 15,15 (Miss: 6,03% , Crit: 24,18% ) Total Dmg: 19985,86 | Average Damage: 1319,20
Flame Burst - Uses: 25,82 (Miss: 0% , Crit: 30,09% ) Total Dmg: 25942,97 | Average Damage: 1004,76
Heat Blast - Uses: 15,00 (Miss: 0% , Crit: 24,10% ) Total Dmg: 14255,02 | Average Damage: 950,33
Ion Gas Cylinder - Uses: 60,11 (Miss: 0% , Crit: 24,02% ) Total Dmg: 22019,68 | Average Damage: 366,32
Ion Gas Cylinder (DOT)  - Uses: 77,70 (Miss: 0%, Crit: 23,55% ) Total Dmg: 9901,18 | Average Damage: 127,43

 

21/2/18 Tanking (max dps variant, without combust and ion screen)

 

Average DPS: 801,95
DPS Min: 728,65 - DPS Max: 886,79
Rapid Shots - Uses: 266,18 (Miss: 5,70% , Crit: 23,36% ) Total Dmg: 29348,74 | Average Damage: 110,26
Rocket Punch - Uses: 27,78 (Miss: 0% , Crit: 54,36% ) Total Dmg: 39067,51 | Average Damage: 1406,32
Flame Thrower - Uses: 20,48 (Miss: 0% , Crit: 24,48% ) Total Dmg: 18044,16 | Average Damage: 881,06
Rail Shot - Uses: 26,26 (Miss: 5,69% , Crit: 24,81% ) Total Dmg: 38160,03 | Average Damage: 1453,16
Flame Burst - Uses: 25,07 (Miss: 0% , Crit: 23,55% ) Total Dmg: 24479,62 | Average Damage: 976,45
Ion Gas Cylinder - Uses: 58,99 (Miss: 0% , Crit: 23,81% ) Total Dmg: 15158,34 | Average Damage: 256,96
Incendiary Missile - Uses: 13,99 (Miss: 0% , Crit: 24,28% ) Total Dmg: 28209,17 | Average Damage: 2016,38
Ion Gas Cylinder (DOT)  - Uses: 64,95 (Miss: 0%, Crit: 23,41% ) Total Dmg: 6239,56 | Average Damage: 96,07

 

25/14/2 Tanking (the RB build that got posted a few pages ago)

 

Average DPS: 769,42
DPS Min: 719,96 - DPS Max: 829,59
Rapid Shots - Uses: 395,22 (Miss: 5,70% , Crit: 23,93% ) Total Dmg: 43681,01 | Average Damage: 110,52
Rocket Punch - Uses: 29,00 (Miss: 0% , Crit: 54,48% ) Total Dmg: 46052,31 | Average Damage: 1588,01
Flame Thrower - Uses: 14,94 (Miss: 0% , Crit: 29,22% ) Total Dmg: 13444,59 | Average Damage: 899,91
Rail Shot - Uses: 12,60 (Miss: 5,67% , Crit: 24,88% ) Total Dmg: 17730,20 | Average Damage: 1407,16
Flame Burst - Uses: 15,20 (Miss: 0% , Crit: 29,49% ) Total Dmg: 16094,48 | Average Damage: 1058,85
Ion Gas Cylinder - Uses: 71,95 (Miss: 0% , Crit: 24,01% ) Total Dmg: 24413,78 | Average Damage: 339,32
Retractable Blade - Uses: 14,18 (Miss: 0% , Crit: 24,91% ) Total Dmg: 23256,39 | Average Damage: 1640,08
Ion Gas Cylinder (DOT)  - Uses: 77,80 (Miss: 0%, Crit: 23,45% ) Total Dmg: 9908,48 | Average Damage: 127,36

 

Sry, this build has heat problems, Rapid Shots everywhere.

 

31/8/2 - DPS gear, Combustible

 

Average DPS: 879,87
DPS Min: 818,62 - DPS Max: 933,92
Rapid Shots - Uses: 215 (Miss: 3,49% , Crit: 29,07% ) Total Dmg: 27243,88 | Average Damage: 126,72
Rocket Punch - Uses: 25 (Miss: 0% , Crit: 60,90% ) Total Dmg: 48129,25 | Average Damage: 1925,17
Flame Thrower - Uses: 36 (Miss: 0% , Crit: 37,61% ) Total Dmg: 38998,84 | Average Damage: 1083,30
Rail Shot - Uses: 15 (Miss: 3,70% , Crit: 30,80% ) Total Dmg: 22799,84 | Average Damage: 1519,99
Unload - Uses: 144 (Miss: 3,51% , Crit: 31,00% ) Total Dmg: 25738,69 | Average Damage: 178,74
Flame Burst - Uses: 14 (Miss: 0% , Crit: 37,30% ) Total Dmg: 16846,98 | Average Damage: 1203,36
Heat Blast - Uses: 15 (Miss: 0% , Crit: 31,64% ) Total Dmg: 17102,86 | Average Damage: 1140,19
Combustible Gas Cylinder - Uses: 41,11 (Miss: 0% , Crit: 29,18% ) Total Dmg: 14308,20 | Average Damage: 348,05

 

 

21/2/18 - DPS Gear, Combustible

 

Average DPS: 962,03
DPS Min: 881,70 - DPS Max: 1072,99
Rapid Shots - Uses: 318,70 (Miss: 3,50% , Crit: 29,53% ) Total Dmg: 40463,97 | Average Damage: 126,97
Rocket Punch - Uses: 22,44 (Miss: 0% , Crit: 61,05% ) Total Dmg: 38109,87 | Average Damage: 1698,30
Flame Thrower - Uses: 16,99 (Miss: 0% , Crit: 31,47% ) Total Dmg: 17861,63 | Average Damage: 1051,30
Rail Shot - Uses: 24,64 (Miss: 3,65% , Crit: 31,49% ) Total Dmg: 41188,27 | Average Damage: 1671,60
Flame Burst - Uses: 23,84 (Miss: 0% , Crit: 30,64% ) Total Dmg: 27766,60 | Average Damage: 1164,71
Incendiary Missile - Uses: 14,00 (Miss: 0% , Crit: 30,64% ) Total Dmg: 33590,74 | Average Damage: 2399,34
Combustible Gas Cylinder - Uses: 70,39 (Miss: 0% , Crit: 29,63% ) Total Dmg: 31906,24 | Average Damage: 453,28

 

With the best rotations I found, and some bug fixes, the best dps Parakeet is now equal to 31/8/2 dps tanking-wise. Does 10% extra damage when non-tanking.

 

You can download full logs here, I'll need 6 or 7 post here: http://www.mediafire.com/?ywxrw6yfadr1f13

Edited by MorningMusume
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Are the rotations for your most recent sims the same as the ones in the first post? I think it would be helpful if you could post the best rotations you've found, so that we can use them.

 

Another question for the Unload rotation, does your sim account for pushback due to incoming damage? I imagine that would be a difficult thing to include since the mechanics aren't really clear due to no combat log. But if we can expect to lose a tick of damage whenever using Unload while tanking, that will probably erase the 20 dps difference between the 31pt ST specs.

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