Ewert Posted April 18, 2012 Share Posted April 18, 2012 These are with "starting EC" level of gear, as in full Rakata "as designed" mostly. Crit/surge does not affect the relative values of the skills, merely the end results number, and thus is not needed for comparisons. Differences in +healing power change the values slightly, but not overly so, in short the relative values stay pretty much similar unless a truly massive change. By massive I mean something not currently even feasible in game. So, pretty much these _relative_ values to each other stay relevant. I quickly checked and eliminating alacrity does not really change the relative values either. How to read: Self explanatory: avg, cost, time, /resource and /time /combined = avg healing per second with Rapid Shots used till "heat neutral rotation", this is the value to compare overall sustained healing /netheat = how much extra heat needs to be dissipated afterwards to retain heat neutrality, not that useful since /combined value already incorporates this The lower separate "duplicate" listing is if you breach 3/sec regen range (40+ heat). The relative drop in healing output at 40-60 heat is from 73% for KM x3 to 80% for Rapid Scan (unbuffed), and it increases evenly between those two heals. Name Avg Cost Time /resource/time /combinednetheat Emergency Scan 2009,5 0 1,5 Free 1339,67 Free -7,5 Rapid Shots 540 0 1,5 Free 360 Free -7,5 Kolto Overload 3071,25 0 0 Free Free Free 0 Kolto Shell 4235 16 1,5 264,69 2823,33 1514,69 8,5 Kolto Missile x4 3884 16 1,5 242,75 2589,33 1405 8,5 Kolto Missile x3 2913 16 1,5 182,06 1942 1101,56 8,5 Healing Scan + HoT 2467 16 1,18 154,19 2090,68 998,19 10,1 Rapid Scan (after HS) 2397 17 1,57 141 1526,75 898,76 9,15 Kolto Missile x2 1942 16 1,5 121,38 1294,67 798,13 8,5 Healing Scan 1744 16 1,18 109 1477,97 772,25 10,1 Rapid Scan 2397 25 1,57 95,88 1526,75 726,36 17,15 Kolto Missile 971 16 1,5 60,69 647,33 494,69 8,5 Kolto Missile x3 2913 16 1,5 182,06 1942 804,94 8,5 Healing Scan + HoT 2467 16 1,18 154,19 2090,68 742,91 10,1 Rapid Scan (after HS) 2397 17 1,57 141 1526,75 683,26 9,15 Healing Scan 1744 16 1,18 109 1477,97 607,35 10,1 Rapid Scan 3/sec regen 2397 25 1,57 95,88 1526,75 579,82 17,15 This is merely numerically displayed info on "what priority to give what skill". Of particular note is that Healing Scan is now better than buffed Rapid Scan if you count in the HoT, atleast half of it. THIS IS BEYOND STUPID, as for best benefits during gas, the optimum raid benefit comes from: IF a good grouping of melee, KM, otherwise HS, HS someone else, Power Shot boss for regen once or twice, HS a 3rd person (if not possible as no healing needed, RS tank if needed), Power Shots again, end with HS (preferably on tank). Now we have HS proc up, so when gas is ending refresh KM if a multitarget position is available, then RS (if you are in a hurry, aim so RS lands just after gas ends), HS (Rapid Shots for regen if needed), RS again, that leaves you with 15-18 stacks most likely. If in super bad situation, TSO a RS and RS again and voila, 30 stacks. Anyways, what this shows is that Bioware basically made a huge blunder with the heat changes, they mathematically made one of our intended class mechanics INFERIOR to basic spamming of a single skill (HS->RS comboes instead of just HS during gas). GG, Bioware. Link to comment Share on other sites More sharing options...
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