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Heal skill stats for 1.2


Ewert

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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. :eek:

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