JourrnoRush Posted October 31, 2015 Share Posted October 31, 2015 (edited) So a sage healer should pick for the storymode set bonus... Alacrity (Savant) - Implant x2, earpiece Set bonus - just go with Force Healer for now, don't worry about min/max? Relics- the power/mastery boost ones Augments - 2 alac, rest crit? Just want to make sure I'm clear thanks for the hard work Edited October 31, 2015 by JourrnoRush Link to comment Share on other sites More sharing options...
Goblin_Lackey Posted October 31, 2015 Author Share Posted October 31, 2015 I've been trying to compare my own spreadsheet values (for Vigilance Guardian) to the OP's results, and I am getting the same Crit / Alacrity breakdown (which is good) but much lower DPS values (which was confusing me to no end). Then today I read the following thread on /r/swtor: It would be good to get further testing, but I think the Operations Dummy's base damage reduction is 40% (~10900 Armor), and if that is the case, some of the predicted DPS values would change significantly. I spotted that post this afternoon, but I didn't have chance to look at it further til now. Everyone in that post was correct in that the armor reduction of the target dummy was not 35% as I expected it to be. I spent some time hitting the dummy to try and determine its armor rating. This is my test setup: I was on a level 65 Assassin who was not spec'd into a discipline and had no active buffs (including class buffs). The only move used was Crushing Darkness and I only looked at the dot component. Why only the dot? That is because there is no damage variance and is kinetic. The dot will always do ( 0.95 * [bonus Force Damage] + 0.295 * 4465) * ( 1 - [damage reduction] ). I took off any set bonus gear and any relics so that there would be no damage increasing procs occurring. I then recorded my Power and Mastery and the non-crit dot damage on the target dummy I continuously took off gear to get data points. Here is the raw date: (tab delination failed here, copy to notepad or excel) Mastery Power Force damage Crushing Darkness Unarmored Crushing Darkness Estimated Armor Reduction Armor 4364 1533 1848.23 407 676.94535 39.88% 10877 4101 1451 1776.77 394 655.86465 39.93% 10900 3834 1318 1692.78 379 631.0876 39.94% 10908 3593 1266 1632.62 368 613.3404 40.00% 10934 3300 1214 1562.06 356 592.5252 39.92% 10896 3016 1081 1474.67 340 566.74515 40.01% 10937 2770 910 1386.14 325 540.6288 39.88% 10881 2372 837 1289.75 307 512.19375 40.06% 10961 2042 699 1192.01 290 483.36045 40.00% 10935 1712 561 1094.27 273 454.52715 39.94% 10905 1366 378 982.98 253 421.6966 40.00% 10935 Legend: Mastery: from character sheet Power: from character sheet Force Damage: [Mastery] * 0.20 + 0.23 * [Power] + 0.23 *(1313+1395) Crushing Darkness: from combat log Unarmored Crushing Darkness: (0.295*[force damage] + 0.0295*4465) Estimated Armor Reduction: 1 - [Crushing Darkness]/[unarmored Crushing Darkness] Armor: round([Armor Reduction] * (240 * 65 +800) / (1 - [Armor Reduction] )) Average Armor Reduction: 39.96% Average Armor: 10915 I think I am going to use 40% as my future number to reverse calc from as well because it seems to fit (rounding throws everything off) Link to comment Share on other sites More sharing options...
TACeMossie Posted October 31, 2015 Share Posted October 31, 2015 (edited) I spotted that post this afternoon, but I didn't have chance to look at it further til now. Everyone in that post was correct in that the armor reduction of the target dummy was not 35% as I expected it to be. I spent some time hitting the dummy to try and determine its armor rating. This is my test setup: I was on a level 65 Assassin who was not spec'd into a discipline and had no active buffs (including class buffs). The only move used was Crushing Darkness and I only looked at the dot component. Why only the dot? That is because there is no damage variance and is kinetic. The dot will always do ( 0.95 * [bonus Force Damage] + 0.295 * 4465) * ( 1 - [damage reduction] ). I took off any set bonus gear and any relics so that there would be no damage increasing procs occurring. I then recorded my Power and Mastery and the non-crit dot damage on the target dummy I continuously took off gear to get data points. Here is the raw date: (tab delination failed here, copy to notepad or excel) Mastery Power Force damage Crushing Darkness Unarmored Crushing Darkness Estimated Armor Reduction Armor 4364 1533 1848.23 407 676.94535 39.88% 10877 4101 1451 1776.77 394 655.86465 39.93% 10900 3834 1318 1692.78 379 631.0876 39.94% 10908 3593 1266 1632.62 368 613.3404 40.00% 10934 3300 1214 1562.06 356 592.5252 39.92% 10896 3016 1081 1474.67 340 566.74515 40.01% 10937 2770 910 1386.14 325 540.6288 39.88% 10881 2372 837 1289.75 307 512.19375 40.06% 10961 2042 699 1192.01 290 483.36045 40.00% 10935 1712 561 1094.27 273 454.52715 39.94% 10905 1366 378 982.98 253 421.6966 40.00% 10935 Legend: Mastery: from character sheet Power: from character sheet Force Damage: [Mastery] * 0.20 + 0.23 * [Power] + 0.23 *(1313+1395) Crushing Darkness: from combat log Unarmored Crushing Darkness: (0.295*[force damage] + 0.0295*4465) Estimated Armor Reduction: 1 - [Crushing Darkness]/[unarmored Crushing Darkness] Armor: round([Armor Reduction] * (240 * 65 +800) / (1 - [Armor Reduction] )) Average Armor Reduction: 39.96% Average Armor: 10915 I think I am going to use 40% as my future number to reverse calc from as well because it seems to fit (rounding throws everything off) Which basically means the DPS ranking is going to change, as stated by me in the reddit thread. If everything's armor reduction goes to 35% from 30%, then high K/E specs (e.g. Tactics/AP, Engineering/Sab) are going down, whereas high I/E specs (e.g. Pyro/Plasmatech, Virulence/DF) are going down but not anywhere near as much. End result, the difference between worst-in-the-game and best-in-the-game is actually going to get smaller. HOORAY On a side note: This confirms that back in the 3.X cycle you specifically changed the armor rating from my properly-figured-out value of 8829 (~37.5%) to ~35%. Why u do dis bant Edited October 31, 2015 by TACeMossie Link to comment Share on other sites More sharing options...
Iffyluse Posted October 31, 2015 Share Posted October 31, 2015 (edited) Operative - Medicine || Scoundrel - Sawbones 7870 HPS | 43.1 APM | 4969 Mastery | 2639 Power | 1450 (2xCry) Critical | 1174 (14xAug) Alacrity | 0 Accuracy How do you get to 2639 power in 216 gear? I could barely squeeze out 5100 mastery and 1900 power with all Alacrity augments and 2 crit crystals. I'm at like 1700 healing power. Powertech - Shield Tech || Vanguard - Shield Specialist 1330 DtPS | 4933 Mastery | 1022 Power | 2639 Defense | 973 (5xAug) Absorb | 1569 (9xAug) Shield Same with Shield Vanguard, it says in 216 gear I'm supposed to have about 2600 Defense Rating but I get like 2100 at most if I focus on augmenting shield/absorb. Using Bmods for extra HP, but even in unlettered didn't come even close to 2639 (was at like 2200 at most). I must be missing something obvious... P.S. Using 200 rating augments cause higher ones are way too overpriced, gonna wait till the prices settle down and crafters stop being ridiculous. Edited October 31, 2015 by Iffyluse Link to comment Share on other sites More sharing options...
TACeMossie Posted October 31, 2015 Share Posted October 31, 2015 Operative - Medicine || Scoundrel - Sawbones 7870 HPS | 43.1 APM | 4969 Mastery | 2639 Power | 1450 (2xCry) Critical | 1174 (14xAug) Alacrity | 0 Accuracy How do you get to 2639 power in 216 gear? I could barely squeeze out 5100 mastery and 1900 power with all Alacrity augments and 2 crit crystals. I'm at like 1700 healing power. Powertech - Shield Tech || Vanguard - Shield Specialist 1330 DtPS | 4933 Mastery | 1022 Power | 2639 Defense | 973 (5xAug) Absorb | 1569 (9xAug) Shield Same with Shield Vanguard, it says in 216 gear I'm supposed to have about 2600 Defense Rating but I get like 2100 at most if I focus on augmenting shield/absorb. Using Bmods for extra HP, but even in unlettered didn't come even close to 2639 (was at like 2200 at most). I must be missing something obvious... P.S. Using 200 rating augments cause higher ones are way too overpriced, gonna wait till the prices settle down and crafters stop being ridiculous. What you gotta do is not use Commendations gear. He didn't include B-mods in the calculations because its minimizing damage taken, though swapping those unlettered mods for B-mods is recommended to survive against the spike damage found in a lot of HM/NiM fights. Link to comment Share on other sites More sharing options...
JourrnoRush Posted October 31, 2015 Share Posted October 31, 2015 (edited) Okay so I saw this for the SM set bonus gear Sorcerer - Corruption || Sage - Seer8210 HPS | 47 APM | 4969 Mastery | 2639 Power | 1335 (13xAug) (2xCry) Critical | 1289 (1xAug) Alacrity | 0 Accuracy I guess just follow this and we should be near as best as we can be for gear? What should I pick for the Implants/Earpiece? The alacrity or crit? I'm also assuming relics are the same from pre 4.0? Thanks. Edited October 31, 2015 by JourrnoRush Link to comment Share on other sites More sharing options...
Ardarell_Solo Posted October 31, 2015 Share Posted October 31, 2015 Hey Bant, thanks again for your hard work, it's proving ever so helpful on all my toons! :-) I ran into a bit of a controversy with my Sage, though: A lot of people are saying using the old dread master 4 pc setbonus is still superior (without having proper evidence) and I can hardly imagine that: Thread Your model is probably not designed in a way it can calculate this odd man out, I suppose? Link to comment Share on other sites More sharing options...
Kawabonga Posted October 31, 2015 Share Posted October 31, 2015 Hey Bant, thanks again for your hard work, it's proving ever so helpful on all my toons! :-) I ran into a bit of a controversy with my Sage, though: A lot of people are saying using the old dread master 4 pc setbonus is still superior (without having proper evidence) and I can hardly imagine that: Thread Your model is probably not designed in a way it can calculate this odd man out, I suppose? He stated in a previous post he deleted the equations to calculate it because that set is no longer obtainable. I tried myself to calculate it and my results say that in 224 the new set is around 1% better for both specs. Not because of the set bonus obviously... only because you'd lose 324 mastery with the old one. The again, i'm not 100% sure so don't trust me on that If what i did is right though we'd be much better off and still not very close to the top if the new 6p were changed into the old 4p interestingly enough. Good thing bw read the set bonus suggestions huh... Link to comment Share on other sites More sharing options...
TACeMossie Posted October 31, 2015 Share Posted October 31, 2015 (edited) Upon the revelation about armor found here, I've done a bit of napkin maths based off parsely to see where the specs land.Have a list: 7233 -> 6925: 1 -> 1: :0: Saboteur7178 -> 6907: 2 -> 2: :0: Watchman7092 -> 6774: 3 -> 4: v1: Tactics7089 -> 6863: 4 -> 3: ^1: Infiltration7084 -> 6698: 5 -> 7: v2: Sharpshooter6976 -> 6755: 6 -> 5: ^1: Assault Specialist6938 -> 6587: 7 ->11: v4: Serenity6898 -> 6707: 8 -> 6: ^2: Combat6881 -> 6626: 9 -> 8: ^1: Gunnery6839 -> 6604: 10-> 9: ^1: Dirty Fighting6839 -> 6604: 10-> 9: ^1: Ruffian6837 -> 6513: 12->14: v2: Vigilance6815 -> 6409: 13->17: v4: Focus6811 -> 6554: 14->13: ^1: Balance6788 -> 6488: 15->15: :0: Telekinetics6761 -> 6358: 16->18: v2: Concentration6732 -> 6484: 17->16: ^1: Scrapper6677 -> 6573: 18->12: ^6: Plasmatech New average dps = 6635dpsNew top outlier = +4.37%New bottom outlier = -4.36% As I had assumed before, Plasmatech is the clear winner with the adjusted armor values, contributed to 75% of its damage being elemental (thus completely ignoring armor), and half of whats left having 30% Armor penetration. This moves it up a whopping 6 places in terms of damage done. Damage still sucks though. On the other hand, I was completely wrong for which spec would be hurt the most. I thought it might be Tactics, or maybe Marksmanship. But in the end, the clear loser was both Focus Guardians and Serenity Shadows, who both dropped a massive 4 places, due to no elemental damage and a mere 15% Armor Pen for everything for the guardians, and only 25% elemental damage and a lot of serious competition for the Shadows (with 3/4 of the competition having 50%+ damage ignoring armor, and the other discipline having high base armor pen on everything). Note: This does not take into account the slightly different gearing that may be caused by the altered damage distributions, nor does it take into account the superior 3-cull rotation that has an 18 second CD on SoS (detailed here) Edited October 31, 2015 by TACeMossie Link to comment Share on other sites More sharing options...
IInox Posted October 31, 2015 Share Posted October 31, 2015 (edited) Yup. I looked into the critical Relic, but when I optimize around it, it is a 0.16% dps loss on average compared to using a Power relic in that slot. I replaced the power relic because power Relic is the weaker of the two. Mastery relic gives both additional critical chance and gets a 5% boost to its value. It gives a larger dps boost than equivalent Power. Power relic also does not have its ICD reduced by alacrity. Thanks mate! (ps: you have pm on enjin) Edited October 31, 2015 by IInox Link to comment Share on other sites More sharing options...
ceazare Posted October 31, 2015 Share Posted October 31, 2015 I spotted that post this afternoon, but I didn't have chance to look at it further til now. Everyone in that post was correct in that the armor reduction of the target dummy was not 35% as I expected it to be. I spent some time hitting the dummy to try and determine its armor rating. This is my test setup: I was on a level 65 Assassin who was not spec'd into a discipline and had no active buffs (including class buffs). The only move used was Crushing Darkness and I only looked at the dot component. Why only the dot? That is because there is no damage variance and is kinetic. The dot will always do ( 0.95 * [bonus Force Damage] + 0.295 * 4465) * ( 1 - [damage reduction] ). I took off any set bonus gear and any relics so that there would be no damage increasing procs occurring. I then recorded my Power and Mastery and the non-crit dot damage on the target dummy I continuously took off gear to get data points. Here is the raw date: (tab delination failed here, copy to notepad or excel) Mastery Power Force damage Crushing Darkness Unarmored Crushing Darkness Estimated Armor Reduction Armor 4364 1533 1848.23 407 676.94535 39.88% 10877 4101 1451 1776.77 394 655.86465 39.93% 10900 3834 1318 1692.78 379 631.0876 39.94% 10908 3593 1266 1632.62 368 613.3404 40.00% 10934 3300 1214 1562.06 356 592.5252 39.92% 10896 3016 1081 1474.67 340 566.74515 40.01% 10937 2770 910 1386.14 325 540.6288 39.88% 10881 2372 837 1289.75 307 512.19375 40.06% 10961 2042 699 1192.01 290 483.36045 40.00% 10935 1712 561 1094.27 273 454.52715 39.94% 10905 1366 378 982.98 253 421.6966 40.00% 10935 Legend: Mastery: from character sheet Power: from character sheet Force Damage: [Mastery] * 0.20 + 0.23 * [Power] + 0.23 *(1313+1395) Crushing Darkness: from combat log Unarmored Crushing Darkness: (0.295*[force damage] + 0.0295*4465) Estimated Armor Reduction: 1 - [Crushing Darkness]/[unarmored Crushing Darkness] Armor: round([Armor Reduction] * (240 * 65 +800) / (1 - [Armor Reduction] )) Average Armor Reduction: 39.96% Average Armor: 10915 I think I am going to use 40% as my future number to reverse calc from as well because it seems to fit (rounding throws everything off) I'm guessing you used combat log data. An interesting thing about combat logs is that they round the damage down, while flytext rounds as you would expect. Anyway from my testing with about 100 data points I've found the armor to be 10874 and the DR 39.87 %. Link to comment Share on other sites More sharing options...
Goblin_Lackey Posted October 31, 2015 Author Share Posted October 31, 2015 I'm guessing you used combat log data. An interesting thing about combat logs is that they round the damage down, while flytext rounds as you would expect. Anyway from my testing with about 100 data points I've found the armor to be 10874 and the DR 39.87 %. That makes sense (and is also annoying). You do have a habit of being able to find the little things the game does to make my life harder, just like the debuff module. Regardless, I will use the 10874 number for future use. Which basically means the DPS ranking is going to change, as stated by me in the reddit thread. If everything's armor reduction goes to 35% from 30%, then high K/E specs (e.g. Tactics/AP, Engineering/Sab) are going down, whereas high I/E specs (e.g. Pyro/Plasmatech, Virulence/DF) are going down but not anywhere near as much. End result, the difference between worst-in-the-game and best-in-the-game is actually going to get smaller. HOORAY On a side note: This confirms that back in the 3.X cycle you specifically changed the armor rating from my properly-figured-out value of 8829 (~37.5%) to ~35%. Why u do dis bant Maybe I changed your armor rating because I'm a terrible person who likes to do that sort of thing? Or, more likely I messed up somewhere along the way. Here is the ranking for Ultimate Exarch (224) with more than 110% accuracy and a target armor rating of 10874 Rank - DPS - vs Average (6630) DPS --- Imperial || Republic 01 - 6917 - +4.34% --- Sniper - Engineering || Gunslinger - Saboteur 02 - 6909 - +4.22% --- Marauder - Annihilation || Sentinel - Watchman 03 - 6808 - +2.69% --- Assassin - Deception || Shadow - Infiltration 04 - 6785 - +2.35% --- Powertech - Advanced Prototype || Vanguard - Tactics 05 - 6728 - +1.48% --- Mercenary - Innovative Ordinance || Commando - Assault Specialist 06 - 6705 - +1.15% --- Sniper - Marksman || Gunslinger - Sharpshooter 07 - 6700 - +1.06% --- Marauder - Carnage || Sentinel - Combat 08 - 6619 - -0.16% --- Mercenary - Arsenal || Commando - Gunnery 09 - 6603 - -0.41% --- Sniper - Virulence || Gunslinger - Dirty Fighting 10 - 6597 - -0.49% --- Operative - Lethality || Scoundrel - Ruffian 11 - 6587 - -0.64% --- Assassin - Hatred || Shadow - Serenity 12 - 6581 - -0.73% --- Powertech - Pyrotech || Vanguard - Plasmatech 13 - 6559 - -1.06% --- Sorcerer - Madness || Sage - Balance 14 - 6504 - -1.89% --- Juggernaut - Vengeance || Guardian - Vigilance 15 - 6498 - -1.98% --- Sorcerer - Lightning || Sage - Telekinetics 16 - 6463 - -2.51% --- Operative - Concealment || Scoundrel - Scrapper 17 - 6409 - -3.33% --- Juggernaut - Rage || Guardian - Focus 18 - 6359 - -4.09% --- Marauder - Fury || Sentinel - Concentration Link to comment Share on other sites More sharing options...
Goblin_Lackey Posted October 31, 2015 Author Share Posted October 31, 2015 Okay so I saw this for the SM set bonus gear Sorcerer - Corruption || Sage - Seer 8210 HPS | 47 APM | 4969 Mastery | 2639 Power | 1335 (13xAug) (2xCry) Critical | 1289 (1xAug) Alacrity | 0 Accuracy I guess just follow this and we should be near as best as we can be for gear? What should I pick for the Implants/Earpiece? The alacrity or crit? I'm also assuming relics are the same from pre 4.0? Thanks. Yup, just try to get as close to the magnitude of numbers as possible and don't worry as much about the specific piece. When you are within 100-200 points of those numbers (assuming the gear is all of the bis pieces for that item level) the differences in dps or healing output are less than 0.5% which is impossible to actually see in game. The best way to think about Implants and Earpieces is that the stats on them are exactly equal to the stats from: (Armoring + Mod + Enhancement) Since all of your Armorings and Mods are identical (Versatile and Lethal), that means the choice between Impants and Earpieces is exactly the same as the choice between enhancements. 4.0 made this even easier by renaming all of the Implants and Earpieces to use the same naming convention as enhancements: Initiative = Accuracy Quick Savant = Alacrity Adept = Critical To make the numbers above, 8 Alacrity enhancements are needed and 2 Critical enhancements are needed Enhancement = Implant = Earpiece Link to comment Share on other sites More sharing options...
JourrnoRush Posted October 31, 2015 Share Posted October 31, 2015 Yup, just try to get as close to the magnitude of numbers as possible and don't worry as much about the specific piece. When you are within 100-200 points of those numbers (assuming the gear is all of the bis pieces for that item level) the differences in dps or healing output are less than 0.5% which is impossible to actually see in game. The best way to think about Implants and Earpieces is that the stats on them are exactly equal to the stats from: (Armoring + Mod + Enhancement) Since all of your Armorings and Mods are identical (Versatile and Lethal), that means the choice between Impants and Earpieces is exactly the same as the choice between enhancements. 4.0 made this even easier by renaming all of the Implants and Earpieces to use the same naming convention as enhancements: Initiative = Accuracy Quick Savant = Alacrity Adept = Critical To make the numbers above, 8 Alacrity enhancements are needed and 2 Critical enhancements are needed Enhancement = Implant = Earpiece Ah that makes sense. It doesn't really matter what I pick as long as I augment correctly to get to the numbers. Link to comment Share on other sites More sharing options...
ichebem Posted November 1, 2015 Share Posted November 1, 2015 (edited) How is Damage Calculated? [Ability DPS] = ( ( [Avg Mainhand Weapon Damage] x [1 + AmountModifierPercent] + [bonus Damage/Force/Tech/Heal] x [Coefficient] + [Avg StandardHealthPercent]*[base_DMG or Base_Heal] ) x [Accuracy %] + [Avg offhand Weapon Damage] x [1 + AmountModifierPercent] x [Offhand Accuracy] ) x ( 1 + [Ability Bonus Damage] + [Ability Active Damage] + [Debuff for F/T/M/R] + [Debuff for I/E]) x ( 1 + [Ability Damage Multipliers] ) x ( 1 + [Debuff for AOE] ) x ( 1 + [Execute Bonus Damage] ) x ( [# of Hits] ) x ( 1 + ( ( [Crit %] + [Ability Crit % bonus] ) + [Autocrit Proc Rate] / [Time Averaged Usage] ) x ( [Crit Bonus Damage] + [Ability Crit Damage Bonus] ) ) x ( 1 - 1 / ( 1 + ( ( 800 + 240 * [Level] ) / ( [Target Armor] x ( 1 - [Armor Debuff] ) x ( 1 - [Armor Penetration] ) ) ) ) ) x ( 1 + [Alacrity %] + [Average Alacrity % bonus] ) / [Time Averaged Usage] This is your answer. My question now: Where do i fend those "Coefficients" ?. I tried to do an excel sheet for my class (Merc-Heal)... but these numbers are missing. @ First i tried out to find a linear-regression & work with an offset. Didn´t work. Then i searched for this coefficients, found something old, and used it. Still not working, seems the coefficient have changed in 4.0. So where can i found these coefficients? And what is : AmountModifierPercent] Avg StandardHealthPercent] [base_DMG or Base_Heal] Edited November 1, 2015 by ichebem Link to comment Share on other sites More sharing options...
TACeMossie Posted November 1, 2015 Share Posted November 1, 2015 (edited) How is Damage Calculated? This is your answer. My question now: Where do i fend those "Coefficients" ?. I tried to do an excel sheet for my class (Merc-Heal)... but these numbers are missing. @ First i tried out to find a linear-regression & work with an offset. Didn´t work. Then i searched for this coefficients, found something old, and used it. Still not working, seems the coefficient have changed in 4.0. So where can i found these coefficients? https://torcommunity.com/database/search/ability/ Look for your ability there, then go to its page Open up the "Detailed Data" menu. You can find the coefficients in that huge list of values: e.g. From Cell Burst: [effParam_StandardHealthPercentMax] => 0.089 [effParam_StandardHealthPercentMin] => 0.079 (min/max modifier based of Standard Health value, which is set to whatever was in an earlier post for 65) [effParam_Coefficient] => 0.84 (modifier for bonus from Mastery, Power, also modifies tech bonus/force bonus for tech/force abilites) [effParam_AmountModifierPercent] => 0 (Weapon Damage modifier) Edited November 1, 2015 by TACeMossie Link to comment Share on other sites More sharing options...
ichebem Posted November 1, 2015 Share Posted November 1, 2015 just wanna mention i calculated a higher HPS with 208 PvPgear (for 2+ targets) Merc-Heals than you for 216 Storymode gear. @ one target you parses higher than me... Link to comment Share on other sites More sharing options...
dkiinvoker Posted November 1, 2015 Share Posted November 1, 2015 Ok so I have trouble with the APM for some of the specs. The easiest to explain my concern would be Hatred since it has no off-global-cooldown abilities (if e.g. Recklessness counts to the APM which is off-global-cooldown my concerns are probably not valid) and no natural increase of alacrity. With no alacrity Hatred should have 40 APM: GCD=1.5 s -> 40 GCDs in 1 minute. With alacrity rating 833 proposed for 216 iLvL (8.808% alacrity) new GCD is 1.5s/1.08808= 1.3786s. So it is 43.5232 APM since you can fit 3.5 more GCD in 1 minute. It can be simplified: 40*1.08808=43.5232 Please correct me if my understanding of this is wrong. Another example is Vengence. With no alacrity Shatter has 12s CD and it effectively determines CD on Ravage. This means that in 1 minute you fit 5 Ravages which effectively take 2 GCD. So 40-5=35 APM with no alacrity. So shrinking rotation by alacrity rating 821 proposed for 216 iLvL (8.702% alacrity) would be 35*1.08702=38.052 APM. What's even more puzzling is the fact that e.g. Rydarus manages to go to nearly 40 APM in Vengence. I know that you should clip Ravage but from what I understand you cannot clip it so much that you can fit another ability in the rotation which revolves around 8 GCD blocks started with Shatter. I also understand that rotation of dummy parse can end at different points giving different results for APM but looking at some of his parses I don't think that this factor plays major role here. Link to comment Share on other sites More sharing options...
Goblin_Lackey Posted November 2, 2015 Author Share Posted November 2, 2015 Ok so I have trouble with the APM for some of the specs. The easiest to explain my concern would be Hatred since it has no off-global-cooldown abilities (if e.g. Recklessness counts to the APM which is off-global-cooldown my concerns are probably not valid) and no natural increase of alacrity. With no alacrity Hatred should have 40 APM: GCD=1.5 s -> 40 GCDs in 1 minute. With alacrity rating 833 proposed for 216 iLvL (8.808% alacrity) new GCD is 1.5s/1.08808= 1.3786s. So it is 43.5232 APM since you can fit 3.5 more GCD in 1 minute. It can be simplified: 40*1.08808=43.5232 Please correct me if my understanding of this is wrong. Another example is Vengence. With no alacrity Shatter has 12s CD and it effectively determines CD on Ravage. This means that in 1 minute you fit 5 Ravages which effectively take 2 GCD. So 40-5=35 APM with no alacrity. So shrinking rotation by alacrity rating 821 proposed for 216 iLvL (8.702% alacrity) would be 35*1.08702=38.052 APM. What's even more puzzling is the fact that e.g. Rydarus manages to go to nearly 40 APM in Vengence. I know that you should clip Ravage but from what I understand you cannot clip it so much that you can fit another ability in the rotation which revolves around 8 GCD blocks started with Shatter. I also understand that rotation of dummy parse can end at different points giving different results for APM but looking at some of his parses I don't think that this factor plays major role here. I try to include the class offensive cooldowns in my APM estimation (but no Adrenals or "fluff" apm moves like force speed). In Hatred's case I include a Recklessness used every 90s and a overcharged saber used every 120s. This adds 0.666 and 0.5 apm to the default 40 apm (gcd) in the number of Ability Activations. I then take this 41.1666 and multiply it by Alacrity (1 + Alacrity %). This is what gives me my apm estimate. With Vengence I added in Enrage used every 45s (which inflates the apm because it is not needed that often). Also, Rydarus has a particular Alacrity percentage that he prefers (9% I believe). Once you factor in adrenal usage and my overly aggressive enrage usage, we come out pretty close with APM. TL'DR: I factor in off GCD abilities and alacrity which is why my APM numbers appear larger than just the moves on the gcd. Link to comment Share on other sites More sharing options...
danielocdh Posted November 2, 2015 Share Posted November 2, 2015 Take the recommended aug count for your item level's recommended amounts per a stat. Times that by 73. Take whatever number that is and subtract it from the total crit/alacrity stat pool. Then, divide that number by whatever number the enhancements at that item level provide for tertiary stat.( Say I need 3 crit augs and want 1200 total crit, 73 times 3 is 219, 219 - 1200 = 981. If the enhancements at the item level I'm looking to gear for give 119 points of Critical/Alacrity per, I want 8 crit enhancements and the rest alacrity.) I guess optimal stats doesn't mean it has to be simple xD I'm just lazy but will do as advised, thanks. Link to comment Share on other sites More sharing options...
Albertwang Posted November 2, 2015 Share Posted November 2, 2015 Interesting that snipers and gunslingers have the best DPS in PVE but are the worst class to use in PVP ranked matches. Link to comment Share on other sites More sharing options...
Goblin_Lackey Posted November 3, 2015 Author Share Posted November 3, 2015 Update 11/2/2015 Change Log: Added enhancement count to output upon popular request. Reminder: Enhancement = Implant = Earpiece. Enhancement, Augment and Crystal count consolidated to single letters for space reasons Slightly changed formatting for clarity. Modified Tank output to also include increased HP options via B mods and a single DPS relic Armor rating changed from my 35% (8831) estimate to the actual target dummy value of 39.87% (10874). (thanks Ceazare) Tanks had the wrong power value listed. This has been fixed. (thanks Gaspodia) Because of the large number of requests for having more than 110%, Accuracy has now been forced to use a value greater than or equal to 681. This only affects 224 gear. Virulence rotation changed (thanks TACeMossie) All Disciplines have been recalculated based on the new armor rating and with the new Accuracy requirements. This changes most of the augment distribution and all of the dps rankings. Link to comment Share on other sites More sharing options...
Telanis Posted November 3, 2015 Share Posted November 3, 2015 Does this take into account the fact that Force Armor / Static Barrier is unaffected by Crit? Should a Sage/Sorc healer who relies on shielding a lot put anything into Power or Mastery instead? As a concrete example, it's normal for one of my healers to maintain 3 (on the tanks and herself for the self heals). Typically that will mean refreshing every 20s on the tanks and every 30s on herself, plus some downtime for mechanics and stuff, so maybe estimate an average of use once every 10 seconds. Link to comment Share on other sites More sharing options...
alexhimbur Posted November 3, 2015 Share Posted November 3, 2015 I dont think the average for engineering is correct. Snipers who know the rotation well and know how to work it can pull over the "average" that has been listed in 224 gear. i know im roughly in 218 averaged gear and pull 6900 on average in an engineering parse. Just my two cents and maybe it helps, maybe it doesnt, thanks for all your work though! I still look to it for rough goals Link to comment Share on other sites More sharing options...
dipstik Posted November 3, 2015 Share Posted November 3, 2015 you using adrenals? all debuffs? Link to comment Share on other sites More sharing options...
Recommended Posts