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Assault Commando Rotation (there's a rotation?)

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
Assault Commando Rotation (there's a rotation?)

Gyronamics's Avatar


Gyronamics
06.17.2012 , 01:54 AM | #11
Quote: Originally Posted by oaceen View Post
i'm not sure what you mean by this.
i don't use hammershot to regen ammo. i use it to proc plasma cell and give me 2 GCDs after IR before using AS so that when it comes off CD, i can use IR again.

but how are you getting 70%? it's 3 chances of 16%, so it's only ~20%. where is the other 50% coming from?
i suppose this makes sense, but you're giving up AS and IR
i'll do some tests of my own, but i sort of just hope for the best as far as plasma cell is concerned, but maybe i should be taking a more active role in making sure it's kept up at all times.
You are using 2GCDS of not spending ammo. Thus regening ammo. If you did anything else you'd screw yourself over because you're already down 3 ammo from using IR without reserve powercell.

Why do you think it's important to synchronise assault plastique and IR.

It's 70% because there's 7 hits of 16% Examine your combat log not the hits you think you see on the screen. The game merges multiple hits to display them. I have proved this with about 15m of logging just firing Hammer Shots.

I don't regard IR as essential to have up, I regard having a DoT as essential and that's not just IR.

What makes you think I'm giving up Assault Plastique? I'm throwing it all the time.

KorroMan's Avatar


KorroMan
06.17.2012 , 08:20 AM | #12
I see IR as very important to the damage rotation. Although it's possible to maintain a good up-time on plasma cell, and you can try to manage your HiB use to that end, you will inevitably find yourself over-using hammer shot to get plasma cell back up if you don't use IR.

IR is cheap on ammo and GCDs considering the amount of damage it does, but more importantly, all of the upper tier AS talent points benefit from IR.

Rain of Fire: Your hammer shots (and to some extent, everything else) will always have that extra damage if you keep IR up. If you're using hammer shot to get plasma cell to proc, you're missing out on that damage.

Assault Trooper: IR benefits from the crit bonus just like everything else, and all the chances to crit are a benefit to...

Adrenaline Fueled: Unless you have 100% crit on your CBs, you're not making full use of this. IR ticks help ensure that the cooldowns on your AR and reserve powercell are being reduced as quickly as possible. Adrenaline rush reduces pressure on raid healers at zero cost to yourself, and of course reserve powercell is always great.

And last, but certainly not least, Burnout: I suppose you could argue that you just move to a different rotation after the boss gets into execute range. Personally, I prefer to maintain the same rotation, for the reasons listed above, but also because by the time we get into execute range the fight is in crunch time, and I don't want any awkwardness in my own rotation. I'd rather have the extra attention for paying attention to what's going on around me.

Gyronamics's Avatar


Gyronamics
06.17.2012 , 09:22 AM | #13
And I disagree.

There's no point going back and forth over what weight we put on each skill.

This is the last log I did before I ended up on a stupidly laggy server: http://s13.postimage.org/n8tm1bmpj/tmp1.jpg

Torparse is dead so I'm using a new site.

Burnout which of course doesn't work on an unkillable dummy adds about another 30dps.

I haven't found changing what I did there to increase damage.

oaceen's Avatar


oaceen
06.17.2012 , 02:37 PM | #14
i don't think we're having the same conversation so i will just say two things:

this:
Quote:
I don't regard IR as essential to have up, I regard having a DoT as essential and that's not just IR.
is all you had to say to answer my initial question.


and 7 x 16% is ~45% (although much better than ~20%). can you post a link of your video though, please?

Gyronamics's Avatar


Gyronamics
06.18.2012 , 06:08 AM | #15
This is the only video I've posted, the demonstration of the assault rotation: http://www.youtube.com/watch?v=RsH63sJE2Sc

What are you doing to get 45% on 7x16%?

The calculation for the chance of plasma cell to proc once in 7 tries of 16% =

(1-(0.84*0.84*0.84*0.84*0.84*0.84*0.84)) x 100 = 70.49%

I've also run long tests on the training dummies to be sure of it: www.swtor.com/community/showthread.php?p=4525606

I have the log for that saved too.

Rigsta's Avatar


Rigsta
06.21.2012 , 01:57 AM | #16
Quote: Originally Posted by Gyronamics View Post
Plasma Grenade is not worth it for me, it's 4 ammo and the burn lasts 6 seconds, sure you can use a reserve powercell on it but I'd rather use that on a IR which has a burn for 15 seconds.
That's the whole point surely - plasma nade's burn is much stronger than IR's, reserve powercell's cooldown is effectively 30-45 seconds with assault spec, and the burn effects stack.

I'll certainly be giving your rotation a try though to see if it works out better than mine (hey, I try to be open-minded). Mine relies on IR being up constantly for a reliable burn effect since our mechanics/procs rely on active burns so heavily, and during an actual fight it can be hard to keep track of a 6sec debuff in addition to everything else I'm doing.
Quote: Originally Posted by Gyronamics View Post
Why do you think it's important to synchronise assault plastique and IR.
I'd guess that it's just a way of keeping track of when to re-apply the DoT - the debuff area on the target frame can get rather crowded during a boss fight. Personally I don't use this method because IR's icon is reasonably distinctive, and using 5 ammo all at once does bad things to my regen.
Quote: Originally Posted by Gyronamics View Post
It's 70% because there's 7 hits of 16% Examine your combat log not the hits you think you see on the screen. The game merges multiple hits to display them. I have proved this with about 15m of logging just firing Hammer Shots.
I know hammer shot has a better average than most abilities thanks to the number of hits and the law of averages, but the actual percentage is proving elusive.

Just to confirm - you averaged a 70% proc rate with hammer shot over 15min using nothing but the data in the combat log and no calculations other than X procs over Y hits = Z% proc rate? If so, that's a valuable confirmation of hammer shot's chance to proc plasma cell. If not, then unfortunately it's just another debate on a forum about how one should calculate probability


Thanks for posting - it's always good to see how someone else does things, even if it does mean another 10-30 minutes on the practice dummy.... and squinting at a 480p youtube vid of someone shooting a practice dummy. Please type up your rotation/priority list next time

Gyronamics's Avatar


Gyronamics
06.21.2012 , 02:31 AM | #17
I'll be interested if you gain over my damage output.

This is the log of 15 minutes of me spamming Hammer Shots and watching for Plasma Cell procs.

Hammer Shots are 7 hits per attack and Plasma Cell is 3 hits per proc.

http://www.fryingtime.com/?filename=...4_58_43_626000

Every time it procced I stopped and waited for the proc to burn out before firing again.

The proc rate is 70% in theory and practice.