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[PvE] The Mercenary / Commando Healing Guide

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
[PvE] The Mercenary / Commando Healing Guide

Adaliaya's Avatar


Adaliaya
06.14.2014 , 11:06 AM | #61
Very nice guide, benefitted my small Commado greatly. One minor (very minor) note is I would classify Trauma Probe/Kolto Shell as HoDT instead of HoT

NeNiMel's Avatar


NeNiMel
07.04.2014 , 10:56 AM | #62
Updated the guide so the dead link in the gearing section have been removed! A new link to Orderken's healing model have been added to the section instead

@Orderken That model looks really nice. I just need a little time to get more familiar with it, but the first impressions are really good

@Adaliaya Glad to hear you like it I will keep Kolto Shell as a Hot for now to avoid having too many abbreviations.
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T H E . R E D . E C I L P S E

NeNiMel's Avatar


NeNiMel
09.04.2014 , 12:14 AM | #63
Dump!

There were no changes for merc healing in 2.9 and as far as I can see there are none planned for 2.10 either...
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T H E . R E D . E C I L P S E

ichebem's Avatar


ichebem
09.05.2014 , 05:48 AM | #64
Hey;
I am a Commando and i am a PvP-Player, so my suggestion might be wrong, but i think you aim for the wrong crit-target.

You said you wanna have 200-300 Crit Rating and i think this is not optimal.

Mathematically, you are right, 200-300 Crit are optimal, but if you look at your fights, you really never loose somebody, because Healoutput overall is too small, you loose your allies, because the Healoutput in the last 5-10 Seconds was to small, and that happens, if your last 5 Heals doesnt crit. If one of the heals would have critted, everything would be fine, but with 200-300 Crit, the possibility that i does not crit is far higher than with 700-800 crit.

For example. (Numbers are fictive, but the difference is pretty accurate to the real Numbers)
With 40% Standard Heal goes for 3000, Crit for 6000
With 30% Crit, 3333 and 6666.

For 40% Crit:
8% Chance for 0 equals 15000 Healoutput
26% Chance for 1 equals 18000 Healoutput
34,5% Chance for 2 equals 21000 Healoutput
23% Chance for 3 equals 24000 Healoutput
8% Chance for 4 equals 27000 Healoutput
1% Chance for 5 equals 30000 Healoutput

For 30% Crit:
17% Chance for 0 equals 16667 Healoutput
36% Chance for 1 equals 20000 Healoutput
31% Chance for 2 equals 23333 Healoutput
13% Chance for 3 equals 26667 Healoutput
3% Chance for 4 equals 30000 Healoutput
<<1% Chance for 5 equals 33333 Healoutput


If you compare this, you have for example
With 30% Crit a 53% Chance to heal for 20000 or less.
With 40% Crit a 66% Chance to heal for 21000 or more.

On the other Hand,
With 30% Crit a 16% Chance to heal for 25000 or more.
With 40% Crit a 9% Chance to heal for 25000 or more.


So choose which is better. What do you think? I think with more crit you loose maybe 2-3% of your total output, but your heal is much more predictable and the amount of your heal is more stabil. And this is more worth than 2-3% of possible output.
Sparks
@T3M4 - @Randuhmz - @ToFN

Osxoba's Avatar


Osxoba
09.05.2014 , 09:31 AM | #65
Quote: Originally Posted by ichebem View Post
Hey;
I am a Commando and i am a PvP-Player, so my suggestion might be wrong, but i think you aim for the wrong crit-target.

You said you wanna have 200-300 Crit Rating and i think this is not optimal.

Mathematically, you are right, 200-300 Crit are optimal, but if you look at your fights, you really never loose somebody, because Healoutput overall is too small, you loose your allies, because the Healoutput in the last 5-10 Seconds was to small, and that happens, if your last 5 Heals doesnt crit. If one of the heals would have critted, everything would be fine, but with 200-300 Crit, the possibility that i does not crit is far higher than with 700-800 crit.

For example. (Numbers are fictive, but the difference is pretty accurate to the real Numbers)
With 40% Standard Heal goes for 3000, Crit for 6000
With 30% Crit, 3333 and 6666.

For 40% Crit:
8% Chance for 0 equals 15000 Healoutput
26% Chance for 1 equals 18000 Healoutput
34,5% Chance for 2 equals 21000 Healoutput
23% Chance for 3 equals 24000 Healoutput
8% Chance for 4 equals 27000 Healoutput
1% Chance for 5 equals 30000 Healoutput

For 30% Crit:
17% Chance for 0 equals 16667 Healoutput
36% Chance for 1 equals 20000 Healoutput
31% Chance for 2 equals 23333 Healoutput
13% Chance for 3 equals 26667 Healoutput
3% Chance for 4 equals 30000 Healoutput
<<1% Chance for 5 equals 33333 Healoutput


If you compare this, you have for example
With 30% Crit a 53% Chance to heal for 20000 or less.
With 40% Crit a 66% Chance to heal for 21000 or more.

On the other Hand,
With 30% Crit a 16% Chance to heal for 25000 or more.
With 40% Crit a 9% Chance to heal for 25000 or more.


So choose which is better. What do you think? I think with more crit you loose maybe 2-3% of your total output, but your heal is much more predictable and the amount of your heal is more stabil. And this is more worth than 2-3% of possible output.

However, with 40% crit and those healing numbers assumed, the expected value is 21,000 whereas at 30% crit the expected value is 21,667 rounded to the nearest integer. So it seems that the expected output over 5 heals would favor the 30% crit build.

ichebem's Avatar


ichebem
09.05.2014 , 11:51 AM | #66
yeah, the absolute output is lower, although its not as big as assumed, 21k, vs 21,6k in truth its about the half of the difference.

But: Lets say there are 17,5k Damage which must be healed:
With 40% Crit, you have a 8% to fail.
With 30% Crit you will fail in 17% of the cases.

With more crit, the worst case scenario, is better. The question ist, can you make the worst case scenario so good or so improbably that i wont happen?
If you can go so deep in crit that you can handle this, crit is stronger.

In other cases, of cause, AP is stronger.

Its a deep theory question and its a question which answer will change for different bosses/circumstances..

but its an very interesting question
Sparks
@T3M4 - @Randuhmz - @ToFN

Osxoba's Avatar


Osxoba
09.05.2014 , 12:13 PM | #67
Quote: Originally Posted by ichebem View Post
yeah, the absolute output is lower, although its not as big as assumed, 21k, vs 21,6k in truth its about the half of the difference.

But: Lets say there are 17,5k Damage which must be healed:
With 40% Crit, you have a 8% to fail.
With 30% Crit you will fail in 17% of the cases.

With more crit, the worst case scenario, is better. The question ist, can you make the worst case scenario so good or so improbably that i wont happen?
If you can go so deep in crit that you can handle this, crit is stronger.

In other cases, of cause, AP is stronger.

Its a deep theory question and its a question which answer will change for different bosses/circumstances..

but its an very interesting question
I can understand you are coming from here but I think a few changes could be made to make it a little more accurate. First if we start with base heals of 3000 and 3333, a crit heal would be closer to 174% of the base heal, as ideal surge values sit around 74%. This means we should tweak the crit values to 5220 and 5799.

If you recalculate the same probabilities the new EVs are 19,440 and 20,364 for 40% and 30% crit respectively. A larger difference in expected output. Also this will bring the values to :

40% crit
Crits , Prob, Value:
0, 7.77% 15,000
1, 25.92% 17,220
2, 34.56% 19,440
3, 23.04% 21,660
4, 7.68% 23,880
5, 1.02% 26,100

30% crit
Crits , Prob, Value:
0, 16.81% 16,665
1, 36.02% 19,131
2, 30.87% 21,598
3, 13.23% 24,064
4, 2.84% 26,531
5, 0.243% 28,997

I chose the extra 2 decimal places on percentages as we deal in thousands in the game and those places will matter.
If we go back to the scenario of 17,500 damage needing to be healed you can see that there is only 16.81% chance of not healing that with 30% crit, but a 33.70% chance of not healing that with 40% crit rating.

ichebem's Avatar


ichebem
09.05.2014 , 03:51 PM | #68
yeah, ok, but Surge Rating is about 1,9 because you can skill 15%.

Furthermore, the numbers real difference is not 3000 to 3333 its a little closer . Will test it, and use ingame Numbers ;
Sparks
@T3M4 - @Randuhmz - @ToFN

Ozzi's Avatar


Ozzi
09.06.2014 , 07:17 AM | #69
For The Score Keeper!

Rambeezy's Avatar


Rambeezy
09.08.2014 , 12:21 PM | #70
Simple math does not apply to an entire boss fight. There's multiple factors that go into optimization of gear which can't be given a set variable. The first is your other healer/s who support you. The second is the moves which are used to heal a specific way for that situation. The third is the overall length of the fight or rather the amount of time you are actively healing. I have messed with my crit so much in the past month while we progressed through NiM council. I tried over 500 crit rating and I tried 330 crit rating. I tried a dozen different crit levels between the 2 as well. What I finally realized was that me thinking my crit was affecting my heals was actually just some self fulfilling prophecy. It was me who made my heals go up by not overhealing and by using the best heal for that time. When we killed council I had exactly 402 crit rating with half alacrity gear and half surge gear. I don't know if this helps but I just figured a first hand account of a merc bodyguard trying to optimize gear during nim council progression would be beneficial. Thank you