Ikmeeshur Posted July 2, 2012 Share Posted July 2, 2012 (edited) Hi everyone, I'm new to the game, just having got it last week and my main character is still only level 23. Once I got 6 main attack abilities, I was starting to become unsure as to which abilities I should prioritize over others. The main ones for my Jedi Sage are: Mind Crush, Project, Disturbance, Weaken Mind, Telekinetic Wave and Telekinetic Throw. I decided to write a little program to figure out what would be the best damage rotation for me so far, since websites only seem to factor in level 50 builds. I know my program isn't flawless - I only spent 1.5 hours on it and I just wanted it to give me some feedback. I just want to check in with the more experienced players here. Basically, the program takes into consideration the global cool down, specific ability cool downs, activation/channeling time and damage under each circumstance, whether the dot part of the ability has been applied to the enemy or not, how much damage a dot would do over a required time period, etc. You can ask the program to give the best damage rotation for a given number of seconds you expect the fight to last. If you want to know what the best damage rotation would be for a 2 second fight, it's going to recommend Project as your first ability. If the enemy is going to take 3 or more seconds to kill, it's going to recommend to start Telekinetic throw instead as your first ability. It doesn't start recommending to use Mind Crush at all until a 10-second fight, and it still prioritizes Telekinetic Throw over it given level 23 values. Given a 60 second fight, it's recommending this rotation: 1.0s: Telekinetic Throw 4.0s: Mind Crush 6.0s: Weaken Mind 7.0s: Telekinetic Throw 10.0s: Project 11.0s: Disturbance 12.5s: Disturbance 14.0s: Telekinetic Throw 17.0s: Project 18.0s: Disturbance 19.5s: Mind Crush 21.5s: Telekinetic Throw 24.5s: Project 25.5s: Disturbance 27.0s: Weaken Mind 28.0s: Telekinetic Throw 31.0s: Project 32.0s: Disturbance 33.5s: Disturbance 35.0s: Telekinetic Throw 38.0s: Mind Crush 40.0s: Telekinetic Wave 43.0s: Telekinetic Throw 46.0s: Telekinetic Wave 49.0s: Telekinetic Throw 52.0s: Telekinetic Wave 55.0s: Telekinetic Throw 58.0s: Project 59.0s: Weaken Mind I haven't factored in passives yet. That will make the program a lot more complicated. I am only level 23 though, so it won't make a huge difference at this point. These are the values I am feeding into it: Ability mindCrush = new Ability( "Mind Crush", 2, 15, new InstantDamage(244, 276), new DamageOverTime(374, 6) ); Ability project = new Ability( "Project", 0, 6, new InstantDamage(319, 355) ); Ability disturbance = new Ability( "Disturbance", 1.5, 0, new InstantDamage(256, 286) ); Ability weakenMind = new Ability( "Weaken Mind", 0, 0, new DamageOverTime(395, 21) ); Ability telekineticWave = new Ability( "Telekinetic Wave", 3, 6, new InstantDamage(435, 473) ); Ability telekineticThrow = new Ability( "Telekinetic Throw", 3, 6, new DamageOverTime(642, 3) ).setChanneled(true); Does this sound even remotely right? Basically the program is saying a few major points: 1) Only use disturbance to fill in gaps 2) Only use Mind Crush if it's going to last 10 seconds or more 3) Only use Weaken Mind if it fills a time gap, otherwise don't bother 4) Cut out your dots entirely, and also disturbance, once the enemy's health starts getting low. Just use Wave/Throw/Project. Edited July 2, 2012 by ronpaulforprez Link to comment Share on other sites More sharing options...
Ikmeeshur Posted July 2, 2012 Author Share Posted July 2, 2012 (edited) If I add in the Disturb Mind and Clamouring Force passives, it doesn't change anything. I did edit the program to force it to pick an activated skill for the first casting, so that way you get good damage without getting hit on your first ability. It really didn't affect much though: [ 1.0s - Mind Crush (634 Damage over 6.0 seconds), 3.0s - Telekinetic Throw (642 Damage over 3.0 seconds), 6.0s - Weaken Mind (395 Damage over 27.0 seconds), 7.0s - Project (337 Damage over 1.0 seconds), 8.0s - Disturbance (308 Damage over 1.5 seconds), 9.5s - Telekinetic Throw (642 Damage over 3.0 seconds), 12.5s - Disturbance (308 Damage over 1.5 seconds), 14.0s - Project (337 Damage over 1.0 seconds), 15.0s - Disturbance (308 Damage over 1.5 seconds), 16.5s - Telekinetic Throw (642 Damage over 3.0 seconds), 19.5s - Mind Crush (634 Damage over 6.0 seconds), 21.5s - Project (337 Damage over 1.0 seconds), 22.5s - Telekinetic Throw (642 Damage over 3.0 seconds), 25.5s - Disturbance (308 Damage over 1.5 seconds), 27.0s - Disturbance (308 Damage over 1.5 seconds), 28.5s - Telekinetic Throw (642 Damage over 3.0 seconds), 31.5s - Telekinetic Wave (454 Damage over 3.0 seconds), 34.5s - Telekinetic Throw (642 Damage over 3.0 seconds), 37.5s - Mind Crush (634 Damage over 6.0 seconds), 39.5s - Telekinetic Wave (454 Damage over 3.0 seconds), 42.5s - Telekinetic Throw (642 Damage over 3.0 seconds), 45.5s - Telekinetic Wave (454 Damage over 3.0 seconds), 48.5s - Telekinetic Throw (642 Damage over 3.0 seconds), 51.5s - Telekinetic Wave (454 Damage over 3.0 seconds), 54.5s - Telekinetic Throw (642 Damage over 3.0 seconds), 57.5s - Project (337 Damage over 1.0 seconds), 58.5s - Disturbance (308 Damage over 1.5 seconds)] I'll be pretty difficult to add in some of the later passives with % chances. I'm not sure how to factor that sort of thing in. I can easily reset the cooldowns of things easily enough, but if I use random number generation, the rotation will change upon each run. So, later on, it will be harder to model when to use Weaken Mind. Edited July 2, 2012 by ronpaulforprez Link to comment Share on other sites More sharing options...
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