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Annihilation Min Max


HawtSheit's Avatar


HawtSheit
10.03.2012 , 05:37 PM | #11
nevermind i think i answered my own question, the strength and power augments give the same increase so ill just stick with the strength augments. Thanks again for the help everyone

AsiriusNazriel's Avatar


AsiriusNazriel
10.05.2012 , 09:35 AM | #12
I'm considered to be the among the most effective Annihilation/Watchman spec players on my server.

This is what I run as far as my spec:
http://db.darthhater.com/skill_calc/...f2efef7ef15ef9

My gear is fully itemized with Str augments:
Crit is 400: Unbuffed crit ~30%
Surge is 260: ~75.14%
Accuracy is : 99.4%
Power is 799: 570 Total Bonus Damage
Strength is 1799 (Max would be 1815ish with Campaign armoring for my belt, currently 25-guardian armoring in that slot)
Expertise: 1208

2 26-grade armorings in bracers and belt. Power crystals in both slots on lightsabers. PVP Vindicator set bonus.

Buffed I'm sitting on 36.2% crit and 19122hp.

I run a very balanced setup and I am consistently #1 in dps in 85% of my WZs. This setup works for me and I have yet to see another Mara/Sent on the Ebon Hawk put up bigger or more consistent results as Annihilaiton/Watchman. Not bragging, just stating that this setup is extremely effective in shutting down healers and blowing through everything from tanksins to stealthers to rage to carnage, it is universally dominant in my experience.
Pax Imperius & Pax Dominus
Arash a.k.a. "Chuck Norris of PVP"

IAmViiOLENT's Avatar


IAmViiOLENT
10.05.2012 , 03:47 PM | #13
For PvE, I run this gear setup - http://swtor.askmrrobot.com/characte...c-4cea52ee1f0e

Unstimmed -
2033 Strength, 1054 Power, 123 Crit, 228 Accuracy, 342 Surge

31/03/7 Skill Tree- http://swtor.askmrrobot.com/skills/M...28e8clc-i-200k

Parsed at 2009 DPS with bloodthirst, mid 1900's without.
http://www.torparse.com/a/25942/time...738/1349133092

As for my choice regarding crit vs. power, all of my testing has shown that between 100- ~300 crit rating there is very little difference, and this seemed to yield the better sustained in my opinion. (In fights where I know I need the burst more, I will either switch to carnage, or put on gear with a bit more crit.)

sumuser's Avatar


sumuser
10.06.2012 , 04:48 AM | #14
A lot of good info in this thread. I use noxxic for a basic idea of what to do when I'm first learning a class, but for higher end play I find it lacking.
Jedi Covenant
Apotheosis | lvl 50 | Bounty Hunter
Utnapishtim | lvl 50 | Sith Warrior

Hazchem's Avatar


Hazchem
10.06.2012 , 09:19 AM | #15
MMO-Mechanics has some some very juicy info as well, you can learn a lot from reading the watchman/Annihilation discussion.
Shemyaza. Lvl 55 Sith Marauder, Carnage.
Tomb of Freedan Nadd.

Youtube Channel

Omophorus's Avatar


Omophorus
10.06.2012 , 09:49 AM | #16
Quote: Originally Posted by IAmViiOLENT View Post
For PvE, I run this gear setup - http://swtor.askmrrobot.com/characte...c-4cea52ee1f0e

Unstimmed -
2033 Strength, 1054 Power, 123 Crit, 228 Accuracy, 342 Surge

31/03/7 Skill Tree- http://swtor.askmrrobot.com/skills/M...28e8clc-i-200k

Parsed at 2009 DPS with bloodthirst, mid 1900's without.
http://www.torparse.com/a/25942/time...738/1349133092

As for my choice regarding crit vs. power, all of my testing has shown that between 100- ~300 crit rating there is very little difference, and this seemed to yield the better sustained in my opinion. (In fights where I know I need the burst more, I will either switch to carnage, or put on gear with a bit more crit.)
This is some good stuff, and it's got me working on my own end to see what I can step up a notch.

There is one disingenuous thing in the parse though, that people should be aware of if they're trying to compare to their own numbers... using /stuck to end the fight faster does pad DPS. Whilst the exit combat delay is longer on an Ops dummy than actually exiting combat by killing your target, there *is* still some delay, so it makes your Ops dummy numbers look ever so slightly better than they really are.

For an idea of the impact of /stuck... I took the same combat log from a ~4 minute romp on the Ops dummy, modified the "exit combat" time in the log itself to the same time that my last skill landed (which cut about 6 seconds from the overall length of the fight), and it added around 40 DPS to the overall parse result (was ~1727 when just walking away, bumped to ~1768 by changing combat end time).

Other than that, though, good ****.

The small sample of results you posted does lend more confidence to the idea that steady-state DPS (discounting Bloodthirst/relics/adrenals) for a fully ilvl 61 Marauder is in the 1750-1800 range. At least based on the numbers in the parse, and not the numbers in your post.

It also makes me want to spend more time testing (both on Ops dummy and in real Ops) with varying Accuracy rating. There's going to be enough margin for error that I doubt anything solid will come of it, but some of the early, small-sample-size testing lent credence to the idea that Op boss defense chance was much closer to 8% than 10%. There was a statistical fit, assuming that bosses have an actual defense rating and not just a hard-coded percentage (which would make sense actually), that would put evade rate at right around 8.5%.

Numbers from recent Operations and Ops dummy testing with 285 Accuracy rating + Legacy companion buff (for 99.89% Accuracy) don't look significantly different than yours, which very much makes me want to play with a number closer to 98.5% and see what happens.

Even still, good ****, and has my min/max juices flowing again (hampered recently by inability of guildies to get their derp out... I want Campaign hilts).

IAmViiOLENT's Avatar


IAmViiOLENT
10.06.2012 , 02:49 PM | #17
Been messing around with carnage (redid all gear to fit it), seems to be a bit better. Able to hit 1950's with no adrenals or bloodthirsts. + Its fun as hell and awesome in the new operation!

as for the /stuck, I didn't /stuck. I edited the view time in torparse to fit the amount of time I was actually in combat, if you click on that same fight again in the window it will show 1991 dps, which is the pre edit dps (The fight ends as my last tick of rupture falls off).
(Essentially, the same as if I had /stuck myself ofc).
I believe that maras can easily sit at 1900+ dps, and that 1750-1800 aren't optimal. More than likely, server lag/ability lag, and the such play into lower numbers, and sometimes skill.

Edit*

Ah, I was thinking of a different parse. yeah, did /stuck in this one, that by following your math would have put close to 1950ish dps. Still more than respectable imo.