Excise Posted October 27, 2015 Share Posted October 27, 2015 Question: For healers, is Power/Mastery vs Critical close enough in terms of effectiveness that going Power/Mastery is the logical choice, given that Criticals can result in unexpected overhealing? Link to comment Share on other sites More sharing options...
Rambovi Posted October 27, 2015 Share Posted October 27, 2015 First of all thanks for you work. but i have 2 questions: 1. Like Shini said we started a discussion about using the hot relic. I made a calculation about Power vs Hot Relic. Power Relic gaves my Sage a Healing + per skill roundabout 280 bonushealing and last 6 Seconds so i can do 3-4 Skills in this 6 Seconds which means an bonushealing of 840-1120 the Hot relic instead does ~1500 heal. As i know the Hot Relic can crit too so there is no additional calculation needed. Am i right if i say as long as i dont have an AOE Healer like Scoundrel i should use the Hot relic? At Commando site i think its the same except the power proc is up at probe tick or kolto cloud tick 2. Accuracy Why 7 + 1 Augments instead of 5 + 2 Enhancements. Link to comment Share on other sites More sharing options...
Joefjr Posted October 27, 2015 Share Posted October 27, 2015 Thanks for the info 8) Link to comment Share on other sites More sharing options...
Sindariel Posted October 27, 2015 Share Posted October 27, 2015 Hey Bant, Could you do a calculation between the old Dread Master 4-piece + new 2 piece vs. the new 6-piece set bonus for Sorcs/Sages? Would be nice to finally have some numbers to compare. Link to comment Share on other sites More sharing options...
kovodar Posted October 27, 2015 Share Posted October 27, 2015 All hail the stats king! Thank you so much for posting this. How does it feel to be shaping a large part of the PVE community? Link to comment Share on other sites More sharing options...
zeoriel Posted October 27, 2015 Share Posted October 27, 2015 THX a lot - very very nice work! Link to comment Share on other sites More sharing options...
dipstik Posted October 27, 2015 Share Posted October 27, 2015 gratz on another fine post. ill picket in austin if they take it down lol. they should be happy you show all dps within 5%. im waiting for damage profiles of hm and nim to come in, but ive done some preliminary calcs showing 198 absorb mods to be bis for sin/pt for most damage profiles (barring force scream calcs). unfortunatley, i think anyone who had that schematic has had it taken away. Link to comment Share on other sites More sharing options...
shyroman Posted October 27, 2015 Share Posted October 27, 2015 I have a question about your rotation for virulence snipers, wouldn't it be better if weakening blast was right before cull to maximize WB hits (by getting the beginning of the next cull in the WB window) rather than 2 GCDs before cull? Link to comment Share on other sites More sharing options...
FerkWork Posted October 27, 2015 Share Posted October 27, 2015 Excellent work. Glad to have this available. Link to comment Share on other sites More sharing options...
dipstik Posted October 27, 2015 Share Posted October 27, 2015 (edited) looks like you are assuming bmod tanks are going to use 2 dps relics for the endurance. specifically the call on k13 for cell h47 on the gear stats page (for 224 gear). i hope bmod tanks will keep the warding relic, but i can see em taking an extra 75 damage per second for the 203 endurance. is this a bug or do you see bmod tanks using 2 dps relics? Edited October 27, 2015 by dipstik Link to comment Share on other sites More sharing options...
Goblin_Lackey Posted October 27, 2015 Author Share Posted October 27, 2015 (edited) looks like you are assuming bmod tanks are going to use 2 dps relics for the endurance. specifically the call on k13 for cell h47 on the gear stats page (for 224 gear). i hope bmod tanks will keep the warding relic, but i can see em taking an extra 75 damage per second for the 203 endurance. is this a bug or do you see bmod tanks using 2 dps relics? Oversight on my part. The reason why the k13 is still endurance is that I still use the same table to generate the dps and tank stat totals and I forgot to include the fix for mastery in the other two tank stat totals. Those totals on that page were for my quick reference. (And worked fine in 3.x) I fixed them to use tanking relics again. In my code I pull the raw values from the table and add them up there (because I have more control there for arbitrary ilevel changes. This code is also where I put most of my levers that allow me to look at alternate gearing profiles (such as dps relics, crical relic, b-mods, lower level b-mods for 224, forcing max accuracy and others.) I actually don't know what the limits should be for gearing for additional endurance. Should we look at having a certain hp value to avoid the largest one shot? should we have a buffer to allow healers time to catch up? Should we define a certain percentage as the maximum amount of total mitigation we are willing to give up? What is endurance worth compared to hps? Should we delay taking top tier gear until the dps and healers are done due to the minimal gains of going up a gear tier? Lots of questions on this, still am short on answers. Edited October 27, 2015 by Goblin_Lackey Link to comment Share on other sites More sharing options...
dipstik Posted October 27, 2015 Share Posted October 27, 2015 Oversight on my part. The reason why the k13 is still endurance is that I still use the same table to generate the dps and tank stat totals and I forgot to include the fix for mastery in the other two tank stat totals. Those totals on that page were for my quick reference. (And worked fine in 3.x) I fixed them to use tanking relics again. In my code I pull the raw values from the table and add them up there (because I have more control there for arbitrary ilevel changes. This code is also where I put most of my levers that allow me to look at alternate gearing profiles (such as dps relics, crical relic, b-mods, lower level b-mods for 224, forcing max accuracy and others.) I actually don't know what the limits should be for gearing for additional endurance. Should we look at having a certain hp value to avoid the largest one shot? should we have a buffer to allow healers time to catch up? Should we define a certain percentage as the maximum amount of total mitigation we are willing to give up? Wgat is endurance worth compared to hps? Should we delay thereng until the dps and healers are done due to the minimal gains of going up a gear tier? Lots of questions on this, still am short on answers. the whole time to kill versus mitigation thing has been a sore point for tank theorycrafting since the beginning. right now it seems like tanks are going to have to make all sorts of weird desicions. 224 unlettered, versus 198 unlettered, versus 198 bmods, versus 220 (since 224 arent in game) bmods. i have a feeling that going with 198 absorb bmods with one or two dps relics might be a thing.... Link to comment Share on other sites More sharing options...
OmenQ Posted October 27, 2015 Share Posted October 27, 2015 Thanks to you and KBN and all the others for doing this. Using your numbers, I always do well in the limited number of Ops and FPs I get to do, gaining compliments for my tanking skill. I know that my stats are only half the battle, but you guys make it easy to balance my stats, so I can focus on being a more skilled player. TL;DR Thanks! Link to comment Share on other sites More sharing options...
Goblin_Lackey Posted October 28, 2015 Author Share Posted October 28, 2015 First of all thanks for you work. but i have 2 questions: 1. Like Shini said we started a discussion about using the hot relic. I made a calculation about Power vs Hot Relic. Power Relic gaves my Sage a Healing + per skill roundabout 280 bonushealing and last 6 Seconds so i can do 3-4 Skills in this 6 Seconds which means an bonushealing of 840-1120 the Hot relic instead does ~1500 heal. As i know the Hot Relic can crit too so there is no additional calculation needed. Am i right if i say as long as i dont have an AOE Healer like Scoundrel i should use the Hot relic? At Commando site i think its the same except the power proc is up at probe tick or kolto cloud tick 2. Accuracy Why 7 + 1 Augments instead of 5 + 2 Enhancements. 1) I haven't looked into the Ephemeral Mending Relics because usually they are both terrible (a most a 1.5k heal every 20s) and can't be controlled on who they heal or over heal. And you can actually fit 4-5 moves in under the 6s power proc and they can be fully controlled on who needs them) 2) Accuracy I chose the value that was closest to 110% (http://www.swtor.com/community/showthread.php?t=844023). The 5/2 is further away then the 7/1 even though it does provide greater than 110%. Link to comment Share on other sites More sharing options...
Goblin_Lackey Posted October 28, 2015 Author Share Posted October 28, 2015 Hey Bant, Could you do a calculation between the old Dread Master 4-piece + new 2 piece vs. the new 6-piece set bonus for Sorcs/Sages? Would be nice to finally have some numbers to compare. I removed the code I inserted to test this last time. I dislike recommending gear sets that are now unobtainable in game. For this same reason I won't recommend keeping the 198 Absorb Mods because they are just as unobtainable. Link to comment Share on other sites More sharing options...
pharo Posted October 28, 2015 Share Posted October 28, 2015 Thanks Bant, this is awesome brother! Link to comment Share on other sites More sharing options...
WiththeForc Posted October 28, 2015 Share Posted October 28, 2015 wow, thanks for doing this, definitely gonna use it as a reference. i need a errrrooooo Link to comment Share on other sites More sharing options...
Lalainnia Posted October 28, 2015 Share Posted October 28, 2015 Booo why combat medics so low:( Link to comment Share on other sites More sharing options...
Arkhonos Posted October 28, 2015 Share Posted October 28, 2015 Any chance you could run some numbers at the 224 level with 5 accuracy augs + 2 enhancements enforced? Even if it isn't optimal, I prefer 110% accuracy. Appreciate the time you spent on this. Link to comment Share on other sites More sharing options...
TACeMossie Posted October 28, 2015 Share Posted October 28, 2015 2) Accuracy I chose the value that was closest to 110% (http://www.swtor.com/community/showthread.php?t=844023). The 5/2 is further away then the 7/1 even though it does provide greater than 110%. Still gonna run 5/2 though. Cause I had an incident in 2.X where I wiped the raid twice because of missing an interrupt against Corruptors in NiM Draxus. With 99.98% accuracy. In the same night. Link to comment Share on other sites More sharing options...
Goblin_Lackey Posted October 28, 2015 Author Share Posted October 28, 2015 (edited) Any chance you could run some numbers at the 224 level with 5 accuracy augs + 2 enhancements enforced? Even if it isn't optimal, I prefer 110% accuracy. Appreciate the time you spent on this. Just those stats then: (side effect is a synergy with 220 due to 5 augments of accuracy) Ultimate Exarch (204 ilvl) with more than 100% Accuracy Marauder - Annihilation || Sentinel - Watchman 7170 DPS | 48.1 APM | 5372 Mastery | 2931 Power | 1192 (6xAug) (2xCry) Critical | 891 (3xAug) Alacrity | 701 (5xAug) Accuracy Marauder - Carnage || Sentinel - Combat 6890 DPS | 52.7 APM | 5372 Mastery | 2931 Power | 1309 (3xAug) (2xCry) Critical | 774 (6xAug) Alacrity | 701 (5xAug) Accuracy Marauder - Fury || Sentinel - Concentration 6750 DPS | 45 APM | 5372 Mastery | 2931 Power | 1236 (2xAug) (2xCry) Critical | 847 (7xAug) Alacrity | 701 (5xAug) Accuracy Juggernaut - Immortal || Guardian - Defence 1240 DtPS | 5363 Mastery | 1022 Power | 2931 Defense | 1285 (13xAug) Absorb | 1417 (1xAug) Shield Juggernaut - Vengeance || Guardian - Vigilance 6830 DPS | 39.7 APM | 5372 Mastery | 2931 Power | 1192 (6xAug) (2xCry) Critical | 891 (3xAug) Alacrity | 701 (5xAug) Accuracy Juggernaut - Rage || Guardian - Focus 6810 DPS | 44.2 APM | 5372 Mastery | 2931 Power | 1243 (9xAug) (2xCry) Critical | 840 Alacrity | 701 (5xAug) Accuracy Assassin - Darkness || Shadow - Kinetic Combat 1290 DtPS | 5363 Mastery | 1022 Power | 2931 Defense | 1402 (10xAug) Absorb | 1300 (4xAug) Shield Assassin - Deception || Shadow - Infiltration 7080 DPS | 49.2 APM | 5372 Mastery | 2931 Power | 1236 (2xAug) (2xCry) Critical | 847 (7xAug) Alacrity | 701 (5xAug) Accuracy Assassin - Hatred || Shadow - Serenity 6930 DPS | 45.1 APM | 5372 Mastery | 2931 Power | 1170 (8xAug) (2xCry) Critical | 913 (1xAug) Alacrity | 701 (5xAug) Accuracy Sorcerer - Corruption || Sage - Seer 8650 HPS | 47.2 APM | 5372 Mastery | 2931 Power | 1411 (9xAug) (2xCry) Critical | 1373 (5xAug) Alacrity | 0 Accuracy Sorcerer - Lightning || Sage - Telekinetics 6780 DPS | 49.8 APM | 5372 Mastery | 2931 Power | 1287 (5xAug) (2xCry) Critical | 796 (4xAug) Alacrity | 701 (5xAug) Accuracy Sorcerer - Madness || Sage - Balance 6800 DPS | 41.3 APM | 5372 Mastery | 2931 Power | 1163 (1xAug) (2xCry) Critical | 920 (8xAug) Alacrity | 701 (5xAug) Accuracy Mercenary - Bodyguard || Commando - Combat Medic 8310 HPS | 44.1 APM | 5372 Mastery | 2931 Power | 1579 (9xAug) (2xCry) Critical | 1205 (5xAug) Alacrity | 0 Accuracy Mercenary - Arsenal || Commando - Gunnery 6870 DPS | 41.9 APM | 5372 Mastery | 2931 Power | 1214 (4xAug) (2xCry) Critical | 869 (5xAug) Alacrity | 701 (5xAug) Accuracy Mercenary - Innovative Ordinance || Commando - Assault Specialist 6970 DPS | 43.3 APM | 5372 Mastery | 2931 Power | 1192 (6xAug) (2xCry) Critical | 891 (3xAug) Alacrity | 701 (5xAug) Accuracy Powertech - Shield Tech || Vanguard - Shield Specialist 1300 DtPS | 5363 Mastery | 1022 Power | 2931 Defense | 1037 (5xAug) Absorb | 1665 (9xAug) Shield Powertech - Advanced Prototype || Vanguard - Tactics 7080 DPS | 49.4 APM | 5372 Mastery | 2931 Power | 1243 (9xAug) (2xCry) Critical | 840 Alacrity | 701 (5xAug) Accuracy Powertech - Pyrotech || Vanguard - Plasmatech 6670 DPS | 43.1 APM | 5372 Mastery | 2931 Power | 1214 (4xAug) (2xCry) Critical | 869 (5xAug) Alacrity | 701 (5xAug) Accuracy Sniper - Marksman || Gunslinger - Sharpshooter 7080 DPS | 46.8 APM | 5372 Mastery | 2931 Power | 1214 (4xAug) (2xCry) Critical | 869 (5xAug) Alacrity | 701 (5xAug) Accuracy Sniper - Engineering || Gunslinger - Saboteur 7220 DPS | 38.6 APM | 5372 Mastery | 2931 Power | 1214 (4xAug) (2xCry) Critical | 869 (5xAug) Alacrity | 701 (5xAug) Accuracy Sniper - Virulence || Gunslinger - Dirty Fighting 6830 DPS | 36.4 APM | 5372 Mastery | 2931 Power | 1163 (1xAug) (2xCry) Critical | 920 (8xAug) Alacrity | 701 (5xAug) Accuracy Operative - Medicine || Scoundrel - Sawbones 8310 HPS | 43.3 APM | 5372 Mastery | 2931 Power | 1535 (13xAug) (2xCry) Critical | 1249 (1xAug) Alacrity | 0 Accuracy Operative - Concealment || Scoundrel - Scrapper 6720 DPS | 45.8 APM | 5372 Mastery | 2931 Power | 1214 (4xAug) (2xCry) Critical | 869 (5xAug) Alacrity | 701 (5xAug) Accuracy Operative - Lethality || Scoundrel - Ruffian 6830 DPS | 46.4 APM | 5372 Mastery | 2931 Power | 1163 (1xAug) (2xCry) Critical | 920 (8xAug) Alacrity | 701 (5xAug) Accuracy I may change the front page at some point to use these values in a future update. Edited October 28, 2015 by Goblin_Lackey Link to comment Share on other sites More sharing options...
TACeMossie Posted October 28, 2015 Share Posted October 28, 2015 (edited) Another thing: I noticed you went with Yolo's 3-Cull for Virulence. A while back, I came up with an alternative rotation due to the revelation takedown/Quickdraw is only better than Lethal Shot/Dirty Blast above 30% health and without weakening blast up, or with the DM 4-piece (no longer accessible) Would like to see how it ranks. Rotation: CD -> CG -> TD -> WB -> Cull -> LS X2 -> SoS -> Cull -> LS X2 -> TD -> WB -> Cull -> CD -> CG -> SoS -> Cull -> LS X2 -> TD -> WB -> Cull -> LS X2 -> SoS -> Cull -> Repeat Replace TD with LS sub-30, and for resource management prioritize replacing LS (not under WB), Then TD, And then normal LS (which shouldn't be neccesary) Edited October 28, 2015 by TACeMossie Link to comment Share on other sites More sharing options...
Goblin_Lackey Posted October 28, 2015 Author Share Posted October 28, 2015 (edited) Another thing: I noticed you went with Yolo's 3-Cull for Virulence. A while back, I came up with an alternative rotation due to the revelation takedown/Quickdraw is only better than Lethal Shot/Dirty Blast above 30% health and without weakening blast up, or with the DM 4-piece (no longer accessible) Would like to see how it ranks. Rotation: CD -> CG -> TD -> WB -> Cull -> LS X2 -> SoS -> Cull -> LS X2 -> TD -> WB -> Cull -> CD -> CG -> SoS -> Cull -> LS X2 -> TD -> WB -> Cull -> LS X2 -> SoS -> Cull -> Repeat Replace TD with LS sub-30, and for resource management prioritize replacing LS (not under WB), Then TD, And then normal LS (which shouldn't be neccesary) I don't actually work directly with rotations, they are mainly posted because I always get asked the same questions on it. I work with average time between ability activation. But you already knew that. Full Disclosure: I may have "stolen" [and did "steal"] many of the techniques and data for doing this this from you. That being said, I entered in your modified version and here are the results: (Also using this as a chance to show off some of the system capabilities) Virulence Sniper Added Assumptions Rotation is 27s long (18GCDs) 3 Culls are used per 27s I use a modified the number of hits for the dots: 23.1 per application = (9 default + 3 * 4 Cull) * 110% Extra tick chance The number of hits for Weakening Blast is ~24.8. This is based on the time averaged tick rate of triggering abilities per second, then multiplying the result by 10 and adding 1 for initial hit. This actually makes the tick rate match the number of ticks on parsely.io. Corrosive Mine (roll) is used every 27s because it is a free dps boost compared to Rifle Shot. I try to undershoot on the energy used for this spec because of the critical related energy regain and non-linear energy regen Lethal Shot is used every chance that can be afforded (currently set as the remainder of GCDs after every other move is used) Special note: Corrosive Grenade's coefficients don't seem to match the damage output of the move. Unsure on reason why. Changes Made for your rotation: Series of Shots moved from 27s to 18s Takedown moved from 13.5s to 18s pre 30% Takedown moved from 13.5s to 0s sub 30% Rifle Shots moved from 81s to 0s Corrosive Mine remains at 27d Lethal Shot Automatically moved from ~8.5s to 9s pre 30% Lethal Shot Automatically moved from ~8.5s to 6s sub 30% Weakening Blast hits Automatically moved from 24.84 ticks estimation to 25.77 ticks Manually added an extra tick to Weakening Blast to simulate better optimized use of Lethal Shot Modified Rotation Results: (gear not shown) 224: 6873 220: 6620 216: 6354 Original Results: (gear not shown) 224: 6831 220: 6579 216: 6315 Now for me showing off my automated outputs: Modified Version: Sniper - Virulence Input Settings: Sniper - Virulence ilvl 224, All Augment Combinations Tested, All Debuffs applied, 35% Operations Dummy 5372 Mastery 6410 Endurance 2931 Power 1163 Critical 920 Alacrity 701 Accuracy 1 Critical Augment; 8 Alacrity Augments; 5 Accuracy Augments; 2 Eviscerating Crystals; Calculated Stats: (without Procs) Damage: 2926-3169 OH Damage: - Bonus Damage: 1835.9 Accuracy: 110.19% OH Accuracy: 76.19% Crit Chance: 37.69% Crit Bonus: 66.95% Bonus Special: 2616.4 Bonus Heal: 1889.8 Special Accuracy: 110.19% Special Crit Chance: 37.69% Special Crit Bonus: 66.95% Alacrity: 9.56% Health: 80883 Armor Rating: 5649 Damage Reduction: 25.62% Defense Chance: 5.00% Shield Chance: 0.00% Absorb Percent: 0.00% Mastery Relic Uptime: 31.62% Power Relic Uptime: 28.96% Average DPS: 6873 28.27% of time spent sub 30% HP 35.14 APM (Sorry for the formatting, Tab delineation and tables don't work on the forums) Ability, Tooltip, Average Damage, Normal Hit, Normal Crit, Crit Percent, Time between uses, DPS, Percent of Total; Corrosive Dart, 21757, 34478.04, 1158.29, 1855.04, 43.11%, 24.64s, 1399.09, 20.36%; Corrosive Grenade, 20430, 32198.36, 1081.7, 1732.39, 43.11%, 24.64s, 1306.58, 19.01%; Cull, 8200-8638, 9930.11, 1630.14, 2878.94, 63.68%, 8.21s, 1208.86, 17.59%; Weakening Blast, 11813-12437, 12649.72, 380.82, 609.9, 43.11%, 16.43s, 769.97, 11.20%; Series of Shots, 12314-12975, 12587.51, 2442.12, 4077, 43.11%, 16.43s, 766.18, 11.15%; Lethal Shot (Poison), 2594, 3962.53, 3157.11, 5056.22, 38.11%, 7.44s, 557.61, 8.11%; Lethal Shot, 3273-3449, 3258.86, 2596.47, 4334.67, 38.11%, 7.44s, 452.8, 6.59%; Takedown, 7550-7954, 7555.64, 6019.89, 10049.91, 38.11%, 11.78s, 329.88, 4.80%; Corrosive Mine, 1195, 2028.21, 538.65, 862.67, 38.11%, 24.64s, 82.3, 1.20%; Original Version: Sniper - Virulence Input Settings: Sniper - Virulence ilvl 224, All Augment Combinations Tested, All Debuffs applied, 35% Operations Dummy, Full Accuraccy 5372 Mastery 6410 Endurance 2931 Power 1163 Critical 920 Alacrity 701 Accuracy 1 Critical Augment; 8 Alacrity Augments; 5 Accuracy Augments; 2 Eviscerating Crystals; Calculated Stats: (without Procs) Damage: 2926-3169 OH Damage: - Bonus Damage: 1835.9 Accuracy: 110.19% OH Accuracy: 76.19% Crit Chance: 37.69% Crit Bonus: 66.95% Bonus Special: 2616.4 Bonus Heal: 1889.8 Special Accuracy: 110.19% Special Crit Chance: 37.69% Special Crit Bonus: 66.95% Alacrity: 9.56% Health: 80883 Armor Rating: 5649 Damage Reduction: 25.62% Defense Chance: 5.00% Shield Chance: 0.00% Absorb Percent: 0.00% Mastery Relic Uptime: 31.59% Power Relic Uptime: 28.93% Average DPS: 6831 28.27% of time spent sub 30% HP 36.36 APM (Sorry for the formatting, Tab delineation and tables don't work on the forums) Ability, Tooltip, Average Damage, Normal Hit, Normal Crit, Crit Percent, Time between uses, DPS, Percent of Total; Corrosive Dart, 21757, 34477.02, 1158.26, 1854.98, 43.11%, 24.64s, 1399.04, 20.48%; Corrosive Grenade, 20430, 32197.4, 1081.67, 1732.33, 43.11%, 24.64s, 1306.54, 19.13%; Cull, 8200-8638, 9929.77, 1630.09, 2878.84, 63.68%, 8.21s, 1208.82, 17.70%; Weakening Blast, 11383-11985, 12189.51, 380.81, 609.88, 43.11%, 16.43s, 741.96, 10.86%; Takedown, 7550-7954, 7555.39, 6019.7, 10049.59, 38.11%, 12.34s, 612.48, 8.97%; Series of Shots, 12314-12975, 12587.08, 2442.04, 4076.87, 43.11%, 24.64s, 510.77, 7.48%; Lethal Shot (Poison), 2594, 3962.41, 3157.02, 5056.06, 38.11%, 7.78s, 509.52, 7.46%; Lethal Shot, 3273-3449, 3258.75, 2596.38, 4334.53, 38.11%, 7.78s, 419.05, 6.13%; Corrosive Mine, 1195, 2028.15, 538.64, 862.64, 38.11%, 24.64s, 82.3, 1.20%; Rifle Shot, 2926-3169, 2971.77, 1183.87, 1976.41, 38.11%, 73.93s, 40.2, 0.59%; Edited October 28, 2015 by Goblin_Lackey Link to comment Share on other sites More sharing options...
TACeMossie Posted October 28, 2015 Share Posted October 28, 2015 I don't actually work directly with rotations, they are mainly posted because I always get asked the same questions on it. I work with average time between ability activation. But you already knew that. Full Disclosure: I may have "stolen" [and did "steal"] many of the techniques and data for doing this this from you. That being said, I entered in your modified version and here are the results: (Also using this as a chance to show off some of the system capabilities) Virulence Sniper Added Assumptions Rotation is 27s long (18GCDs) 3 Culls are used per 27s I use a modified the number of hits for the dots: 23.1 per application = (9 default + 3 * 4 Cull) * 110% Extra tick chance The number of hits for Weakening Blast is ~24.8. This is based on the time averaged tick rate of triggering abilities per second, then multiplying the result by 10 and adding 1 for initial hit. This actually makes the tick rate match the number of ticks on parsely.io. Corrosive Mine (roll) is used every 27s because it is a free dps boost compared to Rifle Shot. I try to undershoot on the energy used for this spec because of the critical related energy regain and non-linear energy regen Lethal Shot is used every chance that can be afforded (currently set as the remainder of GCDs after every other move is used) Special note: Corrosive Grenade's coefficients don't seem to match the damage output of the move. Unsure on reason why. Changes Made for your rotation: Series of Shots moved from 27s to 18s Takedown moved from 13.5s to 18s pre 30% Takedown moved from 13.5s to 0s sub 30% Rifle Shots moved from 81s to 0s Corrosive Mine remains at 27d Lethal Shot Automatically moved from ~8.5s to 9s pre 30% Lethal Shot Automatically moved from ~8.5s to 6s sub 30% Weakening Blast hits Automatically moved from 24.84 ticks estimation to 25.77 ticks Manually added an extra tick to Weakening Blast to simulate better optimized use of Lethal Shot Modified Rotation Results: (gear not shown) 224: 6873 220: 6620 216: 6354 Original Results: (gear not shown) 224: 6831 220: 6579 216: 6315 Now for me showing off my automated outputs: Modified Version: Sniper - Virulence Input Settings: Sniper - Virulence ilvl 224, All Augment Combinations Tested, All Debuffs applied, 35% Operations Dummy 5372 Mastery 6410 Endurance 2931 Power 1163 Critical 920 Alacrity 701 Accuracy 1 Critical Augment; 8 Alacrity Augments; 5 Accuracy Augments; 2 Eviscerating Crystals; Calculated Stats: (without Procs) Damage: 2926-3169 OH Damage: - Bonus Damage: 1835.9 Accuracy: 110.19% OH Accuracy: 76.19% Crit Chance: 37.69% Crit Bonus: 66.95% Bonus Special: 2616.4 Bonus Heal: 1889.8 Special Accuracy: 110.19% Special Crit Chance: 37.69% Special Crit Bonus: 66.95% Alacrity: 9.56% Health: 80883 Armor Rating: 5649 Damage Reduction: 25.62% Defense Chance: 5.00% Shield Chance: 0.00% Absorb Percent: 0.00% Mastery Relic Uptime: 31.62% Power Relic Uptime: 28.96% Average DPS: 6873 28.27% of time spent sub 30% HP 35.14 APM (Sorry for the formatting, Tab delineation and tables don't work on the forums) Ability, Tooltip, Average Damage, Normal Hit, Normal Crit, Crit Percent, Time between uses, DPS, Percent of Total; Corrosive Dart, 21757, 34478.04, 1158.29, 1855.04, 43.11%, 24.64s, 1399.09, 20.36%; Corrosive Grenade, 20430, 32198.36, 1081.7, 1732.39, 43.11%, 24.64s, 1306.58, 19.01%; Cull, 8200-8638, 9930.11, 1630.14, 2878.94, 63.68%, 8.21s, 1208.86, 17.59%; Weakening Blast, 11813-12437, 12649.72, 380.82, 609.9, 43.11%, 16.43s, 769.97, 11.20%; Series of Shots, 12314-12975, 12587.51, 2442.12, 4077, 43.11%, 16.43s, 766.18, 11.15%; Lethal Shot (Poison), 2594, 3962.53, 3157.11, 5056.22, 38.11%, 7.44s, 557.61, 8.11%; Lethal Shot, 3273-3449, 3258.86, 2596.47, 4334.67, 38.11%, 7.44s, 452.8, 6.59%; Takedown, 7550-7954, 7555.64, 6019.89, 10049.91, 38.11%, 11.78s, 329.88, 4.80%; Corrosive Mine, 1195, 2028.21, 538.65, 862.67, 38.11%, 24.64s, 82.3, 1.20%; Original Version: Sniper - Virulence Input Settings: Sniper - Virulence ilvl 224, All Augment Combinations Tested, All Debuffs applied, 35% Operations Dummy, Full Accuraccy 5372 Mastery 6410 Endurance 2931 Power 1163 Critical 920 Alacrity 701 Accuracy 1 Critical Augment; 8 Alacrity Augments; 5 Accuracy Augments; 2 Eviscerating Crystals; Calculated Stats: (without Procs) Damage: 2926-3169 OH Damage: - Bonus Damage: 1835.9 Accuracy: 110.19% OH Accuracy: 76.19% Crit Chance: 37.69% Crit Bonus: 66.95% Bonus Special: 2616.4 Bonus Heal: 1889.8 Special Accuracy: 110.19% Special Crit Chance: 37.69% Special Crit Bonus: 66.95% Alacrity: 9.56% Health: 80883 Armor Rating: 5649 Damage Reduction: 25.62% Defense Chance: 5.00% Shield Chance: 0.00% Absorb Percent: 0.00% Mastery Relic Uptime: 31.59% Power Relic Uptime: 28.93% Average DPS: 6831 28.27% of time spent sub 30% HP 36.36 APM (Sorry for the formatting, Tab delineation and tables don't work on the forums) Ability, Tooltip, Average Damage, Normal Hit, Normal Crit, Crit Percent, Time between uses, DPS, Percent of Total; Corrosive Dart, 21757, 34477.02, 1158.26, 1854.98, 43.11%, 24.64s, 1399.04, 20.48%; Corrosive Grenade, 20430, 32197.4, 1081.67, 1732.33, 43.11%, 24.64s, 1306.54, 19.13%; Cull, 8200-8638, 9929.77, 1630.09, 2878.84, 63.68%, 8.21s, 1208.82, 17.70%; Weakening Blast, 11383-11985, 12189.51, 380.81, 609.88, 43.11%, 16.43s, 741.96, 10.86%; Takedown, 7550-7954, 7555.39, 6019.7, 10049.59, 38.11%, 12.34s, 612.48, 8.97%; Series of Shots, 12314-12975, 12587.08, 2442.04, 4076.87, 43.11%, 24.64s, 510.77, 7.48%; Lethal Shot (Poison), 2594, 3962.41, 3157.02, 5056.06, 38.11%, 7.78s, 509.52, 7.46%; Lethal Shot, 3273-3449, 3258.75, 2596.38, 4334.53, 38.11%, 7.78s, 419.05, 6.13%; Corrosive Mine, 1195, 2028.15, 538.64, 862.64, 38.11%, 24.64s, 82.3, 1.20%; Rifle Shot, 2926-3169, 2971.77, 1183.87, 1976.41, 38.11%, 73.93s, 40.2, 0.59%; In other words, the numbers went up, but despite going up by 40dps its still not enough to even move up in the ranks Link to comment Share on other sites More sharing options...
Arkhonos Posted October 28, 2015 Share Posted October 28, 2015 Just those stats then: (side effect is a synergy with 220 due to 5 augments of accuracy) I may change the front page at some point to use these values in a future update. Much appreciated for the swift response! Link to comment Share on other sites More sharing options...
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