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Optimal Stats For All 24 Disciplines, KOTFE Edition


Goblin_Lackey

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Hello Bant,

 

In your explanation of super crit, you stated that:

 

 

Is it possible that the "Min" is supposed to be "Max"? Your equation seems to conflict with the equation here :

Critical Hit Damage = [Normal Hit] * ( 1 + [surge Percentage] * max(1 , [Critical Chance] ) ).

 

Typo on my part. I meant max (so that the critical damage bonus can only go up).

I will fix it this afternoon when I have a full computer.

 

-posted via the bantphone

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I'm still new to this gearing in 4.0

 

I'm a sage healer and I'm trying to get my gear. Maybe I'm not reading it correctly, but what percentages should I be aiming for? I'm assuming the defiant set bonus is better than the ultimate comms exarch? Is the stat allocation the same for pvp?

 

Sorry noob here :rak_03:

 

Couple of things to keep in mind:

1) Having a Set bonus is always more important than upgrading your armorings. This means that it is worth holding onto older or storymode set pieces until you can replace it with a higher level.

 

2) Don't think of it as a percentage goal. Instead the goal is to always have more stats. (I just think of it as looking to find the balance between the stats). When getting gear, always go for the choice that has the greatest sum of Mastery + Power + Critical + Alacrity. This principle applies for all gear tiers. Once you have the gear, then you can worry about the balance between the stats (in sorc healers case, go for a 60/40 to 50/50 split between Critical and Alacrity).

 

3) I try not to weigh in on pvp matters because my results are all PVE based. With that being said, I feel that the healer role in pvp is the most similar to its PVE counterpart (compared to tanks and dps). I feel safe in saying that it would be worth using a similar gearing priority for PVP healing.

Sidenote: PVPing as a healer helps make you a better PVE healer because it forces you into situations where instant action is needed along with quick triage healing along with having to maintain movement and reaction speed at all times. PVP is a great healer trainer.

 

 

 

about juggernaut rotation. is opener like

saber throw -> force charge(+adrenal+enrage) -> impale -> ravage -> rotation mentioned in post?

 

I don't look at or include the opener in my calculations because I use a mathematical model of a sustained rotation that can continue indefinately.

 

 

 

Any chance we can also get breakdowns of how many enhancments/mods/implants/earpieces we want with each stat rather than just a sum total of how much of a stat we should have at the end (sort of like what you did for augments)?

 

I include the Augments and Crystals because otherwise it is a lot harder to determine the gear distribution. Originally I did not include an enhancement count because it broke the stat line into two lines on my screen. Due to having to include crystals this is no longer true and I may include the Enhancement count in a future edition.

It can still be quickly calculated using the method outlined in post #76.

 

 

 

This is great work and I have no doubt with all the proof posted that the recommendations here are optimal. However, I am extremely confused as to what gear to actually get.

 

As far as I can see, the only things posted are augment choices, stat totals, and where stats come from. I need to know what to actually get: what types of mods/enhancements to get, what earpieces/implants to get, and what relics to get.

 

The original post recommends 5 accuracy augments for an assault commando, but I already have 110.74% accuracy on my commando without accuracy augs so obviously that won't work unless I change my enhancements/earpiece/implants. But it doesn't tell me which enhancements, etc. to change out.

 

I also have a vanguard and shadow tank. I see that I should get 9 shield and 5 absorb augments for my vanguard and 4 shield/10 absorb for my shadow. But should I use shield/defense enhancements or absorb/defense enhancements and how many of each? And should I use the old 198 absorb mods as some people recommend?

 

So I basically need to know how to gear my commando dps, vanguard tank, and shadow tank. I also may gear my sentinel in the near future.

 

Bottom line: you know what's best for me. Tell me what to do. Thanks.

 

 

Don't look at the augment count, that is just there for reference, instead what matters more than anything else is the stat totals. See post #76 for how to back calculate from the totals.

 

As I stated earlier, always try to make your stats go up before trying to optimize.

 

 

 

So BiS Relis are still Power and Mastery proc?

 

Yup.

I looked into the critical Relic, but when I optimize around it, it is a 0.16% dps loss on average compared to using a Power relic in that slot. I replaced the power relic because power Relic is the weaker of the two.

Mastery relic gives both additional critical chance and gets a 5% boost to its value. It gives a larger dps boost than equivalent Power.

Power relic also does not have its ICD reduced by alacrity.

 

 

So, just to make sure I am understanding this right. Accuracy is to be 100%, not 110%? Fantastic work on this by the way.

110% is the new 100%. You need 9% additional accuracy in order to never miss an operations boss.

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As an Aussie player, I experience around 210ms server lag under optimal conditions, and sometimes more in ops. Is there any point at all in gearing for alacrity under these conditions? Edited by grrrly
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As an Aussie player, I experience around 210ms server lag under optimal conditions, and sometimes more in ops. Is there any point at all in gearing for alacrity under these conditions?

 

Nope., as i found out (not perfect conditions from Europe).

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As an Aussie player, I experience around 210ms server lag under optimal conditions, and sometimes more in ops. Is there any point at all in gearing for alacrity under these conditions?

 

/runs 800 alacrity

/plays with 250ms lag

 

The latency shouldn't hurt alacrity unless you have an unstable connection. A stable connection is fully capable of taking advantage of the Alacrity

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Hey Bant, just a quick question. The total value for crit rating in 224 gear for Lethality Operatives appears unachievable, am I missing some augments?

 

listed you have 1163 points, 2 crystals and 1 aug.

(1163 - 73 - (41*2)) / 164 = 6.1463

(total - aug - crystals) / enhancement value

 

I double checked, and the total distribution of enhancements does appear to be 10 for all 3 stats, critical just appears inflated.

 

Edit: ah nvm, used the wrong enhancement value. 168 instead of 164.

Edited by Iymurra
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Hey Bant, just a quick question. The total value for crit rating in 224 gear for Lethality Operatives appears unachievable, am I missing some augments?

 

listed you have 1163 points, 2 crystals and 1 aug.

(1163 - 73 - (41*2)) / 164 = 6.1463

(total - aug - crystals) / enhancement value

 

I double checked, and the total distribution of enhancements does appear to be 10 for all 3 stats, critical just appears inflated.

 

168 is the amount of Tertiary stats on gear, not 164.

 

Edit: that was my bad, I typed it in wrong beforehand. I have corrected that post,

Edited by Goblin_Lackey
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Cheers Goblin for giving us the numbers once again :) The time you must put in.....

 

I'm a bit confused about which relics to use for DPS.

In your Original post you say to use the FR and SA.

This does not hold true for Devastating Vengeance Relic (Critical Proc). This relic provides approximately ⅔ the stat boost that Serendipitous Assault Relic (Power Relic) would provide. Although on a rating for rating basis critical is better than power (at our current stat budgets), the fact that it provides much less of a boost means that using the Critical Proc Relic represents a 0.15% DPS loss compared to using a the Power Proc Relic.

 

Methodology:

  • DPS and Healers use Focused Retribution and Serendipitous Assault relics and receive the proc benefits as a time averaged lump sum.

 

But in this quote you say you replaced the SA, but you don't say for which relic.

I looked into the critical Relic, but when I optimize around it, it is a 0.16% dps loss on average compared to using a Power relic in that slot. I replaced the power relic because power Relic is the weaker of the two.

Mastery relic gives both additional critical chance and gets a 5% boost to its value. It gives a larger dps boost than equivalent Power.

Power relic also does not have its ICD reduced by alacrity.

 

So which 2 relics should DPS classess use?

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In what world do we live in that engi is the top dps spec? 0.0

 

Also, nice to see the healers are pretty much perfectly in balance, despite all the complaints and crying about sorcs being so OP

 

Happens quite a lot actually. But this is the first time it happened without scatter bombs being involved...

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For the purposes of this analysis, the implants and earpieces are effectively Enhancements. They share the same stat pool for tertiary stats as Enhancements; thus, you can think about 10 different Enhancement slots. (The other stats on Implants & Earpieces - Mastery, Power, Endurance - are the same regardless of which one you select within the same tier.)

 

Still, how do I know what implants to choose? Do I have to calculate the numbers? I wanted for example get the implants before the rest of the gear with enhancements. Do I have to calculate my final gear numbers to know which implants to choose?

Edited by danielocdh
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Still, how do I know what implants to choose? Do I have to calculate the numbers? I wanted for example get the implants before the rest of the gear with enhancements. Do I have to calculate my final gear numbers to know which implants to choose?

 

Take the recommended aug count for your item level's recommended amounts per a stat. Times that by 73. Take whatever number that is and subtract it from the total crit/alacrity stat pool. Then, divide that number by whatever number the enhancements at that item level provide for tertiary stat.( Say I need 3 crit augs and want 1200 total crit, 73 times 3 is 219, 219 - 1200 = 981. If the enhancements at the item level I'm looking to gear for give 119 points of Critical/Alacrity per, I want 8 crit enhancements and the rest alacrity.)

Edited by OMGITSJAD
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I'm missing something on the Alacrity Augment counts.

For example, 216 Mercenary - Innovative Ordinance || Commando - Assault Specialist 815 (7xAug) Alacrity

 

Assuming your using the 216 BiS Head Piece with 152 Alacrity that's 663 Alacrity needed.

663 / 73 is 9 Augments?

 

Edit: Ah! I'm guessing there's that implant I had always ignored is being used? In any case it looks like x2 152 alacrity slot is in use which would make the augment count correct at x7 for 815.

Edited by Only-a-Lad
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I'm missing something on the Alacrity Augment counts.

For example, 216 Mercenary - Innovative Ordinance || Commando - Assault Specialist 815 (7xAug) Alacrity

 

Assuming your using the 216 BiS Head Piece with 152 Alacrity that's 663 Alacrity needed.

663 / 73 is 9 Augments?

 

Your goal is 815 Alacrity. You take 7 augments.

73*7=511 alacrity from augments

815-511=304 alacrity from enhancements

304/152=2 Enhancements needed

 

Simple enough?

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Cheers Goblin for giving us the numbers once again :) The time you must put in.....

 

I'm a bit confused about which relics to use for DPS.

In your Original post you say to use the FR and SA.

 

 

But in this quote you say you replaced the SA, but you don't say for which relic.

 

 

So which 2 relics should DPS classess use?

 

power and mastery

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I've been trying to compare my own spreadsheet values (for Vigilance Guardian) to the OP's results, and I am getting the same Crit / Alacrity breakdown (which is good) but much lower DPS values (which was confusing me to no end).

 

Then today I read the following thread on /r/swtor:

 

It would be good to get further testing, but I think the Operations Dummy's base damage reduction is 40% (~10900 Armor), and if that is the case, some of the predicted DPS values would change significantly.

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Thank you for putting this post up. I know you had a similar post that disappeared not long ago hopefully with this being a sticky it wont do the same. Thanks for whoever made it a sticky as well. Really do appreciate the work you have put into this. :)
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As an Aussie player, I experience around 210ms server lag under optimal conditions, and sometimes more in ops. Is there any point at all in gearing for alacrity under these conditions?

I suppose that since 210ms is still much less than your GCD (even with a bunch of alacrity), there is still plenty of time for the server to receive and process your command. So if you are spamming the next button in your rotation, there would be no loss because that command will be buffered (depending on your user settings - can set that buffer time to be up to 1 second IIRC). You'd have problems if you get frequent lag spikes over a second or so. If it is consistently 210ms = no problem. If your command buffer time (forget what it's actually called) were to be set to zero (not even sure that is allowed), then yes, you could lose the effectiveness of your alacrity. So long as that buffer time is greater than the sum of your latency and your reaction time and that sum is less than the GCD time, you're good.

 

Of course, the larger that buffer time is, the less flexibility you have in changing your mind - deciding to go with a different ability. Or if the timing in your rotation is just slightly off (an ability has e.g. 0.1 second left on cooldown when GCD expires) and you are spamming that button, then you would have some downtime, depending on your lag + your reaction time = lost dps.

 

So, I think it can matter slightly in certain situations, but is it a big deal? I wouldn't think so.

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This is a good thread... But it's aimed at end lvl gearing... What would be handy for lower lvls, especially PVP and bolster, is to know what the percentages are on the character sheet after you have equipped all the gear you mentioned... Then we could build to those percentages prior to reaching end lvl...

So if you wouldn't mind could you list for each type, burst DPS, sustained DPS, Heals, Tank

Accuracy

Crit chance

Crit multiplier

Alacrity

Defence

Shield

Absorption

 

Sorry if someone has already done this, but I couldn't see it and reading every post was doing my head in

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