[ARCHIVE] 1.1.5 Madness/Balance Sorcerer DPS Compendium - Printable Version
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RE: Madness/Balance Sorcerer DPS Compendium - Kaedis - 01-02-2012 05:25 PM
Quote:I still don't see how Power is so high on the priority list. You need a TON of it for only a minor increase. I had (before going crit/surge) over 400 power (not force power) and it was only like +80 or 90 damage to my force attacks. The modifiers for Crit and Surge are much better.
Well, as I've said before, there will never be a way of providing a generalized stat weight, as those weights are heavily dependent on character stats. Without a sim, all I can really do is some qualitative analysis and statistical approximation.
Now, if I run the calculations for just Force Lightning, I get the following stat weights in my current gear (weights normalized to Willpower):
If I run the same calculations for the BIS baseline template I built up in the general info thread, I get:
Now, my current gearset is 39.53% Power, 16.35% Crit, 20.38% Surge, and 23.74% Alacrity, out of 893 rating total. The BIS template is 9.30% Power, 46.61% Crit, 17.48% Surge, and 26.61% Alacrity, out of 1150 rating. As you can clearly see, the higher the percentage of your total stats that a particular stat is, the lower it's weight (Power excepted), which is perfectly logical due to the DR curves. In addition, the massive increase in crit rating in the BIS template results in the value of Surge skyrocketing. Power's scalar is relatively static, and seems like it will always be roughly 0.85-0.9 Willpower. This is due to the fact that, for a Sorc, Willpower gains a net total of 11.3% boost from talents and buffs, something Power lacks. Willpower and Power also both gain a boost over other stats due to the +5% Bonus buff from SWs. Surge in particular is incredibly sensitive to crit chance. When I remembered to include the 10% crit to FL from talents, the weight for Surge jumped by 40% for my current gear set.
Now, note, this only applies to Force Lightning. DoTs gain zero benefit from Alacrity, so the weight for that goes to nil. However, they do gain a bonus to surge, so Crit gains a boost in value. For example, Affliction:
As you can see, calculating stat weights is far from straightforward. I've selected the qualitative weight list I did based on an analysis of the talent trees, and estimate of stats on gear, and some seat-of-the-pants guesswork. For example, the crit scaling value for both of the above talents does not include the effects of Lightning Barrage, which amplifies the value of crit above that listed here. Alacrity only affects ~70% of our damage, dropping it's value significantly from the weight listed under Force Lightning. The priority is a rough estimate of the benefit of the stats. As I noted in the OP, it should not be taken as gospel, and even with those weights, the values for the stats really aren't that far off from each other unless you stack a ton of one of them (for example, the 536 crit rating the Force Master's set comes with by default).
RE: Madness/Balance Sorcerer DPS Compendium - hwh - 01-03-2012 04:13 PM
(01-02-2012 05:25 PM)Kor Wrote: If I run the same calculations for the BIS baseline template I built up in the general info thread, I get:
Apologies but where is this bis template/list? tried to search your threads/posts but to no avail
RE: Madness/Balance Sorcerer DPS Compendium - Kaedis - 01-03-2012 10:15 PM
(01-03-2012 04:13 PM)hwh Wrote: Apologies but where is this bis template/list? tried to search your threads/posts but to no avail
RE: Madness/Balance Sorcerer DPS Compendium - Griemak - 01-05-2012 02:15 AM
Is there a simulator/work being done on one? If the BiS is truly BiS, without knowing how much DPS gain/loss exist by taking away one point of each stat against the full stack of the others, normalization into Willpower is daunting, almost not possible to do manually. You have done the original weight calc per spell, but that spell's weight into total damage/DPS would also need calculated and then all of it normalized back to a normalized stat. Then iterations of chance would need configured as well. Not exactly napkin math. It is certainly possible to do by hand, but the effort and error may outweight the results.
RE: Madness/Balance Sorcerer DPS Compendium - Kaedis - 01-05-2012 02:47 AM
Quote:Is there a simulator/work being done on one?
I'm working on one currently, though it's going slowly.
The overall weights can't be calculated accurately without a sim, as we need exact proportions of ability usage to calculate it. That said, keep in mind that the "BIS" set I made isn't actually BIS (or at least, isn't necessarily so). It's simply the raw-from-the-vendor highest item level items we have available (the Rakata set). We'll need solid stat weights to actually define BIS, and mods will complicate that significantly.
RE: Madness/Balance Sorcerer DPS Compendium - Fade - 01-05-2012 04:01 AM
Really good information here. Thanks for the resource. Really looking forward to the sim.
In your analysis of this and other classes, where do you see this class/spec ranking on a damage meter (once they exist) in top ops encounters? Just a gut feel? In early hard modes, I can see that we don't have some of the burst damage as some of the other classes. When 'gear check' bosses enrage, isn't much we can do there but keep applying dots, burning CDs, and channeling in between the couple of instants we have. Seems consistent among other Sorcs that I know. Am I nuts here? Makes sense since dots are such a big part of our repertoire. I can see us having high raid DPS in longer raid encounters though, but these short ones do seem like it is harder initially to get through the enrage. Granted, I don't have BiS, but other guildies don't either.
Anyway, I look forward to checking I on the work. Nice job!
RE: Madness/Balance Sorcerer DPS Compendium - Asmiroth - 01-05-2012 04:09 AM
I have a few questions/items:
- the BiS link you post doesn't match the numbers I've added up. Can you update that post with the weapon you've selected and the appropriate relics? I have Draay's Legacy in my sheet, Boundless Ages and M7-R3 as my relics.
- The armor rating used in your models is 35% or something else?
- my base stats, talented and buffed (no stims) are: 687.2 Force Bonus, 37.3 Crit Chance, 77.8 Multiplier, 9.43% alacrity.
- 13/28 gives me the following DPCT on single targets of: 2261 Affliction, 1801 Crushing Darkness, 1483 Death Field, 1509 Force Lightning, 861 Chain Lightning. The 5 minute DPS mark, with CL only cast when Force is above 100, gives me 1820.
- Running 10 cycles of 5 minutes and boosting each stat by 100 to test, those numbers give me a stat weight of 1 Willpower, 0.9 Power, 0.38 Crit, 0.85 Surge and 0.59 Alacrity
- I'm using a variant on Sujin's spreadsheet - link here.
Given that my stats are similar to yours, why is my DPCT so vastly different from yours? I gather I must have my co-efficients wrong someplace?
RE: Madness/Balance Sorcerer DPS Compendium - Kaedis - 01-05-2012 04:55 AM
(01-05-2012 04:01 AM)Fade Wrote: Really good information here. Thanks for the resource. Really looking forward to the sim.
I've done no real analysis of other class dps at all, so I've no idea where we stand there. However, I do believe Madness will rank out noticeably higher than Lightning. Without a sim, I can't demonstrate that mathematically, but my gut says so.
Quote:- the BiS link you post doesn't match the numbers I've added up. Can you update that post with the weapon you've selected and the appropriate relics? I have Draay's Legacy in my sheet, Boundless Ages and M7-R3 as my relics.
I used solid Rakata gear (the full set from the Rakata vendor, plus the implants and ear from the Ilum vendor), plus the 136 saber from the Columni vendor, since the saber from the Rakata vendor is (or was at the time) 126 rating rather than 140. However, that set was NOT a "BIS" set. It was a test-bed stat setup so we could start theorycrafting based on level 50 stat values. It's assumed to be approximate. Come to think of it, I should probably stop referring to it as a "BIS template".
Quote:- The armor rating used in your models is 35% or something else?
I used 30%. This has been suggested to be rather low, so I'll redo the calcs assuming the 50% that's been suggested for bosses
Quote: - my base stats, talented and buffed (no stims) are: 687.2 Force Bonus, 37.3 Crit Chance, 77.8 Multiplier, 9.43% alacrity.
I'll double check my math again. However, note that my DPCT accounts for armor, and Death Field accounts for an approximation of the benefit of Death Mark.
RE: Madness/Balance Sorcerer DPS Compendium - Norpseldro - 01-05-2012 08:00 AM
thanks for the guide, it's been very helpful. I have a question about secondary stat priority and I apologize if it seems a little remedial.
In this guide you state that Accuracy over 100% up to 110% grants a spell pen/resistance negations effect. Since sorcerers have an intrinsic 100% accuracy, you recommend avoiding this secondary stat all together. I was curious to why you would avoid acquiring the 10% extra hit for resistance reduction. Relating this to my wow experience, a warlock always had up Curse of Elements (reduced resistances by 5% I think). This was a huge dps increase and CoE had to be kept up on targets at all times. Wouldn't the 110% provide your attacks with a "built in CoE" and make it necessary.
RE: Madness/Balance Sorcerer DPS Compendium - Asmiroth - 01-05-2012 08:35 AM
(01-05-2012 04:55 AM)Kor Wrote: I'll double check my math again. However, note that my DPCT accounts for armor, and Death Field accounts for an approximation of the benefit of Death Mark.
I noticed a bug on my damage numbers with armor. Fixed that now. DPCT comes to: 2261 Affliction, 1621 Crushing Darkness, 1006 Force Lightning, 988 Death Field and 1041 for Chain Lightning (w/ Wrath). DPS goes to 1330.
Correct me if I'm wrong but only Affliction, Thundering Blast and Creeping Terror are NOT affected by armor.
I can see why you would add Death Mark to the DF calculation - seeing it alone as DPCT you can doubt it's value. You need the Force to use it - which you run out of after 3 minutes due to Chain Lightning. CL is near equal to FL in terms of damage, making it arguable to use in anything but an AE situation (as my model shows me).
Finally, with the stat weights I posted previously (they are still close enough), DPS improves by equipping Columi items rather than Rakata. Chest, Waist, Legs, Feet and Ear.