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[ARCHIVE] 1.1.5 Madness/Balance Sorcerer DPS Compendium - Printable Version +- SWTOR Mechanics Forums (http://mmo-mechanics.com/swtor/forums) +-- Forum: Class Discussion (/forum-7.html) +--- Forum: Sith Inquisitor and Jedi Consular (/forum-9.html) +--- Thread: [ARCHIVE] 1.1.5 Madness/Balance Sorcerer DPS Compendium (/thread-573.html) |
RE: Madness/Balance Sorcerer DPS Compendium - Kaedis - 02-22-2012 09:10 AM Quote:Caveat: it may be worthwhile to use PoM+Disturbance when moving. Project has higher damage per cast time, but PoM+Disturbance is more force efficient, and Force becomes tight quickly in movement fights for 0.13.28 when you start to use Project. I haven't done a lot of investigation, but a rule like "cast Lightning Strike|Disturbance if Wrath|PoM is up and CD|MC cooldown has >6 seconds remaining" can add 8-12 DPS to movement simulations. Fair enough, I hadn't really considered movement fights. RE: Madness/Balance Sorcerer DPS Compendium - Ggunit - 02-22-2012 09:47 AM First, thank you for all the work done on this thread. If this was previously covered I apologize but I don't remember everything since this threads inception. Why is a1/12/28 build not superior to 13/28( substituting seeping darkness for chain lightning?) If CL w/ wrath is only 2% better than FL and cast < every ten seconds, would that make the extra 1% crit since we have all of the surge bonuses better than the CL talent? It would seem to clear up force management issues as well. Cheers, Unit RE: Madness/Balance Sorcerer DPS Compendium - Kaedis - 02-22-2012 10:59 AM 1% crit is basically always less than a 1% damage increase. Beyond that, CL is more than a 2% boost on short fights, and helps with AoE a lot. RE: Madness/Balance Sorcerer DPS Compendium - Guurzak - 02-22-2012 08:28 PM (02-19-2012 07:39 AM)Kor Wrote:Quote:Here's the "HeavyMovement" results (4 seconds of moving every 10 seconds): I'm not sure how you draw that conclusion- 13/28/no-doubledip is behind the CT spec by 2% in the heavy movement sim, which means full madness is superior whether standing or moving. This makes sense since the extra DOT keeps ticking while you didimao. On an unrelated note, I'm also curious why your reference builds spec 3 points into Chain Shock and then don't use it. Wouldn't those points be better spent in survivability talents? RE: Madness/Balance Sorcerer DPS Compendium - Kaedis - 02-23-2012 03:34 AM Quote:I'm not sure how you draw that conclusion- 13/28/no-doubledip is behind the CT spec by 2% in the heavy movement sim, which means full madness is superior whether standing or moving. This makes sense since the extra DOT keeps ticking while you didimao. Er...because I was looking at the 13/28 line rather than the 13/28-nodoubledip line. Oops. Quote:On an unrelated note, I'm also curious why your reference builds spec 3 points into Chain Shock and then don't use it. Wouldn't those points be better spent in survivability talents? Chain Shock is really for augmenting dps while moving more than anything. Frankly, there really aren't any compelling locations for those points. I personally pick up 2/2 Parasitism and 1/2 Sith Defiance, but there isn't anywhere you can place those 3 points that makes a really solid and justified "best" benefit. RE: Madness/Balance Sorcerer DPS Compendium - Sorc - 02-23-2012 05:27 AM Just found this forum and thread and couldn't be happier. Thank you all so much for your contributions, hope I can eventually contribute something useful here. Been loving the versatility of the Lightning Effusion build, it does decent in both PVP and PVE. However the version I always ran was 3/17/21, utilizing Deathfield instead of the 7/18/16 build which utilizes Lightning Storm+Force Suffusion. I can understand taking Suffusion for the AOE damage, but Lightning Storm really baffles me because I never really ever cast Lightning Strike and Force Storm is such a limited use spell. My intuition tells me that since CD+AFF are such a big part of either builds' rotation, that 20% DOT damage is a bigger boost than 10% AOE damage. Am I totally off here? How does 3/17/21 (deathmark) compare against 7/18/16? Another question is how force-efficient is 3/31/7? Can it go all day on NM boss fights without having to manage force like you do with 13/28? RE: Madness/Balance Sorcerer DPS Compendium - CaseyTheRetard - 02-23-2012 06:05 AM (02-23-2012 05:27 AM)Sorc Wrote: 3/17/21 (deathmark) Your dots tick about 22 times in 30 seconds, Deathmark improves 10 of those - so it's not a flat 20% increase in dot damage. I think I'm responsible for the 18 in 7/18/16, I stuck that point in Lightning Storm since there was nothing left to improve single-target DPS and I figured it would contribute at least something to AoE. But yes, placement of that point is completely optional. A quick Simulationcraft run: Code: Sith_Sorcerer_Suffusion.simctells me: So I'd say the two are basically the same DPS-wise, with 7/18/16 probably having a slight (untested) AoE advantage. The tradeoff is basically between the utility options: slightly faster heals and AoE for 7/18/16, and 4 points of Madness utility (I'm a big fan of Haunted Dreams and Oppressing Force) for 3/17/21. edit: I meant to say 30 seconds instead of 33, but that's ok because it's still wrong. Stupid government auditors eating my brains. The sim results should still be good, though. RE: Madness/Balance Sorcerer DPS Compendium - Kaedis - 02-23-2012 08:19 AM Quote:Your dots tick about 22 times in 33 seconds, Deathmark improves 10 of those - so it's not a flat 20% increase in dot damage. Well, unless you're casting Death Field on cooldown, which you should be. In that case, you're talking about a 15 second interval, which with a 3/17/21 spec means 6 ticks of Crushing Darkness and 5 ticks of Affliction. That's 11 ticks, and your Deathmark affects 10 of them. Then again, that is assuming other Sorcs aren't eating your stacks without dropping their own Deathmarks on the target. RE: Madness/Balance Sorcerer DPS Compendium - Acaadi - 02-24-2012 10:20 AM The final two pieces of columi set bonus give a mild 5% bonus to alacrity. I'm curious if the 2 piece champion set bonus would be more of a DPS increase as it lowers the cool down of CD/MC by 1.5 seconds. Sorry if this has been stated before, I have read through this entire post and haven't seen anything on this. RE: Madness/Balance Sorcerer DPS Compendium - Kaedis - 02-24-2012 10:57 AM We've actually already calculated that in the Simcraft thread. It's a decent boost, but the 4-set is slightly better. Neither are really gamebreaking, though. |