Combat, Watchman Simulators - Printable Version
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RE: Combat, Watchman Simulators - Asashdor - 05-09-2012 02:43 AM
Oh, and one more thing I forgot to mention: I even found a small bug in the Watchman/Annihilation module!
Both Merciless Slash and Master Strike are assigned to "n_ms" and only Merciless Slash is shown in the ability summary - but afaik with added numbers from both abilites. This only affects the ECD of Merciless Slash, everything else is valid and should be identical with a "fixed" version.
Other than that (and because I did not mention it in my last post): Thanks for providing this awesome simulator!
RE: Combat, Watchman Simulators - Ryfe - 05-09-2012 02:55 AM
AWESOME! Thank both of you for the fast and thorough replies (line #s are very helpful for those of use just getting started). That pretty much covers everything I can think of for now. Once I get in game I'm sure I'll find something else to bug you with though... It's tools like these and people like you that keep the theorycrafting community alive. Keep up the good work!
RE: Combat, Watchman Simulators - iakona - 05-13-2012 05:54 AM
So, after running several iterations of the watchman simulator over the past few weeks, it seems that Crit Rating caps out around 150 with the current tier of gear, which would seem to fly directly in the face of what the community generally recommends for crit chance (as well as the extremely crit-heavy tier 2 sentinel gear). Has anyone else noticed this for Watchman/Annihilation spec?
For reference, these are my current in-game stats for my sentinel:
str = 2049
will = 121
fpower = 1298
power = 786
crit = 181
surge = 285
acc = 281
alac = 1
mh_dam = 405
oh_dam = 405
These values give strength a weight about 1% below power, and crit weight around 10% below power. Gear profile available at Ask Mr. Robot: http://swtor.askmrrobot.com/character/487bb168-3c21-442c-a126-5b84a5da26f9
RE: Combat, Watchman Simulators - Qed - 05-13-2012 07:27 AM
This has been my reading of the simulator as well. I don't think it's so surprising actually:
The attacks we have with a crit-amount bonus are our dots, which get a significant fraction of their crit not from the stat but from zen. Unlike troopers or some other classes, we don't have a resource-on-crit mechanic. We were fairly clearly built to emphasize low crit values.
As to the itemization on tionese/columi/rakata/campaign: Bioware gives everyone shitty stats on their gear, I think it should just be expected at this point.
I have actually had better luck getting my parses to match my sim with Watchman than Combat or Gunnery Commando.
(nice gear btw )
RE: Combat, Watchman Simulators - Spren - 05-16-2012 02:57 AM
Is mh_dmg and of_dmg suppose to be an average between the low end and the high end, or just the high end? I see from iakona's example she is using the average, but your initial stats are higher than hers even though you wrote it before campaign weapons, so I'm wondering if you were using the max damage.
RE: Combat, Watchman Simulators - Qed - 05-19-2012 04:22 AM
Nope, I'm using average damage. I've stealth updated the code periodically since the initial post, so even though it's dated before 1.2, the stats include 1.2 gear.
RE: Combat, Watchman Simulators - PnoT - 05-27-2012 09:30 PM
Is there anyway your work could be designed as a module for the swtor-simulationcraft?
I guess the labels could also be changed to reflect a marauder as well?
RE: Combat, Watchman Simulators - KukaMona - 05-31-2012 09:45 PM
Awesome job btw!
1- On a lot of the code i can see a 1610 value being used, if i wanna use the simulator for me I must update that value too right?
2- Is there any chance you can but some kind of cauterize buff on/off variable? On my rotation I wanna use cauterize if it is out of CD and no cauterize is up.
3- I believe the relics on use/proc would be to messy to code in?
I know this feels a lot like I'm asking "you do this" I have tried to code it, but i cant make it work
Thx in advance
RE: Combat, Watchman Simulators - Qed - 06-15-2012 06:01 AM
(05-31-2012 09:45 PM)KukaMona Wrote: Awesome job btw!
Sorry, I haven't checked this in a while:
The game uses a base-damage-per-level value for a lot of abilities. The only factor that determines this value is your characters level, and at level 50, the base-damage is 1610.
If you want to condition your cauterize on whether or not it is up, you'll want to use cauterize_tick_cd_array < 0. This checks for when the last tick of cauterize will happen, after which the debuff will fall off.
The trinkets would actually be pretty easy to add. It's probably cleaner to add a temporary_power stat for the clicky trinkets, rather than tweaking the base power stat, but as long as you're careful with adding and subtracting, this would just be one more function. Similarly with the proccy trinkets, which would be handled just like ataru strikes.
RE: Combat, Watchman Simulators - Qed - 06-28-2012 03:07 AM
A quick update: The watchman sim has been updated to include proccy trinkets. The easiest way to disable this is to set the damage in that function to 0.
That said, it seems like 2x War Hero Power relics are now BiS (at least, given this sim as a metric).
I'm a little surprised by how infrequently the proc actually occurs (once every 7 seconds). With Torparse down, I've lost all my old logs to see how the sim compares to parses, but I'm using the same logic as the Ataru procs in the Combat sim, and that seemed to get the Ataru proc rate about right.