Sorcerer|Sage DPS Compendium - Printable Version
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RE: Sorcerer|Sage DPS Compendium - Vader066 - 04-14-2012 07:55 PM
I tested new relics combinations. I'm new to SimCraft, so I'm not sure if i done everything right
I used current Bis, hybrid spec and 50000 iterations
I tested combinations of 4 relics:
So if you have Artifice BiS would be:
Rakata Relic of Boundless Ages with 18 willpower augment
Campaign Relic of Dark Radiance
Matrix Cube M7-R3
Campaign Relic of Dark Radiance
First combination give you additional 39 endurance
RE: Sorcerer|Sage DPS Compendium - Khadroth - 04-14-2012 11:31 PM
(04-14-2012 01:09 PM)Kor Wrote: It appears that Creeping Terror now has an initial on-application tick, raising its total number of ticks to 7 (verified by repeatedly casting during a duel and counting the ticks before expiration). I may simply be pulling an idiot and its always done that, but I'm pretty sure this is new behavior.
Yea I thought that was new too. I didn't want to mention and look like an idiot if I was wrong though lol. Be interested to see where Balance/Madness sims out now with that.
Also in the guide it says:
Quote:Creeping Terror |Sever Force
The root on sever works through resolve immunity.
RE: Sorcerer|Sage DPS Compendium - Sith_Happens - 04-15-2012 07:54 AM
(04-14-2012 02:47 PM)Kor Wrote:Quote:If so, then approximately how big of a deal is that?
Would it necessarily? It could be that the overall damage is the same, just spread out over one more tick (kind of like what they did to Mortar Volley/Death From Above).
RE: Sorcerer|Sage DPS Compendium - Kyress - 04-15-2012 10:28 AM
@Vader066: thanks a lot for your post and calculations, now it would just be interesting to compare kinetik vs internal relics in a OPs boss fight and in PvP.
About Creeping Terror, even if it ticks one more time now, does it deal more dmg? I am not sure if the overall dmg had also been increased, if not it is nice but does not really change anything in a boss fight (in dps)
RE: Sorcerer|Sage DPS Compendium - Kaedis - 04-15-2012 12:10 PM
Quote:The root on sever works through resolve immunity.
Roots are not on resolve anyway, they always work on other players (unless the player is immune through some other ability or effect). However, boss targets and many champions are innately immune to roots, which was what that was in reference to (the post being predominantly PvE focused).
Quote:Would it necessarily? It could be that the overall damage is the same, just spread out over one more tick (kind of like what they did to Mortar Volley/Death From Above).
The game annotates the damage of abilities on a per-tick basis, not on a total damage basis. In order for it to just be spread out more, the game files would have had to change, and they have not (just verified). It simply deals another tick for the same amount of damage now.
Also, the tooltip value is visibly closer to a fully skilled Affliction than it used to be.
RE: Sorcerer|Sage DPS Compendium - Sith_Happens - 04-15-2012 06:33 PM
(04-15-2012 12:10 PM)Kaedis Wrote:Quote:Would it necessarily? It could be that the overall damage is the same, just spread out over one more tick (kind of like what they did to Mortar Volley/Death From Above).
Huh, you'd think they would have specifically mentioned doing this rather than lumping it under the "changes to underlying combat math." You know, since it's one of those "TB/CT buffs" that everyone's been hollering for. Have you said anything on the official forums yet about this?
RE: Sorcerer|Sage DPS Compendium - Kaedis - 04-16-2012 02:43 AM
Quote:Huh, you'd think they would have specifically mentioned doing this rather than lumping it under the "changes to underlying combat math." You know, since it's one of those "TB/CT buffs" that everyone's been hollering for. Have you said anything on the official forums yet about this?
Nothing so far. I wanted to make sure I wasn't just being stupid (ie. if it had done that all along) before I posted it myself.
RE: Sorcerer|Sage DPS Compendium - Chewmee - 04-17-2012 07:30 AM
I was wondering if anyone has started Denova HM's yet? My guild down the first boss on Thursday but the second boss is presenting some interesting issues with using the Hybrid spec instead of the Madness spec. I switched after seeing the increase in DPS numbers post 1.2. However, with seeing the movement requirements of all the fights (did 8 man story on Friday) I don't see either the Hybrid or Lightning spec being viable for this op as a whole. On the tank boss alone range is moving at least every 8 seconds to avoid one of two mechanics from Firebrand. With 2 dots and only able to multi-dot Stormcaller with Affliction I saw a reduced DPS output. I was forced to constantly interrupt my FL channel to move. Last night I switched back to Madness and saw a considerable increase in DPS as well as sustained output over the course of the encounter. I was also able to place both Affliction and Creeping Terror on Stormcaller increasing my overall DPS even with the frequent movement.
My question is has anyone had similar issues with movement mechanics using either of the other specs? I was using the MoX parser to track my DPS per fight.
The only fight that it doesn't matter what spec you are is Vargoth because its a sit and wait for green means go. Adds come at you slow and from quite a distance so it Force storm FTW. The rest have multiple mobs spawning making multi-dotting a required skill this tier.
RE: Sorcerer|Sage DPS Compendium - Spren - 04-17-2012 08:32 AM
I can confirm that as Madness, Affliction and Creeping Terror will do almost exactly the same % of your DPS.
I wish I hadn't thrown the screen shot away, but when I parsed for 4-5 minutes on a dummy, they were within 1% of each other in terms of the total DPS.
Overall I was doing ~1300 dps with full Rakata and lots of customization for less Alacrity and more Surge/power etc. Not BiS but pretty close. My Marauder with 1 less piece of Rakata, and no customization (tons of wasted Acc and low surge) was doing ~1400 dps. At least my Sorcerer has the range advantage :/
RE: Sorcerer|Sage DPS Compendium - Kaedis - 04-17-2012 09:32 AM
Quote:The only fight that it doesn't matter what spec you are is Vargoth because its a sit and wait for green means go. Adds come at you slow and from quite a distance so it Force storm FTW. The rest have multiple mobs spawning making multi-dotting a required skill this tier.
My guild has only had experience in story mode so far, we've not yet started hardmode. However, I would tend to argue that the burst damage advantage of Lightning is a major asset on the bubble adds on the tanks and the explosion mob on the final boss. The first two fights favor multi-DoTing, but the last two have no benefit thereof (though Lightning sees some benefit from multi-DoTing as well, both from the increased damage from Affliction and from the increased rate of Barrage procs).
As for the tanks, however, we used a different strat. It's possible that Hardmode's mechanics are sufficiently different that this wouldn't work on that mode, but we had everyone in the raid except a single healer on the tanks, so the healer was targeted by every single one of the "avoid me" mechanics. The dps (melee and ranged) only had to move for the bubbles, plus the two that had to run in for Double Destruction. Significantly reduced the movement penalty for that fight.