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[Patch 1.0-1.1 ARCHIVE] Mercenary | Commando DPS Compendium
01-17-2012, 08:50 PM
Post: #141
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium
(01-17-2012 05:46 PM)swift Wrote:  Values I used are similar to my own level 50 character which is in mostly 126 and 136 epics. (StandardHealth for Unload at 50 is 1610, MainHand and OffHand weapon damage average is 300 and BonusDamage 400). Unload hits for >700 a tick in game.

Code:
StdHPct     = 0.0263 * 1610        = 42
MainHand    = (1-0.82) * 300       = 54
OffHand     = (1-0.82) * 300 * 0.3 = 16
BonusDamage = 0.263 * 400          = 105
Sum         = 42 + 54 + 16 +105    = 227
If you find any mistakes, please correct them. I assume, Ignore Dual Wield Modifier, actually means you can leave out the 0.3, but either way, the results are way off from what I can tell.

Ability Damage Max = ( AmountModifierPercent + 1 ) * MainHandMax + ( AmountModifierPercent + 1 ) * OffHandMax * 0.3 + Coefficient * DamageBonus + StandardHealthPercentMax * StandardHealth

Code:
StdHPct     = 0.0263*1610 = 42      // correct
MainHand    = (1+0.82)*400 = 728    // I guess this is the point - I didn't see the negation
OffHand     = 0                     // lets take this out of the equation
BonusDamage = 0.263 * 400 = 105     // again correct
Sum         = 42 + 728 + 105 = 875  // this would be the highest value for non-crits

You see, due to a mistake on my side (missing the negation) - apologies on that - we do actually get some solid results.
This is a value, that is much more believable - and either we're missing something, or there's a glitch in either the formula or the data on torhead.

Lets take a look on the values for rail shot:
Code:
(1+0.27)*400 + 1.9*400 + 0.19*1610 = 1574
(1-0.27)*400 + 1.9*400 + 0.19*1610 = 1360
The later seems to represent the values I get on screen much better than the first calculation.
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01-17-2012, 09:36 PM (This post was last modified: 01-17-2012 09:37 PM by swift.)
Post: #142
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium
I'll have to get some more accurate values for Unload and my characters statistics later. I've for now simply plugged in the Trooper Full Auto values, which should outside of AmountModifierPercent (since they use a single Assault Cannon) be exactly the same. I'm still a bit skeptical, since I don't remember hitting upwards of 800 in my healer spec. On that same note, has anyone noticed that the average damage values for Rating 140 Assault Cannons is only 1.2 times as high as One-Hand Blasters, but that according to the Formula, the offhand blaster deals 0.3 of its damage?

Assault Cannon: 321 - 597 => 459.0
Blaster: 268 - 497 => 382.5 => 382.5 * 1.2 = 459
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01-17-2012, 09:57 PM
Post: #143
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium
(01-17-2012 09:36 PM)swift Wrote:  I'm still a bit skeptical, since I don't remember hitting upwards of 800 in my healer spec.

This might be due to mob armor mitigation. The damage for railshot in my example was a bit too high, too. But if you take mob armor into consideration (-our 35% AP), we should be at the values we actually encounter ingame.
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01-18-2012, 12:05 AM
Post: #144
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium
(01-14-2012 04:43 AM)Xyrm Wrote:  There are more factors to consider. Sure it hits the hardest but it costs more than 2x as much (and a crit returns the same amount of heat, so compared to the base cost a crit helps less. A crit with fusion vs tracer/heat seeker then costs 3x as much. Given our crit rate (mine is over 40% in raids) it doesn't seem worth it.

Don't think anyone was suggesting using Fusion without Thermals... And I'd suggest to not use it without Power Surge aswell, as it has the longest cast time. The question between DFA and Fusion still lingers, as to which to use with Thermal Sensors (single target dps). Atm it seems a waste to use Thermals on HS, Tracer or Unload.
This is probably a very minor dps increase, whatever you end up doing, but if this is the difference between a mediocre Merc and a top merc, so be it Tongue

As for the adrenals, I'd say the choice is between crit and power. It was pointed in some other thread (yes I'm lazy and can't bother to dig it out) that Surge soft-caps very fast. After about 80% you need much bigger ratings to increase your percent. As we have 0 evidence, my thesis is that at lower gear lvls, you'd want crit and with highend Operation gear you'll just increase Power. Which does raise the question; what happens when we receive new tiers o_O Do we just keep Surge and Crit at some certain percents and continue to increase Power? Sounds weird that we'd hit the soft caps of Crit and Surge at entry Operations... Bit of rambling, but questions I'd like answers to :b
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01-18-2012, 01:31 AM
Post: #145
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium
(01-18-2012 12:05 AM)Poksu Wrote:  As we have 0 evidence, my thesis is that at lower gear lvls, you'd want crit and with highend Operation gear you'll just increase Power. Which does raise the question; what happens when we receive new tiers o_O Do we just keep Surge and Crit at some certain percents and continue to increase Power? Sounds weird that we'd hit the soft caps of Crit and Surge at entry Operations... Bit of rambling, but questions I'd like answers to :b

OK, here's what I've been thinking:
As we're far from hitting the hardcap on crit chance with aim and aim also raises the bonus power at a linear rate, although by 0.03 less than power, it still might be the better choice for Augments.

Lets say you have already 1900 aim and you have to decide, where to put 400 additional points in - either power or aim.
If you put it into power, you will have 92 points more bonus damage.
If you put it into aim, you gain 80 points bonus damage AND 1.84% more crit chance.

Now lets say you're dealing constantly 1000 dmg without those bonuses, at a crit rate of 40%, a crit increase of 80% and go for 100 hits.
If you calculate the difference in damage output, you'll see a measy difference of 8!! points in damage dealt (we're talking about ~144k dmg) in favor of power.
But, if we take into consideration, that our builds are all about crits these hypothetical 8 points of damage are outweighted by the heat dissipation of those 1.84% more crit chance.

For adrenals and spare enhancements I'd go for power too, but when it comes to augments - my credits go for aim.
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01-18-2012, 04:22 AM
Post: #146
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium
I had a question that I didn't see answered on this thread yet. You mention that the Arsenal spec should be higher than the pyrotech spec as DPS due to the high Armor Penn for that spec and this is where my question really lies.

In other MMOs i've played, Armor Penn has always been considered a PvP stat. I'm wondering what your reasoning behind it being a PvE stat this time. I'm not saying your wrong, just looking for the reasoning.

If Armor Penn is a PvP stat like in other games, then I would think both Arsenal and Pyrotech would be quite viable and probably equal. i've noticed on the tooltip for other class's abilities there is a specific note about enemy players on it, which is what leads me to believe armor penn here would be the same as in other games.

Very good explainations
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01-18-2012, 05:37 AM
Post: #147
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium
(01-18-2012 04:22 AM)drgnmstr44 Wrote:  I had a question that I didn't see answered on this thread yet. You mention that the Arsenal spec should be higher than the pyrotech spec as DPS due to the high Armor Penn for that spec and this is where my question really lies.

This may have been the early assumption, but ultimately there are MANY reasons arsenal is superior. More efficient heat use and better coefficients are the really big reasons. In fact, most of our damage comes from our missile attacks which ignore armor entirely (although armor pen does wonders for Rail Shot, Unload, and Rapid Shots).

(01-18-2012 04:22 AM)drgnmstr44 Wrote:  In other MMOs i've played, Armor Penn has always been considered a PvP stat. I'm wondering what your reasoning behind it being a PvE stat this time. I'm not saying your wrong, just looking for the reasoning.

Really? I can't think of one, and I've played quite a few. In WoW it became a PvP stat while ALSO being even better for PvE because the more you had, the better it was (and it could entirely strip armor off low-armor classes), but they have since removed the stat (note SW:TOR doesn't have the stat either, only via class abilties/talents).

"...peace was atrophy. Only through conflict could potential be realized." -Darth Malgus
Xyrm Magus | Mecenary (Arsenal) | <Impervious> | Darth Bandon (USE-PvE)
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01-18-2012, 12:54 PM
Post: #148
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium
[/quote]


Second, Adrenals. I'm having a rough time deciding which adrenal to make for myself with Biochem. Sure, we don't have hard numbers so we can't say for SURE, but I wanted to get everyone's opinion. Currently, I'm trying to decide between three adrenals:
  • Power - This is your basic bread and butter. From what we learned in WoW, this kind of stat (flat damage increase) is the best option if it isn't worse by a large margin because it offers a guaranteed boost independent of RNG.
  • Crit - For our class, this stat has special implications, specifically more spamming. However, the more crit I get on my base gear, the less useful I feel a cooldown that provides crit will be. If I already crit a LARGE chunk of the time, how much can this help me? And additionally, I can still simply not crit at all during the duration if my luck is bad, completely losing out on any benefit.
  • Surge - Because we crit so much, this has to be a consideration. My GUESS is that factoring in the 2-pc PvE gear bonus this is actually quite competitive, but again relying on RNG means we could get NOTHING out of the cooldown.

Thoughts? Currently, I'm leaning towards power just because I KNOW it will provide some benefit when I use it. I'm also inclined to apply the same idea to my relic slot.

[/quote]

Unless your have like zero surge on your gear I would not use the surge one. Surge "caps" fairly easily so much of the benefit is lost.
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01-18-2012, 01:14 PM
Post: #149
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium
Power is a safe bet. i have the adrenal and the relic for power and had a 7.5k crit on HSM. highest i got with the surge/crit relic was 5.5k
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01-18-2012, 01:30 PM
Post: #150
RE: Arsenal Mercenary | Gunnery Commando DPS Compendium
What is everyone using for relics, ive just been using the matrix cube + the crit/surge relic till my surge gets a bit higher, and i havent even tested to see if the on use relics share CDs etc.
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