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simulationcraft for snipers
06-10-2012, 05:21 PM
Post: #1
simulationcraft for snipers
http://code.google.com/p/simulationcraft-swtor/

With the release of Simulationcraft 120-3 there is now support for the Sniper/Gunslinger module. It also includes the latest PTR changes via the PTR option.

For those that don't know simulationcraft is the premier theorycrafting simulator for wow which we have forked for swtor. It allows you to import characters from askmrrobot, talents from there or torhead, to setup raid scenarios with buffs and debuffs. and define your own action priority lists in addition to supplying default. It's a great tool to experiment with gear / talent / priority changes or just see how you're shaping up against a theoretical maximum!

Here's a guide user Wugan has written for getting started customising your character:

http://methodical.enjin.com/forum/m/2286...-character

To get you started on the import tab there's a BiS tab with several Sniper/Gunslinger profiles already created, with basic rakata gear. But the best way is to use your own character's askmrrobot profile

Any testing issues or reports are most welcome, as are askmrrobot BIS profiles and improvements to the action priority lists. You can post here or over at the project site (preferably over there since issue tickets are tracked).
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06-27-2012, 09:34 PM
Post: #2
RE: simulationcraft for snipers
New release out just now for 1.3: Allies. Snipers and their mirrors have all the dps changes implemented. Armor debuffs now give a maximum of 20% (assuming "like debuffs don't stack" means sunder won't stack with shatter shot etc, for a 20% maximum) Plus some other bits and pieces.


http://code.google.com/p/simulationcraft...loads/list

http://code.google.com/p/simulationcraft...leaseNotes
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07-12-2012, 01:12 PM (This post was last modified: 07-13-2012 12:47 AM by Tibbel.)
Post: #3
RE: simulationcraft for snipers
You mentioned that Simulationcraft can import AMR profiles for gear, spec, stats, etc -- so just to follow up on this:

Here's a profile on AMR that is about as close to a general BiS list for snipers as I can fit together. Obviously, if someone thinks they can improve it a little, go for it! Smile

Tib -- Sniper -- <Silent Council> -- The Ebon Hawk -- @Tibbel_
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07-15-2012, 12:33 PM (This post was last modified: 07-15-2012 12:43 PM by Cort.)
Post: #4
RE: simulationcraft for snipers
I"ll test it out. At a glance you'd be better off grabbing BM for the pvp bonus on the shell and using BH armouring so you don't have to take the expertise hit. Also generally (at least for other classes) orange belt/wrists with the kephis 26 armoring works out best. And surge is quite high, although perhaps there is no better choice to take.
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07-15-2012, 04:50 PM (This post was last modified: 07-15-2012 04:51 PM by Tibbel.)
Post: #5
RE: simulationcraft for snipers
(07-15-2012 12:33 PM)Cort Wrote:  I"ll test it out. At a glance you'd be better off grabbing BM for the pvp bonus on the shell and using BH armouring so you don't have to take the expertise hit. Also generally (at least for other classes) orange belt/wrists with the kephis 26 armoring works out best.

Those are both good points -- I wasn't thinking about those possibilities when I was putting that profile together.

Quote:And surge is quite high, although perhaps there is no better choice to take.

Yes, surge is high; however, accuracy above the soft cap is worth very little (near 0), and alacrity has been reasoned to be relatively inconsequential for snipers.

(Once SimulationCraft is modeling the optimal sniper rotation, I'm interested to see what alacrity's value is determined to be. There are small cases where alacrity has value, such as during Orbital Strike's 2s activation time or when Reactive Shot does not proc for Ambush, so if those cases turn out to be more valuable than adding to high amounts of surge, that would be an important finding. Up to now, alacrity has been hard to judge precisely because the spreadsheet is not well suited to iterative rotation modeling.)

In any case, I've updated the profile at the link in my post above. Since Lethality builds typically do not take the 3 points in Marksmanship (+3% accuracy), I made the "wish list" section more suited to a Lethality sniper build, whereas the primary gear set is well suited to a Marksmanship or Engineering build. (The only difference is in the head and chest enhancement slots.) There may still be areas for small improvements, but these should close most of the gaps.

Also, I don't know if there's still work going into refining the sniper action priority in SimulationCraft -- if not, I can see about defining a better priority list, at least for MM. I don't have the capability to run SC on my end, so I won't be able to do a whole lot of double-checking, but I am confident from spreadsheet calculations that there are improvements that can be made. Smile

Thank you for the work you're doing on this! Big Grin

Tib -- Sniper -- <Silent Council> -- The Ebon Hawk -- @Tibbel_
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07-15-2012, 07:19 PM
Post: #6
RE: simulationcraft for snipers
I don't think anybody is working on improving them, so feel free to submit some!
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07-15-2012, 08:06 PM (This post was last modified: 07-15-2012 08:07 PM by Cort.)
Post: #7
RE: simulationcraft for snipers
Also you've used the 27 mods (level 63 gear) which isn't available in game yet. You need to use the 61 (campaign/blackhole) stuff with 26 mods. Maybe when they release nightmare denova we can get the gear you've used, but for now the best we can do is 26. So i'd do a save-as to a new profile and set it up for campaign gear, and shelve that denova stuff until BW release nightmare mode, which they claim they are still working on. Dodgy
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07-16-2012, 01:24 PM
Post: #8
RE: simulationcraft for snipers
(07-15-2012 08:06 PM)Cort Wrote:  Also you've used the 27 mods (level 63 gear) which isn't available in game yet.

Bleh. Rolleyes Fixed.

I didn't change the "wish list" gear -- so for Lethality, we'll just need to trade one adept (power/surge) enhancement for a keen (crit/accuracy) one, for example in the helmet slot.

Tib -- Sniper -- <Silent Council> -- The Ebon Hawk -- @Tibbel_
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07-17-2012, 12:40 AM (This post was last modified: 07-17-2012 01:02 AM by Cort.)
Post: #9
RE: simulationcraft for snipers
Looking better! Campaign gloves you probably want the campaign armoring in there, not the pvp one. currently you're missing the campaign set bonus.

Making that change I get:

[Image: SqVZj]

Which shapes up pretty well against the merc/sorc BiS

[Image: GlzQK]

Marks will need some small tweaks along with Lethality. Engineering may be fine as it is.

And I don't think snipers have gone through as much action priority tuning as Mercs and Sorcs have, so there's probably room there too.
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07-17-2012, 01:37 AM (This post was last modified: 07-17-2012 05:13 AM by Saferai.)
Post: #10
RE: simulationcraft for snipers
http://swtor.askmrrobot.com/character/9c...0a8e8d9260

Best I could do so far. Crit and power are closer in stat value at 153 than at 164 crit rating. Dropped one item worth of accuracy leaving it .3% below cap as accuracy above the cap was a small waste of stat budget.
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