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Marksmanship Sniper/Sharpshooter Gunslinger Discussion 1.0-1.2
02-13-2012, 02:31 AM (This post was last modified: 02-13-2012 02:40 AM by Kenji.)
Post: #361
RE: Marksman Sniper Compendium
Is it true that with the surge changes in next patch crit multiplier will be capping at about 80%? Like this graph https://docs.google.com/spreadsheet/pub?...utput=html ?
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02-13-2012, 04:08 AM (This post was last modified: 02-13-2012 10:06 AM by Tibbel.)
Post: #362
RE: Marksman Sniper Compendium
Just a small update to the spreadsheet today to fix the crazy bugs that were introduced with the 2012-02-11 changes.

The new version is linked in the leading post of this thread.

2012-02-11 to 2012-02-12
  • Fixed: The Total Net DPS tracker on the 'Rotation' tab now references the correct cell when the first action in the sequence is an ability not affected by the global cooldown.
  • Fixed: Ability damage calculations on the 'Abilities' tab now factor in related bonus effects, such Cluster Bombs for Explosive Probe, or Electrified Railgun for Series of Shots, if the appropriate skills are selected on the 'Character' tab.
    • These calculations are only for user reference, so the damage calculations on the 'Rotation' tab, which already factored in those bonus effects, remain unchanged.
  • Fixed: Damage percentage calculations in the ability usage summary table at the top of the 'Rotation' tab now show up properly when at least one damaging ability has been used in the action sequence.
    • Fixed: These calculations also no longer attempt to devide by zero if the defined action sequence has not resulted in any damage done yet. Galaxy safe once again.
  • Fixed: The column tracking the duration of Target Acquired on the 'Rotation' tab now properly references a valid cell and no longer causes an error when Target Acquired is selected to the action sequence.
  • Fixed: Surge's formula is now correct (as of patch 1.1.3) in the Instantaneous Character Stats section of the 'Rotation' tab. (The column is hidden.)
  • Fixed: On the 'Rotation' tab, Snipe now properly gains 100% ranged critical chance if it is used while Laze Target is active.

If there are other bugs I haven't found yet, definitely let me know about them in a PM.

Tib -- Sniper -- <Silent Council> -- The Ebon Hawk -- @Tibbel_
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02-13-2012, 07:07 AM
Post: #363
RE: Marksman Sniper Compendium
A request: Add expertise as an optional choice. I know its not PvE, but it would help me to make more informed PvP gear choices (and find out the threshold when PvE gear is better).
Question: Were you able to implement stat weight?
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02-13-2012, 10:01 AM (This post was last modified: 02-13-2012 10:03 AM by Tibbel.)
Post: #364
RE: Marksman Sniper Compendium
(02-13-2012 07:07 AM)Flyinfungi Wrote:  A request: Add expertise as an optional choice. I know its not PvE, but it would help me to make more informed PvP gear choices (and find out the threshold when PvE gear is better).

Good idea! I'll poke around in the spreadsheet and see if there's anything that would make it overly difficult to add another basic stat. (Stats were one of the very first things I added into the spreadsheet, so there are a lot of references and calculations that are based around the current stats as they stand.)

(02-13-2012 07:07 AM)Flyinfungi Wrote:  Question: Were you able to implement stat weight?

Yes!

I've created a supplementary spreadsheet to calculate stat weights based on the data from the Sniper/Gunslinger spreadsheet. In this sheet (which I am preparing to release) you can fill out your full rotation (including cooldowns, adrenals, relics, and everything) and calculate stat weights based on that.

I recognize that it takes a long time to fill out a full rotation, though, so I've also included the option to estimate stat weights based on an ability usage breakdown over an arbitrary time period. (For example, we guess we'll use 9 FTs, 3 SoS, 3 Ambushes, 6 Snipes, 2 EPs, 1 Shatter Shot, 1 Orbital Strike, and 8 Rifle Shots in a sequence. This option will take that breakdown and estimate the damage we'd do from each ability, and then find stat weights based on those abilities' increase in damage from certain stats.) This estimation won't always be as reliable as the full calculation, but it will allow us to get a much quicker answer.

Look for this spreadsheet to be posted here sometime in the next couple of days, after I finish ironing it out and giving it a usable interface. I'll also need to update the leading post to include results from that spreadsheet before I release it. I want to make sure the stat priority in the compendium is reflective of the most accurate information we have. Smile

Tib -- Sniper -- <Silent Council> -- The Ebon Hawk -- @Tibbel_
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02-14-2012, 04:06 AM
Post: #365
RE: Marksman Sniper Compendium
Would it be possible to include some premade rotations/specs with a future version? Not as a justification for lazyness but just because I know the work has already been done by posters here, and it is extremely time-consuming.

It would provide the average user the ability to plug in their gear, sim using stock specs/rotations (which could be verified by looking at dps values and the priority), and quickly come up with a rough comparison of their sim-dps.
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02-14-2012, 07:45 AM (This post was last modified: 02-14-2012 08:02 AM by Tibbel.)
Post: #366
RE: Marksman Sniper Compendium
(02-14-2012 04:06 AM)Toat Wrote:  Would it be possible to include some premade rotations/specs with a future version? Not as a justification for lazyness but just because I know the work has already been done by posters here, and it is extremely time-consuming.

It would provide the average user the ability to plug in their gear, sim using stock specs/rotations (which could be verified by looking at dps values and the priority), and quickly come up with a rough comparison of their sim-dps.

Sure, if someone would be willing to help draw them up using the semantics of the spreadsheet. Smile

I think it makes sense to establish some common assumptions to have a standard basis for comparison:
  • Target is at 100% health.
  • Start at maximum energy.
  • 6 min (360s) duration, including any ability that is in-progress as the time expires. (This duration is the shortest into which all our big cooldowns fit neatly.) Boss fights won't necessarily always be this long, but since fight length is somewhat unpredictable, this will give us a decent "standard" duration.
Of course, whoever puts together the sequences is free to use whatever assumptions they want, provided they:
    (A.) note them down and share them with us,
    and
    (B.) are willing to discuss the validity of these assumptions in certain situations or in general.

Tib -- Sniper -- <Silent Council> -- The Ebon Hawk -- @Tibbel_
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02-14-2012, 02:55 PM (This post was last modified: 02-14-2012 02:57 PM by Tibbel.)
Post: #367
RE: Marksman Sniper Compendium
The question was raised in this thread on the official SWTOR forums whether we should hard-cast Ambush when Reactive Shot is not active.

Generally, we should use Ambush every 18 seconds whether Reactive Shot procs or not. Here's why.

When RS does not proc, we have two options:
  1. Use a Snipe (avg dmg = 1850 in my gear) instead to allow the next Followthrough (avg dmg = 2140) on time, or
  2. Use an Ambush (avg dmg = 3300) anyway, and delay the next Followthrough by 1s.
-------------------------------------------------

Case 1
Assuming this Snipe procs RS, then we'll use Ambush after the Followthrough, which means Ambush was delayed 3 seconds. That's 1/6th of its normal usage period, so it's 1/6th of an Ambush lost each time this happens in an average fight (-550 dmg).

Total Benefit
= Snipe + FT - (1/6)*Ambush
= 1850 + 2140 - 550

= 3440 damage

-------------------------------------------------

Case 2
Using a long Ambush delays Followthrough by 1s, which is 1/6th of its cooldown, so it's 1/6th of a Followthrough lost each time this happens in an average fight (-360 dmg).

We also lose 1 second, so in an average energy-neutral rotation, that's 2/3rds of a Rifle Shot (avg dmg = 810, so -540 dmg each time).

Additionally, Case 2 costs 5 less energy than Case 1, so assuming we are using excess energy to trade Rifle Shots (0 energy) for Snipes (20 energy), then we also gain 1/4 of the difference between the two abilities (+260 dmg).

Total Benefit
= Ambush + FT - (1/6)*FT - (2/3)*Rifle Shot + (1/4)*(Snipe - Rifle Shot)
= 3300 + 2140 - 360 - 540 + 260

= 4800 damage

Case 2 (hard-casting Ambush) offers the best benefit to damage done.

Tib -- Sniper -- <Silent Council> -- The Ebon Hawk -- @Tibbel_
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02-14-2012, 04:41 PM (This post was last modified: 02-14-2012 04:50 PM by Tibbel.)
Post: #368
RE: Marksman Sniper Compendium
I've created a spreadsheet to calculate stat weights based on settings in the Sniper/Gunslinger Spreadsheet.

How to Find Your Stat Weights
  1. Ensure that both this spreadsheet and the latest version of the Sniper/Gunslinger Spreadsheet are saved in the same folder on your computer.
    (Both are linked in the leading post of this thread.)
  2. Fill in your stats, skill build, ability priority, and target's stats in the Sniper/Gunslinger Spreadsheet.
    • You don't need to fill out an action sequence, but doing so will result in more reliable results.
  3. On the 'Stat Weights' tab of this spreadsheet, click the Auto-Fill button in cell B7 to import your stats from the Sniper/Gunslinger Spreadsheet.
    • NOTE: If you fail to do this step, or if you change your stats here to misalign with the Sniper/Gunslinger Spreadsheet, then you will not get valid results.
    • Re-calculating your stat weights a second time will copy your stats to the Sniper/Gunslinger Spreadsheet to resolve this issue.
  4. Fill out the number of times you plan to use each ability over an arbitrary time period in the Ability Usage section.
    • If you filled out an action sequence on the Sniper/Gunslinger Spreadsheet, you do not need to perform this step.
  5. If you would like to analyze using your ability usage estimates, click the ESTIMATE from Abilities button.
    If you would like to analyze using your defined action sequence, including cooldowns and consumables, click the CALCULATE from Rotation button.
  6. Your stat weights are calculated using Power Eq. (Power Equivalency)
    • For example, if crit's value is 0.70, then adding one point of crit would be equivalent to adding 0.70 points of power.
      (Higher number = stronger stat)

How to Compare Two Items Using Your Stat Weights
  1. To compare one item to another using your stat weights, use the 'Item Comparison' tab.
    • Fill out each item's stats in the yellow cells. The result is shown at the bottom.

Play with this calculator and let me know if you see anything weird.

For reference, here are the power equivalency values I get in my gear (mostly Columi, with a &%^! Tionese weapon Sad)
    Cunning = 1.12
    Aim = 0.77
    Power = 1.00
    Crit = 0.62
    Surge = 0.34
    Accuracy = 0.00
    Main-hand Weapon Damage = 2.43
    Off-hand Weapon Damage = 0.00
    Tech Power = 0.30
I've updated the leading post to account for the surge nerf as part of patch 1.1.3, which is live today.

Tib -- Sniper -- <Silent Council> -- The Ebon Hawk -- @Tibbel_
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02-14-2012, 05:17 PM
Post: #369
RE: Marksman Sniper Compendium
(02-06-2012 07:44 AM)Flyntus Wrote:  So I've read the thread and have agreed with almost everything but I've been leaning towards a 31/03/07 build rather than the 31/07/03. I know that it seems even the 31/07/03 build is looking like it isn't even optimal right now but I like the rotation and idea of MM to 31.

So let me get my points out for my build. Linked below

http://www.torhead.com/skill-calc#400rcr...zZ0cZG0b.1

31 in MM are fairly standard.

I skipped the +10 energy since personally I view it as really only +4 before I drop a regen rate so that seems minor already. I also didn't see a huge value in the 10% to OS on 45 sec CD and EP on a 30 sec CD it just isn't a very large portion of our damage.

So I looked to the lethality tree. The crit is fairly standard I think and self explanatory. I chose the 4% alacrity partially as a filler and also for the fact that i will never run a perfect rotation, there will always be a minor delay between when Ability 1 finishes and I hit Ability 2 which ill call the human error. So while this 4% may be immeasurable or minimal on a spreadsheet I think it will help ensure people ensure they get no FT delay. I then took corrosive microbes for two reasons; first just looking at the spreadsheet with no talents chosen Corrosive Dart and Explosive probe are equal in DPE so I can get a 10% boost in one or 25% in the other, also Corrosive dart is internal and by extension will ignore armor and cant be shielded. It also will have a larger portion of our damage since it should be able to be applied twice in 30 secs versus EPs' once. Lastly it is far more valuable in movement based fights as I can pop it then run.

I'd appreciate any advice

(02-14-2012 02:55 PM)Tibbel Wrote:  The question was raised in this thread on the official SWTOR forums whether we should hard-cast Ambush when Reactive Shot is not active.

Generally, we should use Ambush every 18 seconds whether Reactive Shot procs or not. Here's why.

When RS does not proc, we have two options:
  1. Use a Snipe (avg dmg = 1850 in my gear) instead to allow the next Followthrough (avg dmg = 2140) on time, or
  2. Use an Ambush (avg dmg = 3300) anyway, and delay the next Followthrough by 1s.
-------------------------------------------------

Case 1
Assuming this Snipe procs RS, then we'll use Ambush after the Followthrough, which means Ambush was delayed 3 seconds. That's 1/6th of its normal usage period, so it's 1/6th of an Ambush lost each time this happens in an average fight (-550 dmg).

Total Benefit
= Snipe + FT - (1/6)*Ambush
= 1850 + 2140 - 550

= 3440 damage

-------------------------------------------------

Case 2
Using a long Ambush delays Followthrough by 1s, which is 1/6th of its cooldown, so it's 1/6th of a Followthrough lost each time this happens in an average fight (-360 dmg).

We also lose 1 second, so in an average energy-neutral rotation, that's 2/3rds of a Rifle Shot (avg dmg = 810, so -540 dmg each time).

Additionally, Case 2 costs 5 less energy than Case 1, so assuming we are using excess energy to trade Rifle Shots (0 energy) for Snipes (20 energy), then we also gain 1/4 of the difference between the two abilities (+260 dmg).

Total Benefit
= Ambush + FT - (1/6)*FT - (2/3)*Rifle Shot + (1/4)*(Snipe - Rifle Shot)
= 3300 + 2140 - 360 - 540 + 260

= 4800 damage

Case 2 (hard-casting Ambush) offers the best benefit to damage done.

Thank you Tibbel for clarify this. I was wrong, and hadn't done the math, but this is very good to know. So basically we can obviously use Laze Target to offer a Reactive Shot proc at its cooldown, but other than that we need to be Ambushing at every cooldown, Reactive Shot buff or not.

Regardless, this should be somewhat uncommon if you have 40%+ crit rate.
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02-14-2012, 07:37 PM (This post was last modified: 02-14-2012 07:39 PM by Painstake.)
Post: #370
RE: Marksman Sniper Compendium
I have question, I have been toying around with a 30/8/3 build and I am finding that I like it alot, now maybe tibbel can help me out here since hes got the math on lock down it seems, but would gaining a point in explosive engineering (5% to EP and all AOE) be more of a benefit than 2 extra series of shots every 90 seconds? now thats taking into account that i use OS and EP on the cd energy and cc permitting. and its not like im not casting something in place of those 2 SoS even if they happened to be Snipes or Rifleshots Os goes from 8500 to 9000 and EP goes from 3900 to 4100, series of shots does an avg of 7600 so i would lose 15200 dmg every 90 sec to gain 600 from EP and 1500 from OS factor in 2 snipes for 6200 and I get 8300 dmg to me it seems the math doesn't support it, after looking at it it seems that Rapid fire does account for a rather large increase in dmg. Is Rapid fire rather essential in sniper dps rotation?
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