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Powertech/Vanguard DPS Compendium
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12-01-2011, 07:43 AM
(This post was last modified: 03-15-2012 06:02 AM by kray.)
Post: #1
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Powertech/Vanguard DPS Compendium
Powertech/Vanguard DPS Compendium
Updated for Patch 1.1.5 Recent Changes as of 3/12/12:
Table of Contents: I. Welcome II. Powertech/Vanguard Basics III. Specs IV. Gearing V. Consumables VI. Crew Skills I. Welcome First off, a huge thank you to the entire community at sithwarrior.com. Previous discussion has been extremely informed and intelligent – let’s keep it that way. Additionally, thank you to Sol for starting the original thread, and the people over in the Game Mechanics forum who continue to completely ignore the lack of combat log and provide us the basis for some serious theorycrafting. Much of the information in this guide is based off of observance and common sense, but where those fail us, my simulator is used to fill in the gaps. With no combat log and a relatively minimal set of data to work with, I cannot guarantee its accuracy 100%, but I welcome anyone to take a look at it and point out any errors they see. Much of the format from this guide was taken from Sol and Alratan. <3 --Back to Top-- II. Powertech/Vanguard Basics IIa. Introduction to the AC Powertechs and Vanguards are, in my humble opinion, one of the most versatile DPS classes in the game. In addition to the capacity to spec as a tank, PT/VGs have a number of survivability cooldowns, stuns, and DPS cooldowns to fit any situation. Although a subset of Bounty Hunters and Troopers respectively, this class functions as a melee hybrid, spending most of their time in the 4-10 meter range. However, if forced to long range, PT/VGs are able to maintain a respectable DPS with a number of 30-meter attacks. There are three skill trees available to us: one focused on tanking, one on heavy melee DPS, and one on hybrid melee-ranged. In addition to the standard 31-point specs for each tree, a number of partial or full hybrids can be used to provide additional utility or even more DPS in some situations. All of this is explained in more detail in the appropriate section. For now, some information that applies to all Powertechs and Vanguards. IIb. Heat / Ammo Bounty Hunters and Troopers share a similar resource mechanic to the energy of Imperial Agents and Smugglers, with a few key differences. Heat, which is specific to Bounty Hunters, starts at 0 and ranges up to 100. Using abilities generates a certain amount of heat, which is then dissipated passively, with talented procs, or manually using certain abilities. In this sytem, you are unable to activate an ability that would push your heat above 100. Our main source of resource regeneration is passive dissipation, which works on a tiered system; the less heat you have the quicker you’ll dissipate, as noted in the chart below. Heat regenerates one tick every second.
Troopers, on the other hand, use Ammo. Ammo functions nearly identical to Heat, except it’s inverted. Instead of starting at 0 Ammo, Troopers start with 12 Ammo, which is then consumed by attacks. For all intents and purposes, 1 Ammo is equal to about 8 Heat, and regenerates at the same rates as Bounty Hunters. With this in mind, Trooper Ammo regeneration can be represented as:
Resource regeneration for Powertechs and Vanguards follows these rates at all times, in and out of combat. The passive regeneration rates shown are not affected by any talents or skills, and cannot be slowed or stopped by any external force. Any additional Heat/Ammo regeneration seen in talent trees is added to these numbers. Using this model for our resources means that we want to always maintain under 40 Heat or over 7.2 Ammo in order to maximize regeneration. This is best done by setting a Heat/Ammo Limit that, once crossed, means you will no longer use any attack that costs resources. The generally accepted Heat/Ammo Limit is 20-25 Heat/2.5-3 Ammo. If you cross this threshold, do not spend any more resources! One thing to note, however, is the ability Vent Heat Vent Heat Bounty Hunter Activation time: Instant Cooldown: 120 secs Mirror: Recharge Cells Rapidly vent 60 heat over <<1[%d seconds/%d second/%d seconds]>>. Recharge Cells Trooper Activation time: Instant Cooldown: 120 secs Mirror: Vent Heat Recharges 6 cells over 3 seconds. IIc. Cylinders / Cells Powertechs/Vanguards come equipped with cylinders and cells respectively, acting as self-buff “stances” seen in other MMOs and granting effects based on which buff is currently active. These buffs are:
In the current design, each talent tree focuses on a single cylinder to do it’s damage: Ion Gas for Shield Tech/Specialist, High Energy for Advanced Prototype/Tactics, and Combustible Gas for Pyrotech/Assault Specialist. Due to this design, and the fact that changing buffs requires a 1.5 second cast, it is not necessary or viable to ever swap cylinders. IId. Base Abilities Here is a list of base abilities that you’ll need as a DPS Powertech/Vanguard, full descriptions available in the tooltips. SINGLE TARGET:
Unload Bounty Hunter Heat: 16 Range: 30m Channel time: 3.0 secs Cooldown: 15 secs Damage Type: Weapon Mirror: Full Auto Unload your blaster into the target. dealing <<1>> weapon damage every second. Weak and Standard enemies caught in the blaster fire are stunned for the duration. Fires both blasters if dual wielding. Full Auto Trooper Ammo: -2 Range: 30m Channel time: 3.0 secs Cooldown: 15 secs Damage Type: Weapon Mirror: Unload Fires a continuous stream of bolts that deals [<1>] weapon damage every second. Weak and standard enemies caught in the blaster fire are stunned for the duration. Missile Blast Bounty Hunter Heat: 25 Range: 30m Activation time: Instant Damage Type: Kinetic Mirror: Explosive Round Deals <<1>> damage to the target and <<2>> additional damage to up to 3 nearby enemies in a 5m radius. If the first target is a weak or standard enemy they are knocked to the ground. Explosive Round Trooper Ammo: -3 Range: 30m Activation time: Instant Damage Type: Kinetic Mirror: Missile Blast Fires a heavy round that deals [<1>] kinetic damage to the primary target and [<2>] kinetic damage to up to 3 targets within 5 meters. If the primary target is a weak or standard enemy, it is knocked to the ground. AOE:
UTILITY:
IIe. Cooldowns The following are DPS-enhancing cooldowns available to us:
--Back to Top-- III. Specs IIIa. Advanced Prototype/Tactics There is only one widely-accepted spec for AP/Tac characters to use. TALENTED ABILITIES: AP/Tac gains 2 special abilities in their tree.
CYLINDER: The self-buff you’ll use in this spec is High Energy Gas Cylinder. By default you’ll gain +5% Internal/Elemental damage dealt, and when properly specced you’ll gain an additional 3% on top of a constant resource regeneration buff (a key factor to the spec). PRIORITY LIST: The general single target priority for us here is as follows
This may look complicated, but it’s truly not. Keep Retractable Blade/Gut up at all times, take care of your procced attacks, then follow a simple priority order. With Flame Thrower/Pulse Cannon, you have 2 options: use it immediately every cooldown or wait until 5 stacks of Prototype Flame Thrower/Pulse Generator. Though it is technically a DPS increase to wait for 5 stacks, the increase is extremely minor (~1% with BiS gear), so just use it whenever you feel like it. HOWEVER, it is a definite DPS LOSS to sit on 5 stacks of the buff and never cast Flame Thrower, so don’t delay it any longer than you have to. AoE as as AP/Tac is a bit fluid, specifically due to Prototype FT/Pulse Gen. Typically, you’ll want to open with Death from Above Death From Above Bounty Hunter Heat: 25 Range: 5m - 30m Channel time: 3.0 secs Cooldown: 60 secs Damage Type: Kinetic Mirror: Mortar Volley The Bounty Hunter flies to a safe distance and sprays the area with blaster fire dealing <<1>> damage per second for 3 seconds. finishing with a missile blast which deals <<2>> damage. Mortar Volley Trooper Ammo: -3 Range: 5m - 30m Channel time: 3.0 secs Cooldown: 60 secs Damage Type: Kinetic Mirror: Death From Above Launches a volley of mortar shells at the target area, dealing [<1>] kinetic damage to up to 5 targets within 8 meters over the duration. Standard and weak targets are knocked down by the blasts. Explosive Dart Bounty Hunter Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Kinetic Mirror: Sticky Grenade Fires a dart that that will detonate after several seconds. Standard and weak enemies enter a state of panic when the dart is active. The explosion deals <<1>> kinetic damage to up to 3 targets. Standard and weak targets are knocked back from the blast. Sticky Grenade Trooper Ammo: -2 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Kinetic Mirror: Explosive Dart Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals [<1>] kinetic damage when it detonates. Standard and weak targets are knocked back from the blast. STAT WEIGHTS: As always, you should generate your OWN STAT WEIGHTS for your particular gear set. Depending on your ratings, you might see wildly different results than I post here. These stats are generated using the default gearsets with NO modifications switched out, to be viewed as ROUGH GUIDELINES. As your gear changes, so do the weights. (All weights given in Aim Equivalence Points) Tionese: Surge > Aim > Power > Tech Power > Crit > Accuracy
Columi: Aim >= Power > Surge > Tech Power > Crit > Accuracy
Rakata: Aim > Power > Surge >= Tech Power > Crit > Accuracy
PERFORMANCE / NOTES: Unfortunately, Advanced Prototype/Tactics lags a bit behind Pyrotech/Assault in damage output, pumping out around 1500 DPS in top end gear compared to Pyro’s 1650. Not only that, but it’s much more reliant on staying in melee range. The saving grace, however, is that resource management in AP/Tac is almost completely negligible. Due to the low cost of Immolate/Fire Pulse and the passive regen granted by Cylinder Ventilation/Cell Generator, you can go an extremely long time without ever having to fire your basic attack. AP/Tac is the “easier” of the two specs, but has much steadier DPS and is nowhere near as proc-reliant. If you find yourself overheating constantly as a Pyro/Assault or want a more reliable output, definitely go with this spec. --Back to Top-- IIIb. Pyrotech/Assault Specialist There are 3 widely-accepted specs that Pyro/Assaults use right now.
Thermal Detonator Bounty Hunter (Mercenary) Range: 30m Activation time: Instant Cooldown: 150 secs Hurls a thermal detonator that adheres to the target and detonates after several seconds. Standard and weak enemies enter a state of panic while the explosive is active. The explosion deals [?] kinetic damage when it detonates. Standard and weak targets are knocked back from the blast. Shares a 15 second cooldown with Explosive Dart. 4/6/31 (Powertech / Vanguard) – Takes TD/AP and 3% tech crit. 8/2/31 (Powertech / Vanguard) – Takes TD/AP and 9% Aim. Choosing what spec is mostly a matter of preference. The 28-point build provides the highest theoretical DPS, but at the expense of utility and a 30m range attack. If you find yourself at max range often doing nothing but your basic attack, try out a 31-point build and use TD/AP as an “oh crap, I’m far away and have nothing better to use” attack. In BiS gear, the difference between a 31pt and a 28pt build is about 50 DPS (1600 vs 1650). Between the 31 point builds, I recommend 8/2/31 for anyone over 1700 Aim (while buffed & stimmed). Otherwise, I recommend 4/6/31. TALENTED ABILITIES: Pyrotechs/Assault Specs gain 2 special abilities in their tree.
CYLINDER: The self-buff used by this spec is Combustible Gas Cylinder Combustible Gas Cylinder Bounty Hunter Activation time: 2.0 secs Damage Type: Elemental Mirror: Plasma Cell Loads your blaster with combustible gas, giving all of your blaster attacks a 10% chance to deal [?] additional elemental damage over 6 seconds. Only one cylinder can be active at a time. Plasma Cell Trooper Activation time: 2.0 secs Damage Type: Elemental Mirror: Combustible Gas Cylinder Loads your rifle with a plasma powercell, giving all of your rifle attacks a 10% chance to deal [<1>] additional elemental damage every 3 seconds for 6 seconds. Only one cell can be active at a time. If talented into Prototype Cylinders/Blaster Augs, CGC/PC also grants 3% Tech critical chance. PRIORITY LIST: For single target fights, your priority list should be as follows:
Please note, using Thermal Detonator/Assault Plastique is currently a slight DPS LOSS, unless you're stuck at range. Keep Incendiary Missile/Round up, use Rail Shot/HIB every time you can, and fill with Rocket Punch/Stockstrike and Flame Burst/Ion Pulse, waiting for Prototype Particle Accelerator/Ionic Accelerator to proc. For AoE fights, your priority list should be as follows:
At this point, begin tab-targetting and hitting Flame Burst/Ion Pulse to apply your DoT to everyone you can, using Rail Shot/HIB when it procs, and using your AoEs as they come off cooldown. STAT WEIGHTS: As always, you should generate your OWN STAT WEIGHTS for your particular gear set. Depending on your ratings, you might see wildly different results than I post here. These stats are generated using the default gearsets with NO modifications switched out, to be viewed as ROUGH GUIDELINES. As your gear changes, so do the weights. (All weights given in Aim Equivalence Points) Tionese: Surge > Aim > Power > Crit = Tech Power > Accuracy
Columi: Aim > Power > Surge >= Crit > Tech Power > Accuracy
Rakata: Aim > Power > Crit = Surge > Tech Power > Accuracy
PERFORMANCE / NOTES: Pyro/Assault, specifically the 28 point build, contains the highest DPS possible for Powertechs and Vanguards right now. However, that DPS comes at a cost – managing your resources is pointedly more challenging than Advanced Prototype/Tactics, and you’ll find yourself using your basic attack quite a bit more often as you wait for your resources. In top end, BiS gear, you’ll be hitting around 1650 DPS in an ideal fight. As far as playstyle goes, these specs benefit from a relatively low reliance on melee attacks, and can still output most of their damage from a 10m range. Damage output is very proc-reliant, however, and you’ll see a significant difference in your damage between multiple short fights. IIIc. Tank/DPS Hybrids x/x/x - Carolina Parakeet: Info on this spec coming soon! --Back to Top-- IV. Gearing As noted above in the specs section, there are 3 tiers of PvE gear available in-game right now: Tionese, Columi, and Rakata. Conveniently enough, these all share the same set bonus and are interchangeable, meaning that you can replace Tionese Boots with Columi Boots and not lose your set bonus. The set name for Powertech/Vanguards is Combat Tech, and there’s no real reason for you to use anything else.
As far as stats go, I’ve said it twice and will say it a hundred times: there are no real set stat weights. Because crit, surge, accuracy, and even Aim experience some form of diminishing returns from the very first point, it’s impossible to tell you what will be best without knowing your current gear. If you look at the Tionese weights I listed above and stack Surge to 500 rating, you will be shooting yourself in the foot, and nowhere near as good as if you had put some thought into things. That said, you’ll want to get your Surge to a decent level (around 200), then stack as much Power, Surge, and Crit as possible, ensuring to not let one stat get too far ahead of the others. Accuracy is universally our worst stat, as most of our attacks are Tech based and thus cannot miss. --Back to Top-- V. Consumables There are two types of DPS-enhancing consumables available in the game right now. Stims Stims are the “flasks” of SWTOR – large stat boosts that last an hour or more, giving you a boost for entire Operations or Flashpoints. Buying stims is the single largest DPS boost you can get from a single item! The type of stims we use are Reflex stims, and give either Aim or both Aim and Power. The best rank of stim available is the Exotech Reflex Stim. Adrenals If stims are flasks, then adrenals are potions. You can use one of these every 3 minutes for a temporary huge stat boost, best lined up with other cooldowns. There are 3 types of adrenals available: Attack (Power), Crit (Crit), and Force (Surge). If your critical multiplier is under 60%, definitely go with Force adrenals, otherwise stick with Attack. Remember, Power isn’t hit by diminishing returns, so you’ll benefit from every point. The best rank of adrenal available is the Exotech Attack/Crit/Force Adrenal. --Back to Top-- VI. Crew Skills Not much to say on Crew Skills right now. Check back in 1.2 after the rebalancing for some actual information. |
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12-09-2011, 05:23 AM
Post: #2
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RE: Powertech/Vanguard DPS Compendium
Friend of mine started working on one here. Has some nice info and a good read.
http://empirebailbonds.enjin.com/forum/m...compendium |
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12-13-2011, 03:15 AM
(This post was last modified: 12-13-2011 03:28 AM by ArgentusRex.)
Post: #3
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RE: Powertech/Vanguard DPS Compendium
Quote:Friend of mine started working on one here. Has some nice info and a good read. Quote:Beginning of Fight: He has basically listed the PT talents/abilities, provided minimal useful commentary, and proceeded to come up with some "rotation" that is more likely to confuse anyone than help them... Moves to "throw in" to your rotation? Really? No mention of prototype flamethrower? Among other things... He also doesn't mention the fundamental underlying concept of the heat system, namely that you have to maintain it at around ~>40 heat for optimal regeneration. There are just the first couple things I noticed. I'd recommend anyone making their way into this thread to hold out for Sol's compendium. If all you're looking for is a spec, mess around with http://www.torhead.com/skill-calc#301hMhZMsMrRrfkzsZb.1 . You have a couple filler points in the AP tree but I'm pretty sure the best way to spend them is to decrease the CD on your interrupt (Quell) and grab Kolto Vents. 6 CD on Quell lets you shutdown any interruptible mobs almost completely and Kolto Vents COULD come in handy depending on the mechanics of a fight. Certainly better than 10% less damage while stunned, a 5s shorter CD on your stun, or 1% less damage, which are the alternatives. Unter allem Diebesgesindel sind die Narren die schlimmsten, sie rauben euch beides, Zeit und Stimmung. -Goethe |
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12-14-2011, 03:20 PM
(This post was last modified: 12-14-2011 03:23 PM by Sol.)
Post: #4
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RE: Powertech/Vanguard DPS Compendium
Hey guys the guide is up. There are some tooltip links not working as they are yet to be entered in the database, however the mirror is there to look at in almost every case. I'll try to get the DB updated in the next week.
If there are any mistakes or inconsistencies I apologise in advance, as I only constructed the guide to have some reliable matierial for launch. It isn't as fleshed out as my others, however I'm confidant that 95% of the material is appropriate and it's a great base to start the discussion off with. We are also looking for someone with the knowledge, skill and desire to maintain it going forward. If you think you're that guy or girl then please have a chat to Alratan or Master Killer. Remember, this place is only as good as those that take part so please, help out if you can and help make the site even better =) |
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12-25-2011, 05:37 AM
(This post was last modified: 12-25-2011 08:32 AM by Isawa_Chuckles.)
Post: #5
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RE: Powertech/Vanguard DPS Compendium
>This entire post is for Advanced Prototype
I don't know if I necessarily agree with holding on to Railshot and Rocket Punch for only when you have a proc available. Their Damage Per Cooldown/Heat are on the order of 3-4 times higher than Flame Burst filler even *without* procs (This being, of course, dependent on the Resistance percentages Bioware gives the bosses. However, even up through 63-70% Physical Resist/0% Elemental resist, Rocket Punch maintains superiority without proc, and Rail Shot maintains superiority even further. Two out of three rocket punches will naturally have their cost reduced to 0 by Immolating on cooldown. The remaining one will likely have 3ish Flame Bursts leading into it, for a decent shot at being free. And barring being free, it's still more efficient than pretty much anything you'd be casting on its GCD slot anyhow (Barring Immolate and Rail Shot, which is are efficient, but I'd probably push the Rail Shot to the next GCD in hopes of getting the 25% crit buff... but not much further). The only two abilities you have that can proc critical Rail Shots are on a 9 second cooldown and an action that becomes progressively less efficient DPC/H the earlier than 15 seconds you hit it again. You have a high likelihood of casting 1 Normal Railshot and 1 Autocrit railshot casting Railshot on Cooldown, in the time you'd spend waiting on the auto-crit proc. I am also not really liking Flame Thrower single target, even with the 50% damage bonus. With the bonus, it's more efficient than Flame Burst, and about the same efficiency as Rectractable Blade; however, it eats two cooldowns worth of time. If you have a spot where you'd be doing Flame Burst->Rapid Shots, a 5-charge Flamethrower is probably a good replacement for that attack series. Also, the Mercenary DPS thread has people posting that the Heat Venting chart on live is actually 0-40: 5//40-80: 3//80-100:2. This gives you 40 points of heat to play with, rather than 20. Right now what I'm looking at for "sustained" (AKA, after the initial "max out heat and vent it" opening) is something like this (1 minute presented). The fourth Rocket Punch at 30 seconds has 4 Flame Bursts leading into it with a 30% chance each to proc free rocket punch. If that doesn't actually proc, you can decide on your toes how you want to modify things, either by turning the next FB or two into Rapid Shots, or switching the Rocket Punch with the Rapid Shots that would normally come at 36 seconds, and changing the 39 rocket punch into a flame burst. If you have Vent Heat up, you could also just bull ahead using Rocket Punch and replace Rapid Shots instances with Flame Burst instances. Again, this is just a rough approximation of a sustained cycle in a 1 minute snapshot. As with anything else, fight mechanics/human input will make holding to a perfectly executed rotation both unlikely and often, the attempt to do so will actually impact the player's performance negatively. Flexibility and adaptation to situations created by boss abilities/lag/player error is paramount. There will be times when you could flameburst a dozen times without getting a Free Rocket Punch. Still, it helps to have a decent idea of how one's resource management "might" look if things are going smoothly: RP=Rocket Punch RB=Rectractable Blade RS=Rail Shot I=Immolate FB=Flame Burst RSh=Rapid Shots RP>RB>RS>I>FB>RSh>RP>FB>RSh>FB>RSh>RB>RS>I>RP>FBx3>RSh>FB>RP>RB>RS>I>RSh>FB>RP>FB>RSh>FB>RSh>RB>RS>I>RP>FBx2>RSh>FBx2>RP 0: Rocket Punch [16] 1.5: Rectractable Blade [27H] 3.0: Rail Shot [33H] 4.5: Immolate [36H] 6.0: Flame Burst [34H] 7.5: Rapid Shots [29H] 9: Rocket Punch [19H] 10.5: Flame Burst [30H] 12: Rapid Shots [12H] 13.5: Flame Burst [23H] 15: Rapid Shots [13H] 16.5: Retractable Blade [24H] 18: Rail Shot [22H] 19.5: Immolate [25H] 21: Rocket Punch [15H] 22.5: Flame Burst [26H] 24: Flame Burst [24H] 25.5: Flame Burst [35H] 27: Rapid Shots [25H] 28.5: Flame Burst [36H] 30: Rocket Punch [18H] 31.5: Retractable Blade [29H] 33: Rail Shot [35H] 34.5: Immolate [38H] 36: Rapid Shots [20H] 37.5: Flame Burst [31H] 39: Rocket Punch [21H] 40.5: Flame Burst [32H] 42: Rapid Shots [14H] 43.5: Flame Burst [25H] 45: Rapid Shots [15H] 46.5: Rectractable Blade [26H] 48: Rail Shot [24H] 49.5: Immolate [27H] 51: Rocket Punch [17H] 52.5: Flame Burst [28H] 54: Flame Burst [26H] 55.5: Rapid Shots [21H] 57: Flame Burst [27H] 58.5: Flame Burst [38H] 60: Rocket Punch [20H] Choosing mods might also end up annoying for maximizing gear. 110% accuracy is of great important, but we face issues when it comes to the other stats. Several of our abilities have increased critical damage, which would nod towards +Crit Chance being good; however our most efficient spell, Rail Shot, has 2 chances per cycle of being an auto-crit, which undermines the value of +Crit chance, and supports Surge as a statistic (although with the unreliability of the auto-crit, I am loathe to actually mod for surge). Stacking power seems like it would probably be a decent way to approach the issue of Crit Chance doing less for our biggest nuke. With no cast times except Flame Thrower, Alacrity is just bleh. Although if you run Flamethrower for single target, I'd guess there's probably an Alacrity breakpoint where it's efficient enough to be cool. I'm guessing we're going to end up at Accuracy (to 110)>Power>Crit>Surge, with crit and surge value changing relative to each other. Also, for the love of god Bioware, let me have my UI mods. Hiding our Heat and Regeneration mechanics in a little bar on the edge of the screen makes me want to headbutt people. Also need timers to track the 8heat/6second combat cylinder effect so that you can line up abilities properly. Other than those little quibbles, thank you for the compendium, it's very helpful No matter how the maths work out, at least we know Powertech/Vanguard gets 100% of the coolpoints for dousing people in oil and then lighting them on fire
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12-25-2011, 06:42 AM
Post: #6
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RE: Powertech/Vanguard DPS Compendium
(12-25-2011 05:37 AM)Isawa_Chuckles Wrote: Also, for the love of god Bioware, let me have my UI mods. Hiding our Heat and Regeneration mechanics in a little bar on the edge of the screen makes me want to headbutt people As long as you memorize the heat regen table (a few values, so it shouldn't be too much trouble), I believe you can check off "Show Player Information" (don't remember for sure, but I'm pretty sure it's that) in the UI portion of Preferences so that you can see your exact Heat/HP values. It alleviates the problem a fair bit. (no, not like the band GWAR, they suck and they're not Sith-y) Mercenary (BH) | Commando (TR) DPS Compendium |
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12-26-2011, 08:31 AM
Post: #7
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RE: Powertech/Vanguard DPS Compendium
I'm not a Powertech, but I assume the heat table is the same. If so needs to be updated on this compendium to match the Arsenal/Gunnery table.
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12-31-2011, 10:29 PM
Post: #8
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RE: Powertech/Vanguard DPS Compendium
Not much activitiy in this thread. Most seems to be in Merc/Arsenal
Are not many people choosing this option? I wonder why. I'm enjoying burning things. I'm finding that I definitely need to keep moving. Shifting between close and mid to cycle through abilities. I'm only 34 so far and I'm able to hold my own against multiple enemies, and I feel I am putting out good DPS. Speaking of which, has anyone figured out a way to gauge DPS? Regardless of spec across the board we would like to know how we are doing. Any thoughts? |
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01-01-2012, 08:11 PM
Post: #9
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RE: Powertech/Vanguard DPS Compendium
(12-31-2011 10:29 PM)KayGBee Wrote: Speaking of which, has anyone figured out a way to gauge DPS? Regardless of spec across the board we would like to know how we are doing. Any thoughts? There's not really any way of gauging DPS until we at least get some form of combat logging. Until that point its all just conjecture based on how big your numbers look on screen. |
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01-04-2012, 01:40 AM
(This post was last modified: 01-04-2012 06:17 PM by Oyxl.)
Post: #10
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RE: Powertech/Vanguard DPS Compendium
Quote: Assuming that: - The following spec is used: http://db.darthhater.com/skill_calc/boun...de2fef2efe - Spell effects are applied before armor reduction. - Flame Burst, Rail Shot and Thermal Detonator are Tech attacks. - All instant attacks share the same bonus damage from power. Flame Burst: base damage: 558 – 622 avg. base damage: 590 heat: 16 Total extra gain from talents: +12% damage +12% crit chance (does it count as Tech? if not, 6%) +30% chance to proc a free Rail Shot that vents 8 heat. +100% chance to proc Combustible Gas Cylinder base damage after bonuses: 624,96 - 696,64 avg.base damage after bonuses: 660,8 Rail Shot: base damage: 2765 - 2951 avg.base damage: 2858 heat: 16 Total extra gain from talents: +72% (or 90%) Armor Penetration +6% crit chance (does it count as Tech? if not, 0%) +15% damage (9% on targets on fire, 6% hard) +30% crit damage (base 50%, so 80% additive, or 95% cumulative) base damage after bonuses: 3179,75 – 3393,65 avg.base damage after bonuses: 3286,7 Thermal Detonator: base damage: 1566 – 1678 avg. base damage: 1622 Total extra gain from talents: +6% crit chance (does it count as Tech? if not, 0%) +30% crit damage (base 50%, so 80% additive, or 95% cumulative) A rough calculation over a 1000 attacks: Flame Burst + free Rail Shot procs: Heat: 1000 * 16 heat = 16.000 heat 300 * - 8 heat = -2.400 heat ------------------------------------------+ 13600 heat avg. Damage (including talent modifiers) 1000 * 660,8 = 660.800 300 * 3286,7 = 986.010 ------------------------------------------+ 1.646.810 damage Damage per heat: 1.646.810 / 13600 = 121,090 Thermal Detonator Heat: 1000 * 16 heat = 16.000 heat avg. Damage (including talent modifiers) 1000 * 1622 = 1.622.000 damage Damage per heat: 1.622.000 / 16.000 = 101,375 Total damage in favor of Flame Burst: +24.810 Total Damage per heat in favor of Flame Burst: + 19,715 damage per used heat. Conclusion: Purely based on their base statistics, paired with talent damage bonuses, without using any knowledge concerning bonus damage through gear (different scaling for example) and without applying Armor Reduction (Flame Burst = elemental, Rail Gun = “weapon” damage?, Thermal Detonator = Kinetic damage) and without taking in account the massive amounts of additional crit chance and additional damage on Flame Burst and Rail Shot and without taking in account the armor penetration on Rail Shot, it already seems that Flame Burst is a clear winner above and beyond Thermal Detonator. If you would replace every possible Thermal Detonator CD with a Flame Burst, your damage potential(on equal amount of shots!) goes slightly up and your damage per heat skyrockets, allowing you to replace more Rapid Fire with, probably, more Flame Bursts. All of that, once more, without any additional crit chance or ARP calculated. The only thing that will make a difference, is the dual GCD compared to the single GCD. To calculate that, you'd have to come up with a slightly more advanced schematic and the pro's and con's depend on the difference in use and damage of rapid fire. Personally, I would advice: http://www.torhead.com/skill-calc#301hMZMsMZfGbbzGhMc.1 |
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