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Scoundrel/Operative Healing Compendium
12-11-2011, 05:48 PM
Post: #11
RE: Scoundrel/Operative Healing Compendium
Unknown about the duration of hots. We'll have to wait and see.

As for alacrity itself, it does more harm than good. If you have a rotation that is pretty tight without accounting for lag (less than 1 sec wiggle room in a 18 sec rotation) some alacrity (remember you also have 4% from talents) will give you a bit more wiggle room by shaving your 2 sec and 3 sec casts. Going for a lot of alacrity will end up making you either a) use too much energy making most rotations impossible to maintain or b) force you to use an extra 3 sec cast to stay energy neutral. A and B are related of course, but A seems a bit less planned than B. In most cases, if you are using a rotation that is energy neutral, casting without any extra alacrity will be the same exact healing per rotation, but with timers that line up properly and make it easier to stay on your marks.

If you are not using a rotation and are spot raid healing with your 2 second cast, alacrity is excellent, though your total healing output is significantly worse than using a rotation, and your stat balance makes your heals weaker, though delivered sooner. If you were to gear this way, this would be the only role you could fill as a high alacrity set will do you no good on a tank healing or blanket hot raid healing role.

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12-12-2011, 01:16 AM
Post: #12
RE: Scoundrel/Operative Healing Compendium
Hey there,

fixed the tiping failures and some tooltips not appearing.

As a sidenote concerning stat weigth:
1) I excluded power intentionelly, as we do not know if it also applies on tech healing and/or healing in general.
As soon as we know more detailed information about it, i will edit the post accordingly.
2) Concerning alacrity:
It certainly has some positive effects as long as you know how to handle the effects in a way that won't break your energy management.
But, firstly, this is surely not the case with crit & surge.
Secondly, it seems to be quite certain that crit and surge will be our secondary stats of first choice, as a lot of our skills improve crit & critical effects.
It will be quite interesting trying to figure a way out how to decide which one we will want at the given time of our item levels.
Still, we are not sure about how much choice we will have concerning our equipment.
Undoubtly we will want the +cun, +crit, +alacrity above the +cun, +accuracy, +crit piece - although it won't be the optimum.
I guess we will just have to wait and see.

Hope that i was able to point some things out more clearly.

So long,
Kala
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12-12-2011, 03:14 AM
Post: #13
RE: Scoundrel/Operative Healing Compendium
Part of the reason I am interested in the specifics of Alacrity is just what you said; it'll likely be that some Alacrity from gear is totally unavoidable.

More importantly, Alacrity shouldn't have a significant effect on the rate of potential energy expenditure since only one of our heals is not GCD-bound (Underworld Medicine/Kolto Injection), and Alacrity has no impact on GCD from what we've seen to date. That makes the effect of Alacrity against an energy neutral state very easy to model, even if remaining in such a neutral energy rotation does not prove practical in most cases. Unfortunately, I think it also makes the value of Alacrity in PvE inherently low - unless it is shown to affect the duration of HoTs.
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12-12-2011, 03:20 AM
Post: #14
RE: Scoundrel/Operative Healing Compendium
The only rotation that is free of alacrity effects is blanket hot + instant heal (3x, 1x). Any type of single target healing rotation will have some casts of our 2 second heal, which will be affected by alacrity.

If they insist on putting liberal quantities of alacrity on our gear, they need to improve the stat for our use.

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12-12-2011, 03:33 AM
Post: #15
RE: Scoundrel/Operative Healing Compendium
Actually, if you watched the video showing the effects of alacrity, in the formular thread, you would be able to notice that it DOES effect the GCD, but just with spells that have a standart cast time of 1,5 (i.e. GCD=casttime).

The only useful way of using more alacrity that i can think of would be to enable us to spam more Diagnostic Scans and hoping for Crits in the time while we are waiting for more energy gain - which would also be channeled faster than.
Still, this won't effect our healing output significantly.
Has anyone information regarding the power stat concerning its use for healing?

So long,
Kala
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12-12-2011, 04:15 AM
Post: #16
RE: Scoundrel/Operative Healing Compendium
Hm, yes I found the video you were referring to. That makes Alacrity a significantly more annoying stat to consider.

As for power, this was from the same formula thread:

Quote:Willpower/Aim/Cunning Healing Bonus = (Willpower or Aim or Cunning) * 0.14
Force/Tech Power Healing Bonus = (Force or Tech Power) * 0.17
Power Healing Bonus = Power * 0.17
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12-12-2011, 06:34 AM
Post: #17
RE: Scoundrel/Operative Healing Compendium
I did just some pretty basic stuff to model very raw how crit and surge will scale with each other to have some serious data undermining the stat weight in the start post.

General assumption is that the effective heal bonus of both is determined by multiplying the normal amount of healing (taken here as a static value for obvious reasons) with the crit chance and the % of surge we have 50%, which is standart.
I intentionally ignored the 30% boni of accomplished doctor, as it doesn't count for every ability.
We should still consider this in our assumption, as it will make crit a little more valueable.
I attached the little sheet to this post, but the general idea seems to be that we will want to get surge right from the start, with a breaking point at approximatly 30%, where we will want to keep a balance of both values.
If we combine this with this sheet from the formular list thread, it will be pretty clear that surge will be the first thing we want, as it also scales much better at the start:
[Image: attachment.php?aid=119]

Another point worth to mention is that power with its fixed 0,17 scaling is clearly at the bottom, like in the stat weight above, at least for some time, till we have to invest significantly much more item budget to get more % of crit and surge.
Still, it will be interesting to see how the endgame equipment looks like.

If you have any suggestions or critic, feel free to post.

Transparency notice: I will edit the OP accordingly concerning the stat weight.

So long,
Kala


Attached File(s)
.xls  Crit&Surge.xls (Size: 10.5 KB / Downloads: 53)
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12-12-2011, 04:30 PM (This post was last modified: 12-12-2011 05:09 PM by Boogeyman.)
Post: #18
RE: Scoundrel/Operative Healing Compendium
(12-12-2011 06:34 AM)Kaladris Wrote:  Another point worth to mention is that power with its fixed 0,17 scaling is clearly at the bottom, like in the stat weight above, at least for some time, till we have to invest significantly much more item budget to get more % of crit and surge.
Still, it will be interesting to see how the endgame equipment looks like.

I don't know what most of the endgame equipment looks like, but I did find this on Torhead:
http://www.torhead.com/item/7u5PnB6

That appears to be the BoP Implant that Biochemists will get. Specifically based upon the name and statistics I'm assuming it's the one for Operative healing.

(Here is the full list http://www.torhead.com/items/catg/2/subcatg/4/slot/12)

That would seem to indicate that BW agrees with the assessments in this thread as it gives Surge a very slight edge to Crit and doesn't feature any alacrity. I'm not sure how much insight this provides into our top level gear as a whole, but it does seem that BW agrees with the theorycrafting done here so far.

Edit: I just noticed that the BoE verson of this item(http://www.torhead.com/item/3YQM5ro) does in fact feature Alacrity. That makes it look like crit won't be a problem, but Surge may be more of a commodity. Is it possible that BW will be a bit stingier with Surge?

Thanks for all the work everyone has put in here so far, it's been a great read.
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12-12-2011, 07:23 PM
Post: #19
RE: Scoundrel/Operative Healing Compendium
That Biochem implant is great. All the good stuff, none of the bad or not so great. Glad to be going Biochem as a Sawbones.

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12-12-2011, 09:24 PM
Post: #20
RE: Scoundrel/Operative Healing Compendium
After comparing the scematics of the crafting skills with each other, it seems clear that armortech just enables us to build armor with cunning, endurance, power and sometimes alacrity or accuracy, which is clearly not optimal - even if the drops in operations are the same, it will not have any use to be able to craft similar bad gear.
Source: http://www.torhead.com/schematics/catg/1...ssionlevel

It also seems to be quite difficult to obtain a weapon without accuracy or expertise:
http://www.torhead.com/items/catg/1/subc...asequality for operatives,
http://www.torhead.com/items/catg/1/subc...asequality and for smugglers alike.

So the conclusion seems to be that we need more customisation of our gear via mods, for example we will probably want to use this enhancement whereever we can apply it, although it is not clear from where we are able to optain it:
http://www.torhead.com/item/1yUN7d2
http://www.torhead.com/item/ca8kJrg
Would be our armoring of choice.

All in all, my guess would also be that biochem is surely a good choice, even if you just take a look at the crafting options alone - you will just have to craft the implant one time (or two if you can wear the same kind twice), and do not care about mods or anything like that.
I hope we will be able to get more solid data on equipment as soon as possible to get a clear look at how we should set our item priorities.

So long,
Kala
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