MMO News and theorycrafting for advanced MMO gamers. News and articles that relate to your gameplay. World of Warcraft, SWTOR, Guild Wars 2, Rift, TERA, Eve Online, Star Wars the Old Republic, Diablo3, The Secret World and all Western AAA MMOs

Your login from any MMO-Mechanics forum or site will work here.

Hello There, Guest! Register

Post Reply 
Gunnery/Arsenal DPS, Simulator, A new approach
02-24-2012, 10:04 AM (This post was last modified: 02-24-2012 10:08 AM by Qed.)
Post: #3
RE: Gunnery/Arsenal DPS, Simulator, A new approach
No armor, no accuracy at the moment. I should rewrite this as something reasonably object oriented before I implement them, or this will get really ugly.

I did do some quick test to see how this priority system affects the 'effective' cooldown of various abilities (ie: how many seconds inbetween full autos, on average), using this rotation. The results are:

Code:
Hammer Shots cooldown:  4.94534625773
Grav Shots cooldown:  4.66504229696
Full Auto cooldown:  12.2970790307
High Impact cooldown:  15.9565735883
Demolition Round cooldown:  16.9606252845

Unsurprisingly, in the real world, we can't quite fire HI and demolition round on cooldown using a strict priority system.

The really ugly thing with this prioity system is situations like this:

Code:
Curtain of Fire will proc on...
Grav Round 8.23408308199 1713.12692011 1.36402776333
Hammer Shot 9.05249973999 830.35 1.5
Hammer Shot 9.95249973999 830.35 1.5
Full Auto 8.85249973999 3312.815625 2.72805552667

Firing grav round procs Curtain of fire, YES!
... and we've dipped under the ammo regen barrier, time to hammer shot back up
... two GCD's later, we can *finally* use the Full Auto that's procced. What a waste.

What I'm writing up presently is a slightly better rotation that saves ammo, except to avoid capping when curtain of fire is on cooldown, in hopes that I can increase the number of full autos I fire.

For the moment, I've just assumed one stack of grav round. I can comment out HSM to see if it's actually worth using.

I'd really like to clean this up so that one can just implement the logic for a rotation priority, without having to copy the math around, something like:

Code:
if ammo <10 and fa_cd < 0:
  fullauto()
elif ammo<10 and dr_cd <0:
  demoround()
else
  hammershot()

That should make it easy to check an 'optimal' rotation.
Find all posts by this user
Quote this message in a reply
Post Reply 


Messages In This Thread
RE: Gunnery/Arsenal DPS, Simulator, A new approach - Qed - 02-24-2012 10:04 AM

Forum Jump:


User(s) browsing this thread: 1 Guest(s)