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Gunnery/Arsenal DPS, Simulator, A new approach
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02-24-2012, 10:04 AM
(This post was last modified: 02-24-2012 10:08 AM by Qed.)
Post: #3
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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: 4.94534625773Unsurprisingly, 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...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:That should make it easy to check an 'optimal' rotation. |
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