Quote Additional References and Information

About the Author:

Spoiler

My name is Bant and I am a long time SWTOR player and forum lurker. I’ve been playing SWTOR since early 2012 and haven’t stopped since. I’ve been a part of the Imperial guild, Psy-Ops, since its days on Drooga’s Pleasure Barge and now on the Harbinger after a few server merges. I’ve been raiding constantly since 2013 in multiple raid groups. My main for 2 years was my Fat Pink Carnage Marauder named Bant with his two Bright Pink lightsabers. I was forced by needs of the raid group to switch to tanking during the Nightmare Dread Fortress era and I have been maining an Assassin tank (also Pink, just not fat due to lack of large female options) since. While tanking, I did all of the content pre-3.0 (had Gate Crasher, but missed Dread Master by 2 minutes). Since 3.0 I have killed all of the bosses except Cortanni and Revan in HM in all 3 roles.

I read a bit too much and read almost every post made in all of the SWTOR class forums. As I said, long time lurker. I also keep up with the /r/swtor sub-reddit. I’ve always enjoyed the Theorycrafting discussions and get annoyed when incorrect information is put forth as fact (anecdotal evidence I regard as nearly useless). Since 3.0, I’ve been working on trying to determine what is optimal and have gone through multiple iterations and versions of this. I’ve also been greatly helped by my guildmates who have provided feedback and proofreading for the information in this post.







Links to some of my work for this post:

Spoiler





Report Document - Longer version of this post with additional information, out of date at this point due to time constraints Spreadsheet - This is the spreadsheet document that contains my inputs and also is linked to the javascript program that I used to iterate through all combinations, still a mess but still works.





Key References and People:

Spoiler

Theorycrafters: KeyboardNinja - Tank Theorycrafter, KBN is the foremost and most well known theorycrafter for the SWTOR community. His Ideal Tank Stats thread for maximizing mitigation for tanks is the go-to for all tanks. This work on finding the theoretical best stats along with being very clear on the methodology sets the standard for all others. In addition KBN will popup in many other places offering advice and information on many classes. He is very active on the PTS forums on analysing the latest class changes.

TACeMossie (Kwerty) - Vanguard/Powertech Theorycrafter, Kwerty started his focus on Vanguards and put together an excellent program to estimate the DPS and find the optimal gearing. His guides feature this result in the form of DPS curves that map the expected results for each stat distribution. This chart is the best example of what I was trying to accomplish since I just skipped the step of displaying the graph and instead choose the maximum point. After Vanguards, Kwerty has since branched out and has analyzed many of the other Disciplines in the game and can be found answering many questions in many threads.

Oofalong - Sentinel/Marauder Theorycrafter, Oofalong has put a lot of time and work into his Annihilation Marauder Spreadsheet. In the course of doing this he laid the foundations for calculating the average DPS for a single class based on gear and ability rotation. He has done most of the hard work on determining the way ability damage is calculated in SWTOR and has put together a good series of Articles on Dulfy.net on mechanics 101.

Aelanis - Shadow/Assassin Theorycrafter, Aelanis has been working with Kwerty on finding the best stat distribution for Assassins for a while now. The original thread on the theorycrafting assumptions was what triggered the start of my work and the desire to expand it and generalize it for all Disciplines.

Orderken - Healer Theorycrafter, Orderken has put together a spreadsheet for determining the healing output for each healer. His takes a different approach than mine, in that instead of being based on ability usages, he bases his on expected total healing percentages and then maximizes the total. This is likely a better method for healers due to their reactionary nature.

Data: /u/SWTORPotato Github This github repository of datamined abilities is the main reason that I was able to easily get the ability data for all of the Classes. The datamined XML files are sorted by Class and Discipline and proved a massive help in getting this project done. While it has not been updated since 3.1; swtorPotato and swtorMiner are currently working at Torcommunity.com and have done datamining on all Live and PTS patches allowing me to keep my own work updated.

Dulfy.net - The best source for SWTOR guides to both classes and operations. The many class guides let me understand the rotations for all of the DPS disciplines.

Torcommunity.com - a relative newcommer for SWTOR informaiton, they are the current hosts for SWTOR Potato and SWTOR Miner and have a robust and possibly the only remaining, searchable database for equipment. They also post datamined information for abilities to keep my program updated

Parsely.io - A fairly recent webside with upload capability, and robust parse analysis tools. I made heavy usage of this website when trying to determine the average ability usage and what the masters of each class are doing to squeeze the most DPS from their characters. Theorycrafters:Data:





Individual Class notes:

Spoiler

Disciplines: Notes, Assumptions and References

All Classes: New 6 set was used to makes gear calculation simpler and uniform. (Dont have to use 186 armorings)

All buff based abilities are time averaged except when they are rotation gated (Rage Juggernauts for example)

Energy/Force/Focus/Rage/Heat resources will never be capped and wasted nor will any rotation cause resources to drop below the maximum regeneration rate. If the sum of all the resource costs of each ability divided by their time averaged use is equal to or less than the regeneration rate plus all other resource regain abilities than the rotation is assumed to work.

Single Target on the Operations Training Dummy with a working Debuff Module applied is assumed for all DPS.

Every class has at least one ability they will use as a filler in order to never waste a GCD, this ability has a time averaged usage of the remaining time. For example Lightning Sorcerers | Telekinetics Sages will use Lightning Bolt | Telekinetic Burst in every spare GCD when they are not using their main abilities. Its the principle of always be casting.

Data References are based off of Imperial Class data. The mirror classes are identical 99% of the time so this works. There are random exceptions that get patched every so often such as Gunslinger’s Charged Burst had better Coefficients than Sniper’s Snipe.

All “Refreshed” dots will start again when they are refreshed. In practice this means that an extra tick is caused every time it is refreshed. This can best be seen with Operative healers when they use surgical probe on a target with 2 Kolto Probes active.

All healers have an assumption of trying to heal 4 targets equally to maximal sustainable effect

Marauder-Annihilation | Sentinel-Watchman

Annihilation Rotation is tricky because part of the resource generation is based on RNG procs. To make it easier, I assumed that the rotation would never cap on energy and that if it generated the appropriate time averaged amount of Rage|Focus it would be able to use all of its abilities at the appropriate rate. Berserk was assumed to be triggered every 24 seconds (pre Alacrity) due to fury generation from abilities

3.2.1 changed the rotation completely to a static block of (in Marauder terms):

Annihilate(Deadly Saber every other block) - Filler - Cauterize - Filler (Deadly Saber every other block) rotation with the filler as priority list of the order:

Force Rend > Ravage(1 GCD only) > Battering Assault > Force Charge > Double Saber Throw > Vicious Throw > Vicious Slash > Assault.

When I wrote down the rotation on GCD by GCD basis and extend it to infinity I found that all the filler abilities if used in that priority order are used on average every 18.75 seconds because they get delayed by two GCDs every so often by the 15 second force rend.

References: Oofalong, Ardarell_Solo



Marauder-Carnage | Sentinel-Combat

Carnage|Combat has both the simplest and trickiest rotation to analyze. The simpleness comes in with its very simple goal of using Gore | Precision Slash as much as possible with a buffed Devastating Blast | Clashing Blast every time. The trickiness comes in from the worst case of variable alacrity in the game with a 30% buff that remains not for a set time period but for the next 6 moves that are on the GCD. I ended up time averaging this alacrity buff, and based the berserk buff on an uptime determined by ability usage. This was found to reflect Parsely data fairly well on ability usage averages.

References:



Marauder-Fury | Sentinel-Concentration

This was an easy class due to its static rotation that does not deviate and has an execute phase change of a single ability swap. Any relative duration alacrity changes to the 10 second The Cascading Power | Heightened Power 10 second buff were ignored due to trickiness of implementing alacrity changes into a spreadsheet. In practice, this would increase the damage dealt if an additional ability fell into the window.

References: Oofalong



Juggernaut-Immortal | Guardian-Defence

Tank Classes are handled differently and the dps rotation changes based on the resource proc bonuses of a boss hitting you. The absorb shield from Force Scream | Blade Storm is included in the calculations

References: KeyboardNinja, Dipstik, Methoxa



Juggernaut-Vengeance | Guardian-Vigilance

Playing this class is all about keeping your main abilities on cooldown with fillers taking the extra space in between. This leads to a very fluid playstyle and the ability usage is easily time averaged. The trickiest part about the spec is that the tooltips do not line up with what is expected. This was determined to be because of the nature of Shein stance buff. Further testing is required to determine the exact boost given by shein stance.

References:VeSev, GrandlordMenance



Juggernaut-Rage | Guardian-Focus

This was an easy class due to its static rotation that does not deviate and has an execute phase change of a single ability swap. Any relative duration alacrity changes to the 10 second The Cascading Power | Heightened Power 10 second buff were ignored due to trickiness of implementing alacrity changes into a spreadsheet. In practice, this would increase the damage dealt if an additional ability fell into the window.

References:Luckygunslinger



Assassin-Darkness | Shadow-Kinetic Combat

Tank Classes are handled differently and the dps rotation changes based on the resource proc bonuses of a boss hitting you. Time averaged Absorb is calculated based on the boss attack rate and attack type and the current defense and shield chances.

References: KeyboardNinja, Aelanis, Dipstik, Methoxa



Assassin-Deception | Shadow-Infiltration

The work for rotation / priority system for Deception|Infiltration has already been done before I even started. My additions to it were to calculate more in depth the ratios between ability usage and Discharge | Force Breech. I also use more variables and account for recklessness useage. But these were minor tweaks to the template already created. This was the only change I did in comparison to the theorycrafting work done before.

References: Aelanis, TACeMossie



Assassin-Hatred | Shadow-Serenity

The work for rotation / priority system for Hatred/Serenity has already been done before I even started. My additions to it were to try and calculate more in depth the usage rate of all abilities based on RNG and Proc rates. This was the only change I did in comparison to the theorycrafting work done before.

References: Aelanis, TACeMossie



Sorcerer-Corruption | Sage-Seer

Healers are Tough to determine when there is not a set rotation and they just respond to situations. That is why Orderken’s models are nice because they work in the opposite direct from the way I am calculating. He starts with the assumption that he knows the % of healing each ability will do and he works backwards to find the activation rate that matches those percentages. Healers should be warned that the gearing assumes a static rotation that is not representative of an actual fight.

References: Orderken



Sorcerer-Lightning | Sage-Telekinetics

Even though it is optimal currently to use the old Force-Master 4 set for the 5% alacrity buff, I used the new 6 set for my calculations. The reason is that I want to be able to generalize the formula for current and future item levels and the usage of static 186 set armorings would increase the difficulty in getting the correct setup for gear optimization. Alacrity Boost from Polarity shift is time averaged like all variable alacrity and assumed to not mess up the proc timings. All Spare GCDs are Lightning Bolt | Telekinetic Burst and never Shock | Project because Lightning Bolt | Telekinetic Burst does 5% more damage because of Forked Lightning | Telekinetic Momentum and also reduces the cooldown of Polarity shift for each time Forked Lightning | Telekinetic Momentum procs. Affliction | Weaken Mind has a high tick rate in this discipline because each Chain Lightning | Telekinetic Wave will “refresh” the Dot.

References: Keyboardninja



Sorcerer-Madness | Sage-Balance

Even though it is optimal currently to use the old Force-Master 4 set for the 5% alacrity buff, I used the new 6 set for my calculations. The reason is that I want to be able to generalize the formula for current and future item levels and the usage of static 186 set armorings would increase the difficulty in getting the correct setup for gear optimization. This spec is interesting because the most ability activations are based around Force Lightning | Telekinetic Throw. This ability is a 2 second channel that can be interrupted after 1.5 seconds but needs the full 2 seconds to reach the 4 stacks that allows for Demolish and Lighting Strike | Vanquish and Disturbance. DoTs and Deathfield are kept on cooldown.

References: Parsely



Mercenary-Bodyguard | Commando-Combat Medic

Healers are Tough to determine when there is not a set rotation and they just respond to situations. That is why Orderken’s models are nice because they work in the opposite direct from the way I am calculating. He starts with the assumption that he knows the % of healing each ability will do and he works backwards to find the activation rate that matches those percentages. Healers should be warned that the gearing assumes a static rotation that is not representative of an actual fight.

References: Orderken



Mercenary-Arsenal | Commando-Gunnery

Arsenal | Gunnery is an easy spec because it is cooldown gated. The biggest thing it has is variable alacrity that is based on Supercharge, but since the rotation does not change for supercharge it can be easily determined how long it takes to get to 10 stacks of Supercharge.

References: Gyronamics



Mercenary-Innovative Ordinance | Commando-Assault Specialist

Innovative Ordinance | Assault Specialist has a static rotation that is 9 moves long. (15 seconds of time). This makes it extremely easy to get the time averaged ability usage. The filler slots in the rotation were given to abilities in a priority order and the entire time averaged heat cost had to be neutral after all resource abilities were accounted for.

References: Gyronamics



Powertech-Shield Tech | Vanguard-Shield Specialist

Tank Classes are handled differently and the dps rotation changes based on the resource proc bonuses of a boss hitting you. Time averaged Absorb is calculated based on the boss attack rate and attack type and the current defense and shield chances.

References: KeyboardNinja, Dipstik, Methoxa



Powertech-Advanced Prototype | Vanguard-Tactics

The only work I did for this discipline was determine the time averaged usage of Magnetic Blast | Tactical Surge and Rapid Shot | Hammer Shot. Kwerty has already done all of the work for this spec.

References: TACeMossie



Powertech-Pyrotech | Vanguard-Plasmatech

The only work I did for this discipline was determine the time averaged usage of Flame Burst | Ion Pulse and Rapid Shot | Hammer Shot. Kwerty has already done all of the work for this spec.

Notes:

References: TACeMossie



Sniper-Marksman | Gunslinger-Sharpshooter

This Discipline is a sneaky one, it seems like it is easy to determine but a few things throw it off. The first thing is that Penetrating Blasts | Penetrating Rounds is a 2 second cast. This doesn’t seem like much but it throws the rotation off of the GCD standard and when the basic rotation of Ambush > Followthrough > Penetrating Blasts > Followthrough > Snipe > Snipe > Followthough > Filler > is finished, only 12.5 seconds have passed and there is 1 second left on Ambush’s cooldown. Since it is never optimal not to cast anything, the base rotation ends with a second Filler move (the filler can actually go anywhere after the Penetrating Blasts because the abilities there are not tied to cooldowns) and creates a 14 second rotation. The rotation changes when Sniper Volley is used which adds an extra Penetrating Blasts > Followthrough every 3rd rotation and it also changes sub 30% with the introduction of Takedown | Quickdraw.

References: DieGhostDie, Frettz



Sniper-Engineering | Gunslinger-Saboteur

This Disciplines Rotation can be modeled as static with no RNG to worry about. This makes it easy to create a time averaged model. Everything can be modeled in a 36 second rotation.

References: Camelpockets



Sniper-Virulence | Gunslinger-Dirty Fighting

I used the 3-Cull Rotation because it yields a repeatable 27 second rotation that maximizes the amount of Culls|Wounding Shots used. Since every time Culls|Wounding Shots hits a target all dots on it will trigger, the usage rate of the dots is artificially sooner than actual application, this was done just for calculation purposes and is accounted for in the energy cost and usage time. I also assumed a flat base of 20% crit chance when determining the energy regen of dot crits. A thing to note on this spec is that the energy return is RNG based so bad and good luck can ruin your rotation. In an actual raid setting, taking extra crit is a good idea to reach sustainability without needed to use the energy cooldowns.

References:TACeMossie, Yolo



Operative-Medicine | Scoundrel-Sawbones

Healers are Tough to determine when there is not a set rotation and they just respond to situations. That is why Orderken’s models are nice because they work in the opposite direct from the way I am calculating. He starts with the assumption that he knows the % of healing each ability will do and he works backwards to find the activation rate that matches those percentages. Healers should be warned that the gearing assumes a static rotation that is not representative of an actual fight.

References: Orderken



Operative-Concealment | Scoundrel-Scrapper

This Discipline is based around never wasting a Tactical Advantage | Upper Hand and consistently generating this resource while keeping all hard hitting abilities on cooldown. With all cooldowns on a divisible by 6 seconds timer, this class was easy to figure out what the time averaged ability usage was. The only tricky part is the amount of TA | UH stacks are generated that have to be burned by Lacerate | Sucker Punch.

References:



Operative-Lethality | Scoundrel-Ruffian

This discipline revolves around 1 move: Corrosive Assault | Brutal Shots. The goal is to use every single Tactical Advantage | Upper Hand on this move while keeping both dots ticking. This goal forces delays in ability activations until the resources can be spent. This was a tricky discipline to get the ability balance correct on.

References:KeyboardNinja

Disciplines: Notes, Assumptions and ReferencesAnnihilation Rotation is tricky because part of the resource generation is based on RNG procs. To make it easier, I assumed that the rotation would never cap on energy and that if it generated the appropriate time averaged amount of Rage|Focus it would be able to use all of its abilities at the appropriate rate. Berserk was assumed to be triggered every 24 seconds (pre Alacrity) due to fury generation from abilities3.2.1 changed the rotation completely to a static block of (in Marauder terms):Annihilate(Deadly Saber every other block) - Filler - Cauterize - Filler (Deadly Saber every other block) rotation with the filler as priority list of the order:Force Rend > Ravage(1 GCD only) > Battering Assault > Force Charge > Double Saber Throw > Vicious Throw > Vicious Slash > Assault.When I wrote down the rotation on GCD by GCD basis and extend it to infinity I found that all the filler abilities if used in that priority order are used on average every 18.75 seconds because they get delayed by two GCDs every so often by the 15 second force rend.References: Oofalong, Ardarell_SoloCarnage|Combat has both the simplest and trickiest rotation to analyze. The simpleness comes in with its very simple goal of using Gore | Precision Slash as much as possible with a buffed Devastating Blast | Clashing Blast every time. The trickiness comes in from the worst case of variable alacrity in the game with a 30% buff that remains not for a set time period but for the next 6 moves that are on the GCD. I ended up time averaging this alacrity buff, and based the berserk buff on an uptime determined by ability usage. This was found to reflect Parsely data fairly well on ability usage averages.References:This was an easy class due to its static rotation that does not deviate and has an execute phase change of a single ability swap. Any relative duration alacrity changes to the 10 second The Cascading Power | Heightened Power 10 second buff were ignored due to trickiness of implementing alacrity changes into a spreadsheet. In practice, this would increase the damage dealt if an additional ability fell into the window.References: OofalongTank Classes are handled differently and the dps rotation changes based on the resource proc bonuses of a boss hitting you. The absorb shield from Force Scream | Blade Storm is included in the calculationsReferences: KeyboardNinja, Dipstik, MethoxaPlaying this class is all about keeping your main abilities on cooldown with fillers taking the extra space in between. This leads to a very fluid playstyle and the ability usage is easily time averaged. The trickiest part about the spec is that the tooltips do not line up with what is expected. This was determined to be because of the nature of Shein stance buff. Further testing is required to determine the exact boost given by shein stance.References:VeSev, GrandlordMenanceThis was an easy class due to its static rotation that does not deviate and has an execute phase change of a single ability swap. Any relative duration alacrity changes to the 10 second The Cascading Power | Heightened Power 10 second buff were ignored due to trickiness of implementing alacrity changes into a spreadsheet. In practice, this would increase the damage dealt if an additional ability fell into the window.References:LuckygunslingerTank Classes are handled differently and the dps rotation changes based on the resource proc bonuses of a boss hitting you. Time averaged Absorb is calculated based on the boss attack rate and attack type and the current defense and shield chances.References: KeyboardNinja, Aelanis, Dipstik, MethoxaThe work for rotation / priority system for Deception|Infiltration has already been done before I even started. My additions to it were to calculate more in depth the ratios between ability usage and Discharge | Force Breech. I also use more variables and account for recklessness useage. But these were minor tweaks to the template already created. This was the only change I did in comparison to the theorycrafting work done before.References: Aelanis, TACeMossieThe work for rotation / priority system for Hatred/Serenity has already been done before I even started. My additions to it were to try and calculate more in depth the usage rate of all abilities based on RNG and Proc rates. This was the only change I did in comparison to the theorycrafting work done before.References: Aelanis, TACeMossieHealers are Tough to determine when there is not a set rotation and they just respond to situations. That is why Orderken’s models are nice because they work in the opposite direct from the way I am calculating. He starts with the assumption that he knows the % of healing each ability will do and he works backwards to find the activation rate that matches those percentages. Healers should be warned that the gearing assumes a static rotation that is not representative of an actual fight.References: OrderkenEven though it is optimal currently to use the old Force-Master 4 set for the 5% alacrity buff, I used the new 6 set for my calculations. The reason is that I want to be able to generalize the formula for current and future item levels and the usage of static 186 set armorings would increase the difficulty in getting the correct setup for gear optimization. Alacrity Boost from Polarity shift is time averaged like all variable alacrity and assumed to not mess up the proc timings. All Spare GCDs are Lightning Bolt | Telekinetic Burst and never Shock | Project because Lightning Bolt | Telekinetic Burst does 5% more damage because of Forked Lightning | Telekinetic Momentum and also reduces the cooldown of Polarity shift for each time Forked Lightning | Telekinetic Momentum procs. Affliction | Weaken Mind has a high tick rate in this discipline because each Chain Lightning | Telekinetic Wave will “refresh” the Dot.References: KeyboardninjaEven though it is optimal currently to use the old Force-Master 4 set for the 5% alacrity buff, I used the new 6 set for my calculations. The reason is that I want to be able to generalize the formula for current and future item levels and the usage of static 186 set armorings would increase the difficulty in getting the correct setup for gear optimization. This spec is interesting because the most ability activations are based around Force Lightning | Telekinetic Throw. This ability is a 2 second channel that can be interrupted after 1.5 seconds but needs the full 2 seconds to reach the 4 stacks that allows for Demolish and Lighting Strike | Vanquish and Disturbance. DoTs and Deathfield are kept on cooldown.References: ParselyHealers are Tough to determine when there is not a set rotation and they just respond to situations. That is why Orderken’s models are nice because they work in the opposite direct from the way I am calculating. He starts with the assumption that he knows the % of healing each ability will do and he works backwards to find the activation rate that matches those percentages. Healers should be warned that the gearing assumes a static rotation that is not representative of an actual fight.References: OrderkenArsenal | Gunnery is an easy spec because it is cooldown gated. The biggest thing it has is variable alacrity that is based on Supercharge, but since the rotation does not change for supercharge it can be easily determined how long it takes to get to 10 stacks of Supercharge.References: GyronamicsInnovative Ordinance | Assault Specialist has a static rotation that is 9 moves long. (15 seconds of time). This makes it extremely easy to get the time averaged ability usage. The filler slots in the rotation were given to abilities in a priority order and the entire time averaged heat cost had to be neutral after all resource abilities were accounted for.References: GyronamicsTank Classes are handled differently and the dps rotation changes based on the resource proc bonuses of a boss hitting you. Time averaged Absorb is calculated based on the boss attack rate and attack type and the current defense and shield chances.References: KeyboardNinja, Dipstik, MethoxaThe only work I did for this discipline was determine the time averaged usage of Magnetic Blast | Tactical Surge and Rapid Shot | Hammer Shot. Kwerty has already done all of the work for this spec.References: TACeMossieThe only work I did for this discipline was determine the time averaged usage of Flame Burst | Ion Pulse and Rapid Shot | Hammer Shot. Kwerty has already done all of the work for this spec.Notes:References: TACeMossieThis Discipline is a sneaky one, it seems like it is easy to determine but a few things throw it off. The first thing is that Penetrating Blasts | Penetrating Rounds is a 2 second cast. This doesn’t seem like much but it throws the rotation off of the GCD standard and when the basic rotation of Ambush > Followthrough > Penetrating Blasts > Followthrough > Snipe > Snipe > Followthough > Filler > is finished, only 12.5 seconds have passed and there is 1 second left on Ambush’s cooldown. Since it is never optimal not to cast anything, the base rotation ends with a second Filler move (the filler can actually go anywhere after the Penetrating Blasts because the abilities there are not tied to cooldowns) and creates a 14 second rotation. The rotation changes when Sniper Volley is used which adds an extra Penetrating Blasts > Followthrough every 3rd rotation and it also changes sub 30% with the introduction of Takedown | Quickdraw.References: DieGhostDie, FrettzThis Disciplines Rotation can be modeled as static with no RNG to worry about. This makes it easy to create a time averaged model. Everything can be modeled in a 36 second rotation.References: CamelpocketsI used the 3-Cull Rotation because it yields a repeatable 27 second rotation that maximizes the amount of Culls|Wounding Shots used. Since every time Culls|Wounding Shots hits a target all dots on it will trigger, the usage rate of the dots is artificially sooner than actual application, this was done just for calculation purposes and is accounted for in the energy cost and usage time. I also assumed a flat base of 20% crit chance when determining the energy regen of dot crits. A thing to note on this spec is that the energy return is RNG based so bad and good luck can ruin your rotation. In an actual raid setting, taking extra crit is a good idea to reach sustainability without needed to use the energy cooldowns.References:TACeMossie, YoloHealers are Tough to determine when there is not a set rotation and they just respond to situations. That is why Orderken’s models are nice because they work in the opposite direct from the way I am calculating. He starts with the assumption that he knows the % of healing each ability will do and he works backwards to find the activation rate that matches those percentages. Healers should be warned that the gearing assumes a static rotation that is not representative of an actual fight.References: OrderkenThis Discipline is based around never wasting a Tactical Advantage | Upper Hand and consistently generating this resource while keeping all hard hitting abilities on cooldown. With all cooldowns on a divisible by 6 seconds timer, this class was easy to figure out what the time averaged ability usage was. The only tricky part is the amount of TA | UH stacks are generated that have to be burned by Lacerate | Sucker Punch.References:This discipline revolves around 1 move: Corrosive Assault | Brutal Shots. The goal is to use every single Tactical Advantage | Upper Hand on this move while keeping both dots ticking. This goal forces delays in ability activations until the resources can be spent. This was a tricky discipline to get the ability balance correct on.References:KeyboardNinja



Additional References and links to check out

Spoiler Ideal Tank Stats - http://www.swtor.com/community/showthread.php?t=804989 - KBN’s tank stats and info

3.0 Tanks - http://www.swtor.com/community/showthread.php?t=802955 - Dipstik tank stats and info

3.0 Assassin DPS Theorycrafting Results - http://www.swtor.com/community/showthread.php?t=785601 - Aelanis’s results from Theorycrafting Assassins

Theorycrafting Assumptions -http://www.swtor.com/community/showthread.php?t=785150 - Assumptions for Theorycrafting Assassins and assorted other nifty info

How to Break 4.5k DPS on Lightening-http://www.swtor.com/community/showthread.php?t=814982 - Using the GCD and alacrity effectively

3.0 Character Sheet Equations -http://www.swtor.com/community/showthread.php?t=779094 - Equations for character sheet

SWTOR Mechanics Basics: Understanding Expected Damage - http://dulfy.net/2014/04/24/swtor-me...pected-damage/ - Oofalong’s informative series on how damage is calculated. Please read these

Parsely - http://parsely.io/ - Parse uploader and analyzing tool. Operates as a defacto leaderboard. Amazing tool. Thanks go to Marisi for making this.

Github for Swtor Potato - https://github.com/swtorpotato/Swtor...master/XML/PTS - organinze datamining for every class. This was super useful and an amazing tool. Updates are now done at Torcommunity.

Torcommunity datamining - https://torcommunity.com/database/update-previews - datamining by SWTOR potato and SWTOR minor. This is a great source of information.

SWTOR Potato Full Data dump - https://torcommunity.com/potato/3.2c/FullAbilities.xml- unorganized but full in 3.2c abilities Bant The Fat and Pink.



Co-GM of Psy-Ops on The Harbinger