Optimal Stats for all 24 Disciplines to Maximize Average DPS, DtPS or HPS in PVE


Bant the Fat and Pink
Co-GM of Psy-Ops on The Harbinger


Patch 4.7.0

Abstract:
The goal is to find the set of Character Stats that would yield the best expected DPS/HPS/DtPS for any given Stat budget. To accomplish this, a method was utilized to accurately and repeatedly calculate the expected DPS/HPS/DtPS for each of the 24 Disciplines on a time averaged basis. With this method it becomes possible to iterate through all of the stat combinations in order to find the stat combination that would yield the best result. This approach focuses on PVE single target, Operations Target dummy encounters for the DPS, Average Boss Damage Profile for Tanks and a 3 target approach for Healers.

Update: 8/10/2016

  • Examined New Eternal Relics. (Not worth using).

Non-Game Patch Related Changes and bug fixes 8/1/2016:

  • Methodology Change: Now using probabilistic method to incorporate relics and critical hits for the final DPS/HPS output. This does not materially change the Average DPS/HPS or gear choice, but it now allows for the the Calculation of Standard Error. See Standard Error Section for Details
  • Standard Error now included with all DPS/HPS outputs. See Standard Error Section for Details and Restrictions.
  • Added ability to easily examine different Relic combinations.
  • Juggernauts – Immortal: Fixed Force Scream Usage to match Cooldown.
  • Assassin – Deception: Reclassified Discharge as a multiplier of x3 instead of 3 separate hits.
  • Mercenary – Bodyguard: Fixed multiple issues with the rotation with regards to Emergency Scan cooldown, Healing Scan Cooldown and maximizing progressive scans and supercharge usages.
  • Mercenary – Arsenal: Fixed Alacrity boost from Vent Heat.
  • Powertech – Advanced Prototype: Reclassified Energy Burst as a multiplier of x4 instead of 4 separate hits.
  • Sniper – Engineering: Fixed Orbital Strike to correctly ignore Armor.
  • Sniper – Engineering: Adjusted Filler Ratio with Corrosive Dart to better match energy recovery.
  • Sniper – Virulence: Added in Missing Ticks to Corrosive Mine, each of the three bombs now tick 3 times.
  • Sniper – Virulence: Reduced Takedown usage under Weakening Blast, being replaced by Lethal Shot.
  • Operative – Concealment: Added in Stim Boost Tactical Advantage usage, reduced Corrosive Dart usage for energy balance.
  • Operative – Lethality: Fixed Stealth and Stim Boost usage in Lethality Rotation with respect to Tactical Advantage.

Previous Changes:

Spoiler
Update: 6/1/2016

Spoiler
  • Updated to include the changes to Corruption || Seer from patch 4.5 (Rotation and Coefficients)
  • All Disciplines have been recalculated for 4.5

Non-Game Patch Related Changes and bug fixes 6/1/2016:

  • Marauder – Annihilation: Fixed issues with Swift Demise, redistributed Berserk,and 2 set bonus. (thanks Ryuku-sama)
  • Marauder – Fury: Fixed APM count, fixed error on Raging Burst critical multiplier, fixed execute issue , redistributed 2 set bonus. (thanks Ryuku-sama)
  • Juggernaut – Vengeance: Modified Rotation. (thanks GrandlordMenace)
  • Juggernaut – Rage: Fixed issues with Retaliation ability type, redistributed Heightened Power and 2 set bonus. (thanks Ryuku-sama)
  • Sorcerer – Madness: Fixed error made with Disintegration. (thanks Ryuku-sama)
  • Tanks: Fixed error in DtPS calculation that applied the Internal/Elemental damage reduction buff from healers twice.
  • Tanks: Fixed pointer error that may have imported some incorrect defensive stats.

Update: 2/9/2016

Spoiler
  • Added in the Changes to Relic stat distribution (Critical and Shield)
  • Changed default stim usage to Polybiotic from Anodyne.
  • Added the ability to use a third stim type: Proficient. This stim gives Accuracy and Critical.
  • Created Separate categories for Mastery Stim and Accuracy Stim to allow for player preferences
  • Allowed for Optimizer to pick the “best” stim for the dps chart. Stim is forced for the gear breakdown for clarity.
  • Added additional verbiage to reflect the new changes
  • All Disciplines have been recalculated for 4.1

Non-Patch Related Changes 2/9/2016:

  • Marauder – Annihilation: Added Force Scream into the rotation.
  • Marauder – Annihilation: Changed Berserk usage rate to better match fury generation
  • Marauder – Annihilation: Tweaked the Assault to Vicious Slash Ratio to better match the estimated Rage generation and the introduction of Force Scream into the rotation.
  • Marauder – Carnage: Changed rotation to Devastating Blast Focused (g_mk rotation)
  • Marauder – Carnage: Tied set bonus buffs to individual abilities rather than time averaged because the rotation and use of berserk create a situation where the set bonuses will always be active during certain moves.
  • Marauder – Fury: Fixed input error for the critical bonus damage of force abilities
  • Sorcerer – Lightning: Fixed error made with Chaos Nexus that applied the effect with forked lightning and forked darkness instead of only forked lightning.
  • Sorcerer – Lightning: Tweaked rotation usage rates to reflect actual usage rates rather than the previously calculated estimated priority delay.
  • Tanks – Use Power Relic as the default alternate relic (replacing Mastery Relic) when gearing for higher endurance.
  • Tanks – Arbitrarily changed the pre-mitigation dtps to 6000 and the boss hit rate to 1s.
  • Code Change – Fixed the way I handle relics to give the correct stats based on the relic type rather than predetermined values
  • Code Change – Allowed for minimum levels of tertiary stats to allow for items that give only a single stat type (eg relics and stims)
  • Code Change – Allowed for the choice of multiple stim types (Accuracy Stim) and optimization across all of them.
  • Output Change – Stim Type is always displayed to avoid confusion

Update: 12/8/2015

Spoiler
  • 4.0.3 Changes (See official patch notes for full list)
  • Due to the 4.0.3 Ability cost changes for Assassins | Shadows, the ratio between Saber Strikes and Thrash / Double Strike / Voltaic Slash / Clairvoyant Strike has been adjusted for Deception | Infiltration and Hatred | Serenity.
  • Corrosive Grenade | Shrap Bomb is now correctly classified as an AOE dot
  • Added the Force/Tech Resistance granted by Ravage | Blade Dance in addition to the defense bonuses
  • stacks of Wrath | Presence of Mind now correctly grant the 25% value from the tooltip instead of the reduced 20% from 3.0 value.
  • Redetermined a steady state rotation for Madness | Balance that uses all abilities except force leech | exactly on cooldown and uses as many clipped Force Lightnings | Telekinetic Throws as possible to replace Lightning Strikes | Disturbances (Thanks IkarusXY for bringing it to my attention and to Ceazare for confirming)
  • Fixed Bug in my code for the Increased Health Tank option that accidentally included defense from on a DPS relic. (Thanks SchnellesWiesel)
  • Fixed Cluster Bomb | Contingency Charge to benefit from the Auto-Crits granted by Laze Target | Smuggler’s Luck.
  • Found unsolved Issue with Orbital Strike | XS Freighter Flyby doing double my predicted damage in game. Temporary fix added to match in game numbers
  • All Disciplines have been recalculated for 4.0.3

Update: 11/2/2015

Spoiler
  • Added enhancement count to output upon popular request. Reminder: Enhancement = Implant = Earpiece.
  • Enhancement, Augment and Crystal count consolidated to single letters for space reasons
  • Modified Tank output to also include increased HP options via B mods and a single DPS relic
  • Armor rating changed from my 35% (8831) estimate to the actual target dummy value of 39.87% (10874). (thanks Ceazare)
  • Tanks had the wrong power value listed. This has been fixed and now has been replaced with Endurance. (thanks Gaspodia)
  • Because of the large number of requests for having more than 110%, Accuracy has now been forced to use a value greater than or equal to 681.
  • Virulence rotation changed (thanks TACeMossie)
  • All Disciplines have been recalculated based on the new armor rating and with the new Accuracy requirement. This changes most of the augment distribution and all of the dps rankings.

Update: 10/27/2015

Spoiler
  • Initial Post, Patch 4.0.0
  • Original 3.0 post removed due to Moderator decisions. This post will try to avoid having that occur again.

Introduction:
Knights of the Fallen Empire is here and with the focus on story comes with a whole host of behind the scenes changes that affect the gearing meta. There are many new tiers of gear, a level increase of 5 levels, new passives for every discipline, stat consolidations, changes to existing Stats of Critical and Accuracy and the introduction of Super Crit.

The method I used to find the optimal gearing is to build a mathematical model that incorporated as many variables as I could find that defines the combat in Star Wars The Old Republic. This mathematical model was used to test various gear combinations and the result that had the highest average DPS was returned as the optimal value.

I am not infallible and all dps, hps and dtps numbers here should therefore be taken with a grain of salt because of this. I do try to continuously learn and improve so the numbers in this post will change with new information and corrections.

Another reminder is that it is next to impossible to spot any differences between specs that are within ~100-200 rating of the optimal setup, so don’t feel forced to take exactly these numbers. Most of the time, the model’s results for the different stat setups are within a few dps of the top result. Use your own judgement to match your playstyle..

4.0 Gearing Changes:

Spoiler
  • Stat Consolidation

Willpower, Strength, Aim and Cunning were all combined into a single stat: Mastery. Mastery behaves the same as the previous main stats and benefits from all of the datacrons (Legacy based now). The biggest change from this is the removal of an offstat that would allow for slightly higher crit values due to differing main stat diminishing returns curves. This always was a minor boost and is counterbalanced by the additional datacrons.
The Secondary slot that previously held Power, Critical, Absorb and Defense has been consolidated to only hold Power and Defense. Both Critical and Absorb have been moved the the tertiary stat slot. The net effect of this is that all secondary slots in the gear can only be Power or Defense.
Surge has been removed from the game and its previous effect has been added to Critical.
These changes removes a lot of the customization options gearwise from the game. Enhancements (and implants and earpieces) and augments are now the only sources of choice. This reduces the number of unique combinations a much lower level.

  • Accuracy

Two changes have been made to Accuracy.
The first change is that all basic attacks that previously had a 10% accuracy penalty now no longer have an accuracy penalty and now behave in the same way as every other move.
The second is that the curve has been slightly adjusted so less accuracy is needed to reach the goal of 110%. The new goal at level 65 is 684.

  • Critical

Critical is now in the tertiary stat slot and now affects both critical chance and critical multiplier. The curves have been adjusted for both and are exactly the same. This new curve allows for more points to be put in than before and thus keeping its usefulness even with very high values.

  • Super Crit!

Super Crit is an addition that finally makes Critical Chance matter even for classes that use Autocrits. What Super Crit does is increase the Critical Multiplier for any move that has greater than 100% chance to crit. This bonus is based on Critical chance. This is not a straight addition of the two numbers, instead it is multiplicative increase.
The bonus is: [Critical Multiplier] * Max(100%, [Critical Chance %] + [100% Autocrit] )
This change makes critical chance always useful and buffs any class that has autocrits (including the 6 set for most dps)

BIS Augmenting:
Because of all of these changes, the following modifications should not be used in PVE:

  • Overkill (Power) Augment
  • Versatile (Mastery) Augment
  • Redoubt (Defense) Augment
  • Hawkeye (Power) Crystal

****
Patch 4.1 Update:
With the new Accuracy/Critical Stim my augments comments are no longer as absolute. Very small amounts of Versatile and Hawkeye Crystals can now be used to compensate for some of the Mastery and Power loss from the stim. Overkill and Redoubt Augments should still be avoided because Mastery Augments provide a larger DPS boost than Power Augments.
On Average, the Accuracy/Critical Stim provides a slim 1-2 dps boost over the Mastery Stim when the gear is fully optimized for each.
Therefore the following lines can be semi-disregarded with regards to using the Accuracy stim

****

The reason for this is that the Tertiary Stats all provide larger multiplicative benefits in comparison to the additive benefits of Power and Mastery. With the gear increase in the Mastery and Power stat pools, there is no need to supplement the pool with augments and the benefits from adding to the other stats is worth far more.

I took an expanded look at augments in an older separate post..

In most cases it is a dps LOSS to use any Mastery and/or Power Augments in comparison to using Alacrity or Critical when. This only does not hold true if you leave the best stat in the game, Alacrity, at zero.

This also holds true for Crystals. For the first time, Hawkeye Crystals are not the BIS crystals for DPS and Healers. Eviscerating Crystals are now the best crystal and this holds true for all of the current gear levels. A case could be made for Hawkeye Crystals for Juggernauts and Guardian Tanks due to Force Scream | Blade Storm, but they are a special case.

This does not hold true for Devastating Vengeance Relic (Critical Proc). This relic provides approximately ⅔ the stat boost that Serendipitous Assault Relic (Power Relic) would provide. Although on a rating for rating basis critical is better than power (for our current stat budgets), the fact that it provides much less of a boost means that using the Critical Proc Relic represents a 0.15% DPS loss compared to using a the Power Proc Relic.

Methodology:

Spoiler
Stat determination:
Started off by establishing the total Stat Pools from the gear and then fetch the individual discipline data.
Accuracy Value = closest value to 684 (+9%) Accuracy that is more than 679 (+8.95%)
The Accuracy Budget is set as the closest value. (see here for combination choices)
This sets the number of enhancements (Implants = Earpiece = Enhancements) and augments available.

The following are contained within nested loops:

  • 0 – K Critical Enhancements ( K = 10 – # of Accuracy Enhancements used)
  • 0 – N Critical Augments ( N = 14 – # of Accuracy Augments )
  • 0 – P Alacrity Augments ( P = 14 – # of Accuracy Augments used – # of Critical Augments used)
  • 0 – 2 Critical Crystals
  • Mastery Stim or Accuracy Stim

This let me cycle through all stat combinations because of the following: (I default to using Mastery Augments because mathematically they are slightly better than Power Augments)

  • Mastery = Mastery Stat Pool + 1.05 * Augment Value * Remaining Augments
  • Power = Power Stat Pool + 41 * ( 2 – # of Critical Crystals )
  • Accuracy = # of Accuracy Enhancements + # of Accuracy Augments
  • Critical = # of Critical Enhancements + # of Critical Augments + # of Critical Crystals
  • Alacrity = # of Alacrity Enhancements + # of Alacrity Augments

Tanks use similar calculation with Defense replacing Power, Shield replacing Critical and Absorb replacing Alacrity.
For each Stat combination, DPS, HPS or DtPS is calculated and the maximum value is returned as the optimal stat distribution.

DPS and HPS Calculation:

Spoiler
[DPS] = 1 / ( 0.7 / [Normal DPS] + 0.3 / [Execute DPS] )
[Normal DPS] = sum of all individual [Abilities DPS]
[Execute DPS] = sum of all individual [Abilities DPS] when sub 30%

[Ability DPS] =
( ( [Avg Mainhand Weapon Damage] x [1 + AmountModifierPercent] + [Bonus Damage/Force/Tech/Heal] x [Coefficient] + [Avg StandardHealthPercent]*[Base_DMG or Base_Heal] ) x [Accuracy %] + [Avg offhand Weapon Damage] x [1 + AmountModifierPercent] x [Offhand Accuracy] )
x ( 1 + [Ability Bonus Damage] + [Ability Active Damage] + [Debuff for F/T/M/R] + [Debuff for I/E])
x ( 1 + [Ability Damage Multipliers] )
x ( 1 + [Debuff for AOE] )
x ( 1 + [Execute Bonus Damage] )
x ( [# of Hits] )
x ( 1 + ( ( [Crit %] + [Ability Crit % bonus] ) + [Autocrit Proc Rate] / [Time Averaged Usage] ) x ( [Crit Bonus Damage] + [Ability Crit Damage Bonus] ) )
x ( 1 – 1 / ( 1 + ( ( 800 + 240 * [Level] ) / ( [Target Armor] x ( 1 – [Armor Debuff] ) x ( 1 – [Armor Penetration] ) ) ) ) )
x ( 1 + [Alacrity %] + [Average Alacrity % bonus] ) / [Time Averaged Usage]

Character Sheet Formulas can be found here: (Thanks Dipstik)
http://www.swtor.com/community/showthread.php?t=843004

DtPS Calculation:

Spoiler
All I did was attempt to implement the known calculations for Tanks from KeyBoardNinja and Dipstik and credit should go to them.
(Also If you really care about Mitigation, you shouldn’t be listening to be and instead go look at their work)

[DtPS] = [Mitigation] x ( [Premittigation DtPS] – [Absorb Shield Per Second] )

Note: Mitigation is run once with relic, once without and the result is the relic uptime weighted average between the two.

[Mitigation]
= [MRKE %] x ( 1 – [M/R Debuff] ) x (1 – ( [Defense Chance] – [Basic Attack %] x 0.1 – [Debuff Accuracy] ) ) x (1 – [Shield Chance] x [Absorb %] ) x ( 1 – [Damage Reduction] )
+ [FTKE %] x (1 – [Debuff Force/Tech] ) x ( 1 – [Resist] ) x (1 – [Shield Chance] x [Absorb %] ) x ( 1 – [Damage Reduction] )
+ [FTIE %] x ( 1 – [Debuff Force/Tech] ) x ( 1 – [Resist] ) x ( 1 – [Internal Damage Reduction] )

[Absorb %] is calculated based on [Shield], [Defense], [Ability activation rate] and the bosses damage profile. This is calculated each time to find the Dark Ward | Kinetic Ward absorb contribution and for the Heat Blast | Energy Blast contribution. See here for the code I am using for Dark Ward | Kinetic Ward.

Currently Juggernauts have an artificially high mitigation because I do not have the current DTPS of the bosses and am working off of the 3.0 TOS and RAV damage outputs. This lower premittigation dtps makes the absorb shield look better than it actually is (flat value vs percentage).

I also currently do not have the damage numbers and percentiles implemented for any non-RAV or TOS bosses and will be adding them in the future based on getting the new information.

Tank Relic Ranking: (based on Mitigation)

  1. Reactive Warding
  2. Reactive Warding (MK-26)
  3. Eternal Defender
  4. Shrouded Crusader
  5. Shield Amplification
  6. Shield Amplification (MK-26)
  7. Fortunate Redoubt
  8. Serendipitous Assault

KBN Stats: SWTOR Ideal Tank Stats Guide By: KeyboardNinja
Dipstik Stats: SWTOR 4.0 Tank Stats Guide By: dipstik

Optimization Assumptions:

Spoiler
To solve for the optimal stats many assumptions had to be made. The following is a list of all of the assumptions that I can remember making.

  • Please remember that these results are from a mathematical model, not a simulation or a parse.
  • All DPS are attacking the Operations Target Dummy who have an arbitrarily large but finite amount of health. This is done to allow time averages to be valid because of the extreme time length.
  • Operations Target Dummy has an initial damage reduction goal of 39.87% and has its Armor value set from that and the Character Level (Estimated 10874 at level 65).
  • All Debuffs are applied to the target at all times. These debuffs act like player debuffs not the behavior of the target dummy debuffs
  • Healers are healing 3 targets that are taking constant consistent damage.
  • No overhealing occurs nor does any target need more than any other
  • Healing targets have all healer buffs applied.
  • Tanks are constantly being hit by damage that exactly matches the input profile.
  • This damage profile allows the calculation of the shield rate which is the trigger for Dark Ward | Kinetic Ward and Heat Blast | Energy Blast
  • Current Damage profile is the Average Damage Profile. Other damage profiles are available based on community research.
  • No tank DCDs are used unless they are rotational.
  • Mitigation is time averaged. Total Reduction % is the output for tanks.
  • All Class (Legacy) Buffs are active and show up in the outputs. (5% Mastery, 5% Crit Chance, 5% Endurance, 5% Bonus Damages)
  • There is no Server-Client lag.
  • Alacrity works as Advertised.
  • DPS and Healers use Focused Retribution and Serendipitous Assault relics and receive the proc benefits as a time averaged lump sum.
  • Focused Retribution’s 20s ICD is reduced by Alacrity. Serendipitous Assault’s ICD is NOT reduced by Alacrity.
  • Tanks by default use Reactive Warding and Shield Amplification. This may change based on optimizations.
  • Tanks that use a DPS relic replace the Shield Amplification with a Serendipitous Assault Relic.
  • In the 224 ilvl tier, the B-mods used are actually 220 ilvl due to availability.
  • 8 hour Advanced Polybiotic Stims are active.
  • Tanks use Fortitude Stims. Healers use Versatile Stims. DPS can use either Versatile or Proficient Stims.
  • NO adrenals are used.
  • When optimizing for an Item level, ALL Armorings/Mods/Enhancements etc. are of that item level.
  • All Disciplines use the latest 6 set bonus. This statement excludes Classes that have provably better set bonuses from lower tiers (currently not implemented for any class).
  • The DPS two piece set bonus is set have a 50% uptime. This is because of program limitations that require buffs to be quantized before Alacrity is calculated.
  • Mastery Augments are the default augment choice to be compared against when determining optimal augments. Mastery was chosen above Power because it provides a tiny (0.01%) amount more dps.
  • Accuracy stat goal is now 684 which adds 9% to accuracy yielding 110% Accuracy. Since exactly 684 is hard to reach using discrete augments and enhancements, the accuracy used was the combination of gear that combined to the closest value that was still greater than 680.
  • All stated combinations are possible to reach using Best in Slot gear.
  • All DPS and Healers use Unlettered Lethal Mods and Versatile Armorings.
  • All Tanks use Resistive Armorings and Warding Mods.
  • All Disciplines use the low Endurance Enhancements.
  • All valid equipment combinations are iterated through during the testing process by use of the DPS calculation.
  • All aspects of the DPS calculation are based off of time averages for both ability usage and for buff uptime.
  • Proc Rate limited effects are assumed to trigger at exactly the mathematical average expected proc rate.
  • Ability Usage is time averaged based off of rotations and cooldowns.
  • 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.
  • Ability Usage is separated into Normal Usage and Execute Usage.
  • Damage Bonuses are additive, this means that any Bonus Damage and Buff based Damage Bonuses are added together.
  • Some abilities have damage multipliers that are not additive. This is used to handle dot/debuff stacking.
  • AOE 10% debuff is multiplicative, all other debuffs are additive.
  • Execute damage bonuses are multiplicative.
  • Alacrity bonuses are time averaged to equally apply at all times to all abilities for a small amount.
  • All Alacrity is assumed to be invariant so that it cannot misalign ICDs and CDs. (only variable Alacrity causes misalignment, static Alacrity bonuses will not cause misalignment).
  • The number of hits for each ability is based on the base number of hits and then modified by the usage of other abilities and for healers, the number of targets. (For example in Virulence | Dirty Fighting, each usage of Cull | Wounding Shot adds 4 additional ticks to each of the dots)
  • Abilities that refresh dots cause the dots to stop and then begin again from the beginning of the dot. To simulate this, refreshed dots have a single tick and a short usage rate based on the tick rate and the refresh rate.
  • All offensive and energy regen cooldowns are used on cooldown to try and maximize DPS.
  • Energy/Force/Heat Regen is assumed to be at the maximum rate at all times. This was done as part of my sanity checking steps for evaluating a rotation. This is not used in the calculation.
  • The sum of Energy/Force/Heat costs divided by the time averaged usage of all abilities should be 0 or less after all resource regeneration abilities are applied. For Crit based regen, the Crit rate is assumed to be 30%, which is on the conservative side for the current values of Critical.
  • All Disciplines are trying to maximize their output by using energy cooldowns ASAP.
  • The sum of the ability usages per second must be equal to 1 ability per GCD (abilities that are longer than a GCD use more than 1 GCD).
  • Standard Health Percent Min and Max are averaged for determining ability damage.
  • Weapon damage Min and Max are averaged for determining ability damage.
  • Multihit abilities with differing hit values such as Ravage | Blade Dance have their coefficients averaged out across the number of hits.
  • Autocrit effects are time averaged by dividing the CD of the autocrit effect by the ability usage rate.
  • Super Crit! is averaged in by modifying the Critical Damage calculation.
  • Average ability Damage is determined by combining normal damage with the Crit chance with the Super Crit Chance. [Normal damage]*(1 + ( [Crit Chance%] + [Autocrit CD] / [Usage] ) * [Critical Multiplier%] )]
  • Individual ability DPS is determined by finding the average expected damage per ability activation and dividing this result by the Alacrity modified usage rate.
  • The sum of all ability DPS is the total DPS output of the Discipline.
  • APM is calculated as the sum of ability activations divided by their usage rate. This only counts rotational critical abilities and not defensive cooldowns or fluff abilities.
  • Calculations are done using the Imperial Disciplines and classes.
  • Republic Classes yield near identical results. Minor differences only occur when comparing dual wielding versus single weapon mirrors.
  • It can be assumed that I forgot some or most of the assumptions.

Gearing Sources:

Spoiler
These are the sources for all of the stats that are shown including all of the class buffs and Anodyne Stims.

Endurance:

  • 9* x Armoring (Hilt = Barrel = Armoring) (*Tanks use alternate)
  • 9 x Unlettered Mod
  • 7 x Enhancement
  • 2 x Implant
  • 1 x Earpiece
  • 2* x Relic *(DPS and Healers only)
  • 14* x [48] Augments (*DPS and Healers only)
  • 1* x [218] Polybiotic Fortitude Stim (*Tank only)
  • 2* x [41] Indestructible Crystal (*Tank only)
  • 1 x [687] Base Endurance + Datacrons
  • x [1.05 + N] (Class Legacy Buff) + (Discipline Buff, e.g. Assassins)

Mastery:

  • 9* x Armoring (Hilt = Barrel = Armoring) (*Tanks use alternate)
  • 9 x Unlettered Mod
  • 2 x Implant
  • 1 x Earpiece
  • 2* x Relic (*Tank only)
  • 1* x [218] Polybiotic Versatile Stim (*DPS and Healers only)
  • 1 x [700] Base Mastery
  • 1 x [198] Datacrons
  • x [1.05] (Class Legacy Buff)

Power / Defense (“Secondary”)

  • 9 x Unlettered Mod
  • 7 x Enhancement
  • 2 x Implant
  • 1 x Earpiece
  • 2 x Relic
  • 1 x [90] Polybiotic Versatile and Fortitude Stims
  • 14* x [48] Augments (*Tanks, Power only)

Alacrity / Critical / Accuracy / Absorb / Shield (“Tertiary”)

  • 7 x Enhancement
  • 2 x Implant
  • 1 x Earpiece
  • 2 x Relic (*Critical or Shield only)
  • 1 x [90] Polybiotic Proficient Stim (*DPS only, Critical only)
  • 1 x [218] Polybiotic Proficient Stim (*DPS only, Accuracy only)

Multiple Categories

  • 2* x [41] Critical or Power Crystal (*DPS and Healers only)
  • 14 x [73] Augments for any Stat

Standard Error:

Spoiler
The Standard Error included is based on determining the standard deviation for each individual ability’s DPS and combining it with the number of expected hits on a 1.5M HP target.

This method is only applied after the optimized gear level is found due to the fact that generating the number of results takes a large number of computations and doesn’t modify the average.

The method used to determine Standard Error only accounts for the following Sources of error:

  • Relic Uptime (No Relic | Relic A | Relic B | Relics A+B)
  • Critical Hits (Doesn’t Crit | Normal Critical Hit | Autocrit)
  • Damage Spread (Uses Weapon Min and Max, Standard Health Min and Max: 0%, 25%, 50%, 75%, & 100%)
  • Execute Damage vs Non-Execute Damage (70%/30% split on HP, time split based on separate DPS values)
  • Offhand Hit and Main Hand Hit (Calculated separately)

However, this method continues to average all bonuses not stated above and assumes they don’t have any spread (this is due to limitations in my current spreadsheet implementation). Also, the relics themselves are given discrete probability values for their active duration rather than including them twice as a source of error. This further reduces the accuracy of the standard error given.

Because these are the only sources used, the following Classes have an even larger damage spread than what is listed due to additional RNG sources:

  • Marauder – Annihilation || Sentinel – Watchman – Critical Hits provide Resources and therefore Rotation changes based on RNG. In addition, Dots have a chance to provide resources and therefore Rotation changes based on RNG.
  • Marauder – Carnage || Sentinel – Combat – Ataru Form provides an additional source of RNG.
  • Assassin – Deception || Shadow – Infiltration – Surging Charge Procs directly affect the rotation and thus are a source of Additional RNG
  • Sorcerer – Lightning || Sage – Telekinetics – Forked Lightning and Forked Darkness Procs add additional RNG and affect the rotation in regards to Polarity Shift..
  • Sniper – Virulence || Gunslinger – Dirty Fighting – Energy Regen is based on Critical Hits and therefore Rotation changes drastically based on RNG. In addition, there is additional sources of RNG for double Ticks on the two dots.
  • Operative – Lethality || Scoundrel – Ruffian – Energy Regen is based on Critical Hits and therefore Rotation changes based on RNG. In addition, there is additional sources of RNG for double Ticks on the two dots.

The method used does the following steps:

  1. Generates Expected Damage for each Ability based on the Sources [D_n]
  2. Generates Probability that that amount of Damage for each Ability based on the Sources [P_n]
  3. Find the Average Damage for each Ability [Average = sum(D_n*P_n) ]
  4. Find the Standard Deviation for each Ability [SD_hit = sqrt( sum(P_n * ( Average – D_n )^2 ) ) ]
  5. Find the Standard Deviation for each Ability’s DPS [SD = SD_hit / ( Usage ) ]
  6. Find the Number of hits for each Ability [Hits = ( # of hits per use ) * ( HP/DPS ) / (Usage)]
  7. Find the Standard Error for Individual Ability [SE = SD / sqrt(Hits) ]
  8. Find the Standard Error for the Discipline [Total SE = sqrt( sum( ( SE )^2 ) ) ]

This Standard Error should give a damage range that 95% of the results will fall within if all other factors are held equal (i.e. all of the assumptions that were given in the assumption section except in regards to damage averages)

Ultimate Exarch (224 ilvl), Highlighted Hardmode Gear

Mastery Stim:

Spoiler
Gear legend: E = Enhancement or Implant or Earpiece; A = Augment; C = Crystal
Note: 100%+ Accuracy

Ultimate Exarch (224 ilvl), Mastery Stim

Marauder – Annihilation || Sentinel – Watchman
7107+-187 DPS @ 49.2 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1229 Critical (5xE, 3xA, 2xC) | 942 Alacrity (3xE, 6xA) | 701 Accuracy (2xE, 5xA)

Marauder – Carnage || Sentinel – Combat
6856+-141 DPS @ 55.5 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1346 Critical (7xE, 2xC) | 825 Alacrity (1xE, 9xA) | 701 Accuracy (2xE, 5xA)

Marauder – Fury || Sentinel – Concentration
6415+-187 DPS @ 44.9 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1258 Critical (3xE, 8xA, 2xC) | 913 Alacrity (5xE, 1xA) | 701 Accuracy (2xE, 5xA)

Juggernaut – Immortal || Guardian – Defence
72.88% Reduction | 5820 Endurance (2xC, Stim) | 5328 Mastery | 672 Power
2940 Defense | 1468 Shield (3xE, 12xA) | 1322 Absorb (7xE, 2xA)

Juggernaut – Vengeance || Guardian – Vigilance
6605+-188 DPS @ 39.9 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1229 Critical (5xE, 3xA, 2xC) | 942 Alacrity (3xE, 6xA) | 701 Accuracy (2xE, 5xA)

Juggernaut – Rage || Guardian – Focus
6440+-260 DPS @ 44.4 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1280 Critical (4xE, 6xA, 2xC) | 891 Alacrity (4xE, 3xA) | 701 Accuracy (2xE, 5xA)

Assassin – Darkness || Shadow – Kinetic Combat
69.41% Reduction | 6097 Endurance (2xC, Stim) | 5328 Mastery | 672 Power
2940 Defense | 1366 Shield (5xE, 6xA) | 1424 Absorb (5xE, 8xA)

Assassin – Deception || Shadow – Infiltration
6530+-296 DPS @ 49.6 APM | 6557 Endurance | 5393 Mastery (Stim) | 2940 Power
1229 Critical (5xE, 3xA, 2xC) | 942 Alacrity (3xE, 6xA) | 701 Accuracy (2xE, 5xA)

Assassin – Hatred || Shadow – Serenity
6553+-193 DPS @ 45.3 APM | 6557 Endurance | 5393 Mastery (Stim) | 2940 Power
1207 Critical (4xE, 5xA, 2xC) | 964 Alacrity (4xE, 4xA) | 701 Accuracy (2xE, 5xA)

Sorcerer – Corruption || Sage – Seer
10790+-211 HPS @ 44.6 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1477 Critical (3xE, 11xA, 2xC) | 1395 Alacrity (7xE, 3xA) | 0 Accuracy

Sorcerer – Lightning || Sage – Telekinetics
6469+-179 DPS @ 49.1 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1324 Critical (6xE, 2xA, 2xC) | 847 Alacrity (2xE, 7xA) | 701 Accuracy (2xE, 5xA)

Sorcerer – Madness || Sage – Balance
6735+-160 DPS @ 43.1 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1207 Critical (4xE, 5xA, 2xC) | 964 Alacrity (4xE, 4xA) | 701 Accuracy (2xE, 5xA)

Mercenary – Bodyguard || Commando – Combat Medic
10411+-429 HPS @ 43.6 APM | 6557 Endurance | 5393 Mastery (Stim) | 2940 Power
1623 Critical (3xE, 13xA, 2xC) | 1249 Alacrity (7xE, 1xA) | 0 Accuracy

Mercenary – Arsenal || Commando – Gunnery
6670+-285 DPS @ 40.8 APM | 6557 Endurance | 5393 Mastery (Stim) | 2940 Power
1258 Critical (3xE, 8xA, 2xC) | 913 Alacrity (5xE, 1xA) | 701 Accuracy (2xE, 5xA)

Mercenary – Innovative Ordinance || Commando – Assault Specialist
6792+-226 DPS @ 42.4 APM | 6557 Endurance | 5393 Mastery (Stim) | 2940 Power
1229 Critical (5xE, 3xA, 2xC) | 942 Alacrity (3xE, 6xA) | 701 Accuracy (2xE, 5xA)

Powertech – Shield Tech || Vanguard – Shield Specialist
69.09% Reduction | 5820 Endurance (2xC, Stim) | 5328 Mastery | 672 Power
2940 Defense | 1724 Shield (8xE, 4xA) | 1066 Absorb (2xE, 10xA)

Powertech – Advanced Prototype || Vanguard – Tactics
6436+-277 DPS @ 49.8 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1229 Critical (5xE, 3xA, 2xC) | 942 Alacrity (3xE, 6xA) | 701 Accuracy (2xE, 5xA)

Powertech – Pyrotech || Vanguard – Plasmatech
6643+-178 DPS @ 43.3 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1251 Critical (6xE, 1xA, 2xC) | 920 Alacrity (2xE, 8xA) | 701 Accuracy (2xE, 5xA)

Sniper – Marksman || Gunslinger – Sharpshooter
6236+-251 DPS @ 47 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1251 Critical (6xE, 1xA, 2xC) | 920 Alacrity (2xE, 8xA) | 701 Accuracy (2xE, 5xA)

Sniper – Engineering || Gunslinger – Saboteur
6811+-147 DPS @ 38.9 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1229 Critical (5xE, 3xA, 2xC) | 942 Alacrity (3xE, 6xA) | 701 Accuracy (2xE, 5xA)

Sniper – Virulence || Gunslinger – Dirty Fighting
6740+-102 DPS @ 36.6 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1207 Critical (4xE, 5xA, 2xC) | 964 Alacrity (4xE, 4xA) | 701 Accuracy (2xE, 5xA)

Operative – Medicine || Scoundrel – Sawbones
13256+-394 HPS @ 40.2 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1543 Critical (6xE, 5xA, 2xC) | 1329 Alacrity (4xE, 9xA) | 0 Accuracy

Operative – Concealment || Scoundrel – Scrapper
6560+-275 DPS @ 46.1 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1251 Critical (6xE, 1xA, 2xC) | 920 Alacrity (2xE, 8xA) | 701 Accuracy (2xE, 5xA)

Operative – Lethality || Scoundrel – Ruffian
6656+-146 DPS @ 46.6 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1207 Critical (4xE, 5xA, 2xC) | 964 Alacrity (4xE, 4xA) | 701 Accuracy (2xE, 5xA)

Accuracy Stim:

Spoiler
Gear legend: E = Enhancement or Implant or Earpiece; A = Augment; C = Crystal, Stim = Stim Type
Note: 100%+ Accuracy

Ultimate Exarch (224 ilvl), Accuracy Stim

Marauder – Annihilation || Sentinel – Watchman
7109+-188 DPS @ 49.5 APM | 6375 Endurance | 5317 Mastery (2xA) | 2850 Power
1319 Critical (5xE, 3xA, 2xC) | 1015 Alacrity (3xE, 7xA) | 700 Accuracy (2xE, 2xA, Stim)

Marauder – Carnage || Sentinel – Combat
6857+-142 DPS @ 55.5 APM | 6375 Endurance | 5394 Mastery (3xA) | 2932 Power (2xC)
1354 Critical (7xE) | 825 Alacrity (1xE, 9xA) | 700 Accuracy (2xE, 2xA, Stim)

Marauder – Fury || Sentinel – Concentration
6418+-187 DPS @ 45.2 APM | 6375 Endurance | 5317 Mastery (2xA) | 2850 Power
1341 Critical (6xE, 1xA, 2xC) | 993 Alacrity (2xE, 9xA) | 700 Accuracy (2xE, 2xA, Stim)

Juggernaut – Immortal || Guardian – Defence
72.88% Reduction | 5820 Endurance (2xC, Stim) | 5328 Mastery | 672 Power
2940 Defense | 1468 Shield (3xE, 12xA) | 1322 Absorb (7xE, 2xA)

Juggernaut – Vengeance || Guardian – Vigilance
6607+-188 DPS @ 40.1 APM | 6375 Endurance | 5317 Mastery (2xA) | 2891 Power (1xC)
1278 Critical (5xE, 3xA, 1xC) | 1015 Alacrity (3xE, 7xA) | 700 Accuracy (2xE, 2xA, Stim)

Juggernaut – Rage || Guardian – Focus
6444+-260 DPS @ 44.7 APM | 6375 Endurance | 5317 Mastery (2xA) | 2850 Power
1348 Critical (3xE, 8xA, 2xC) | 986 Alacrity (5xE, 2xA) | 700 Accuracy (2xE, 2xA, Stim)

Assassin – Darkness || Shadow – Kinetic Combat
69.41% Reduction | 6097 Endurance (2xC, Stim) | 5328 Mastery | 672 Power
2940 Defense | 1366 Shield (5xE, 6xA) | 1424 Absorb (5xE, 8xA)

Assassin – Deception || Shadow – Infiltration
6532+-296 DPS @ 49.7 APM | 6557 Endurance | 5394 Mastery (3xA) | 2850 Power
1275 Critical (3xE, 7xA, 2xC) | 986 Alacrity (5xE, 2xA) | 700 Accuracy (2xE, 2xA, Stim)

Assassin – Hatred || Shadow – Serenity
6555+-193 DPS @ 45.4 APM | 6557 Endurance | 5394 Mastery (3xA) | 2850 Power
1253 Critical (2xE, 9xA, 2xC) | 1008 Alacrity (6xE) | 700 Accuracy (2xE, 2xA, Stim)

Sorcerer – Corruption || Sage – Seer
10790+-211 HPS @ 44.6 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1477 Critical (3xE, 11xA, 2xC) | 1395 Alacrity (7xE, 3xA) | 0 Accuracy

Sorcerer – Lightning || Sage – Telekinetics
6470+-179 DPS @ 49.1 APM | 6375 Endurance | 5471 Mastery (4xA) | 2850 Power
1319 Critical (5xE, 3xA, 2xC) | 869 Alacrity (3xE, 5xA) | 700 Accuracy (2xE, 2xA, Stim)

Sorcerer – Madness || Sage – Balance
6736+-160 DPS @ 43.1 APM | 6375 Endurance | 5394 Mastery (3xA) | 2891 Power (1xC)
1234 Critical (3xE, 7xA, 1xC) | 986 Alacrity (5xE, 2xA) | 700 Accuracy (2xE, 2xA, Stim)

Mercenary – Bodyguard || Commando – Combat Medic
10411+-429 HPS @ 43.6 APM | 6557 Endurance | 5393 Mastery (Stim) | 2940 Power
1623 Critical (3xE, 13xA, 2xC) | 1249 Alacrity (7xE, 1xA) | 0 Accuracy

Mercenary – Arsenal || Commando – Gunnery
6672+-285 DPS @ 40.8 APM | 6557 Endurance | 5471 Mastery (4xA) | 2850 Power
1268 Critical (6xE, 2xC) | 920 Alacrity (2xE, 8xA) | 700 Accuracy (2xE, 2xA, Stim)

Mercenary – Innovative Ordinance || Commando – Assault Specialist
6796+-226 DPS @ 42.5 APM | 6557 Endurance | 5394 Mastery (3xA) | 2850 Power
1275 Critical (3xE, 7xA, 2xC) | 986 Alacrity (5xE, 2xA) | 700 Accuracy (2xE, 2xA, Stim)

Powertech – Shield Tech || Vanguard – Shield Specialist
69.09% Reduction | 5820 Endurance (2xC, Stim) | 5328 Mastery | 672 Power
2940 Defense | 1724 Shield (8xE, 4xA) | 1066 Absorb (2xE, 10xA)

Powertech – Advanced Prototype || Vanguard – Tactics
6437+-277 DPS @ 49.9 APM | 6375 Endurance | 5394 Mastery (3xA) | 2850 Power
1275 Critical (3xE, 7xA, 2xC) | 986 Alacrity (5xE, 2xA) | 700 Accuracy (2xE, 2xA, Stim)

Powertech – Pyrotech || Vanguard – Plasmatech
6645+-178 DPS @ 43.5 APM | 6375 Endurance | 5317 Mastery (2xA) | 2891 Power (1xC)
1307 Critical (3xE, 8xA, 1xC) | 986 Alacrity (5xE, 2xA) | 700 Accuracy (2xE, 2xA, Stim)

Sniper – Marksman || Gunslinger – Sharpshooter
6238+-251 DPS @ 47.1 APM | 6375 Endurance | 5394 Mastery (3xA) | 2850 Power
1297 Critical (4xE, 5xA, 2xC) | 964 Alacrity (4xE, 4xA) | 700 Accuracy (2xE, 2xA, Stim)

Sniper – Engineering || Gunslinger – Saboteur
6813+-147 DPS @ 39 APM | 6375 Endurance | 5394 Mastery (3xA) | 2850 Power
1275 Critical (3xE, 7xA, 2xC) | 986 Alacrity (5xE, 2xA) | 700 Accuracy (2xE, 2xA, Stim)

Sniper – Virulence || Gunslinger – Dirty Fighting
6741+-102 DPS @ 36.7 APM | 6375 Endurance | 5394 Mastery (3xA) | 2850 Power
1246 Critical (5xE, 2xA, 2xC) | 1015 Alacrity (3xE, 7xA) | 700 Accuracy (2xE, 2xA, Stim)

Operative – Medicine || Scoundrel – Sawbones
13256+-394 HPS @ 40.2 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1543 Critical (6xE, 5xA, 2xC) | 1329 Alacrity (4xE, 9xA) | 0 Accuracy

Operative – Concealment || Scoundrel – Scrapper
6562+-275 DPS @ 46.3 APM | 6375 Endurance | 5394 Mastery (3xA) | 2850 Power
1297 Critical (4xE, 5xA, 2xC) | 964 Alacrity (4xE, 4xA) | 700 Accuracy (2xE, 2xA, Stim)

Operative – Lethality || Scoundrel – Ruffian
6657+-146 DPS @ 46.7 APM | 6375 Endurance | 5471 Mastery (4xA) | 2850 Power
1202 Critical (3xE, 6xA, 2xC) | 986 Alacrity (5xE, 2xA) | 700 Accuracy (2xE, 2xA, Stim)

DPS Ranking:

Spoiler
Ultimate Exarch (224 ilvl) DPS Ranking

Rank – DPS – vs Average (6627) DPS — Imperial || Republic
01 – 7109 – +7.27%Marauder – Annihilation || Sentinel – Watchman
02 – 6857 – +3.47%Marauder – Carnage || Sentinel – Combat
03 – 6813 – +2.81%Sniper – Engineering || Gunslinger – Saboteur
04 – 6796 – +2.54%Mercenary – Innovative Ordinance || Commando – Assault Specialist
05 – 6741 – +1.72%Sniper – Virulence || Gunslinger – Dirty Fighting
06 – 6736 – +1.65%Sorcerer – Madness || Sage – Balance
07 – 6672 – +0.68%Mercenary – Arsenal || Commando – Gunnery
08 – 6657 – +0.45%Operative – Lethality || Scoundrel – Ruffian
09 – 6645 – +0.27%Powertech – Pyrotech || Vanguard – Plasmatech
10 – 6607 – -0.30%Juggernaut – Vengeance || Guardian – Vigilance
11 – 6562 – -0.98%Operative – Concealment || Scoundrel – Scrapper
12 – 6555 – -1.09%Assassin – Hatred || Shadow – Serenity
13 – 6532 – -1.44%Assassin – Deception || Shadow – Infiltration
14 – 6470 – -2.37%Sorcerer – Lightning || Sage – Telekinetics
15 – 6444 – -2.77%Juggernaut – Rage || Guardian – Focus
16 – 6437 – -2.86%Powertech – Advanced Prototype || Vanguard – Tactics
17 – 6418 – -3.16%Marauder – Fury || Sentinel – Concentration
18 – 6238 – -5.88%Sniper – Marksman || Gunslinger – Sharpshooter

Statistics:
Average DPS: 6627
Max – Min DPS: 872
DPS Range: 6673 +- 436

Average Critical: 1287
Max – Min Critical: 152
Critical Range: 1278 +- 76

Average Alacrity: 971
Max – Min Alacrity: 190
Alacrity Range: 920 +- 95

Average Error: 205
Max – Min Error: 194
Error Range: 199 +- 97

Healers vs Number of Targets:

Spoiler
Note: this is all estimation based on a preset rotation / priority list.

Ultimate Exarch (224 ilvl) Healers

Sorcerer – Corruption || Sage – Seer
44.5 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1514 Critical (8xE, 2xC) | 1358 Alacrity (2xE, 14xA) | 0 Accuracy
1 Target: 8280 HPS
2 Targets: 10323 HPS
3 Targets: 10790 HPS
4 Targets: 11949 HPS
8 Targets: 14746 HPS

Mercenary – Bodyguard || Commando – Combat Medic
45.9 APM | 6557 Endurance | 5393 Mastery (Stim) | 2940 Power
1623 Critical (3xE, 13xA, 2xC) | 1249 Alacrity (7xE, 1xA) | 0 Accuracy
1 Target: 8444 HPS
2 Targets: 9233 HPS
3 Targets: 10128 HPS
4 Targets: 11200 HPS
8 Targets: 13648 HPS

Operative – Medicine || Scoundrel – Sawbones
43.8 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1528 Critical (2xE, 14xA, 2xC) | 1344 Alacrity (8xE) | 0 Accuracy
1 Target: 8450 HPS
2 Targets: 10676 HPS
3 Targets: 13257 HPS
4 Targets: 16734 HPS
8 Targets: 21477 HPS

Tanks vs Damage Profiles:

Spoiler
Note: Just using TOS and RAV 3.0 damage values with a dtps of 6000 to calculate until more info is known.
Average Damage Profile: 53% MRKE / 23% FTKE / 24% FTIE
High M/R Damage Profile: 73% MRKE / 15% FTKE / 12% FTIE
Mid M/R Damage Profile: 47% MRKE / 29% FTKE / 24% FTIE
Low M/R Damage Profile: 32% MRKE / 29% FTKE / 39% FTIE

Ultimate Exarch (224 ilvl) Tanks

Maximized Mitigation: Juggernaut – Immortal || Guardian – Defence

Note: Unlettered Mods used with Relics of Reactive Warding and Shield Amplification

Average Damage Profile: 72.88% Reduction (1627 DtPS)
74625 HP | 5820 Endurance (2xC, Stim) | 2940 Defense | 1468 Shield (3xE, 12xA) | 1322 Absorb (7xE, 2xA)

High M/R Damage Profile: 80.06% Reduction (1197 DtPS)
74625 HP | 5820 Endurance (2xC, Stim) | 2940 Defense | 1468 Shield (3xE, 12xA) | 1322 Absorb (7xE, 2xA)

Mid M/R Damage Profile: 71.66% Reduction (1700 DtPS)
74625 HP | 5820 Endurance (2xC, Stim) | 2940 Defense | 1468 Shield (3xE, 12xA) | 1322 Absorb (7xE, 2xA)

Low M/R Damage Profile: 64.07% Reduction (2156 DtPS)
74625 HP | 5820 Endurance (2xC, Stim) | 2940 Defense | 1468 Shield (3xE, 12xA) | 1322 Absorb (7xE, 2xA)

Increased Health: Juggernaut – Immortal || Guardian – Defence

Note: 220 B Mods used with Relics of Reactive Warding and Serendipitous Assault

Average Damage Profile: 72.3% Reduction (1662 DtPS)
80204 HP | 6346 Endurance (2xC, Stim) | 2602 Defense | 1351 Shield (3xE, 11xA) | 1395 Absorb (7xE, 3xA)

High M/R Damage Profile: 79.38% Reduction (1237 DtPS)
80204 HP | 6346 Endurance (2xC, Stim) | 2602 Defense | 1351 Shield (3xE, 11xA) | 1395 Absorb (7xE, 3xA)

Mid M/R Damage Profile: 71.1% Reduction (1734 DtPS)
80204 HP | 6346 Endurance (2xC, Stim) | 2602 Defense | 1351 Shield (3xE, 11xA) | 1395 Absorb (7xE, 3xA)

Low M/R Damage Profile: 63.61% Reduction (2183 DtPS)
80204 HP | 6346 Endurance (2xC, Stim) | 2602 Defense | 1351 Shield (3xE, 11xA) | 1395 Absorb (7xE, 3xA)

Maximized Mitigation: Assassin – Darkness || Shadow – Kinetic Combat

Note: Unlettered Mods used with Relics of Reactive Warding and Shield Amplification

Average Damage Profile: 69.41% Reduction (1835 DtPS)
77565 HP | 6097 Endurance (2xC, Stim) | 2940 Defense | 1366 Shield (5xE, 6xA) | 1424 Absorb (5xE, 8xA)

High M/R Damage Profile: 76.26% Reduction (1425 DtPS)
77565 HP | 6097 Endurance (2xC, Stim) | 2940 Defense | 1410 Shield (7xE, 2xA) | 1380 Absorb (3xE, 12xA)

Mid M/R Damage Profile: 68.22% Reduction (1907 DtPS)
77565 HP | 6097 Endurance (2xC, Stim) | 2940 Defense | 1373 Shield (2xE, 13xA) | 1417 Absorb (8xE, 1xA)

Low M/R Damage Profile: 61.1% Reduction (2334 DtPS)
77565 HP | 6097 Endurance (2xC, Stim) | 2940 Defense | 1344 Shield (4xE, 8xA) | 1446 Absorb (6xE, 6xA)

Increased Health: Assassin – Darkness || Shadow – Kinetic Combat

Note: 220 B Mods used with Relics of Reactive Warding and Serendipitous Assault

Average Damage Profile: 68.82% Reduction (1871 DtPS)
83409 HP | 6648 Endurance (2xC, Stim) | 2602 Defense | 1249 Shield (5xE, 5xA) | 1497 Absorb (5xE, 9xA)

High M/R Damage Profile: 75.55% Reduction (1467 DtPS)
83409 HP | 6648 Endurance (2xC, Stim) | 2602 Defense | 1322 Shield (5xE, 6xA) | 1424 Absorb (5xE, 8xA)

Mid M/R Damage Profile: 67.63% Reduction (1942 DtPS)
83409 HP | 6648 Endurance (2xC, Stim) | 2602 Defense | 1300 Shield (4xE, 8xA) | 1446 Absorb (6xE, 6xA)

Low M/R Damage Profile: 60.64% Reduction (2362 DtPS)
83409 HP | 6648 Endurance (2xC, Stim) | 2602 Defense | 1234 Shield (1xE, 14xA) | 1512 Absorb (9xE)

Maximized Mitigation: Powertech – Shield Tech || Vanguard – Shield Specialist

Note: Unlettered Mods used with Relics of Reactive Warding and Shield Amplification

Average Damage Profile: 69.09% Reduction (1855 DtPS)
74625 HP | 5820 Endurance (2xC, Stim) | 2940 Defense | 1724 Shield (8xE, 4xA) | 1066 Absorb (2xE, 10xA)

High M/R Damage Profile: 76.53% Reduction (1408 DtPS)
74625 HP | 5820 Endurance (2xC, Stim) | 2940 Defense | 1724 Shield (8xE, 4xA) | 1066 Absorb (2xE, 10xA)

Mid M/R Damage Profile: 68.02% Reduction (1919 DtPS)
74625 HP | 5820 Endurance (2xC, Stim) | 2940 Defense | 1724 Shield (8xE, 4xA) | 1066 Absorb (2xE, 10xA)

Low M/R Damage Profile: 59.66% Reduction (2420 DtPS)
74625 HP | 5820 Endurance (2xC, Stim) | 2940 Defense | 1724 Shield (8xE, 4xA) | 1066 Absorb (2xE, 10xA)

Increased Health: Powertech – Shield Tech || Vanguard – Shield Specialist

Note: 220 B Mods used with Relics of Reactive Warding and Serendipitous Assault

Average Damage Profile: 68.56% Reduction (1887 DtPS)
80204 HP | 6346 Endurance (2xC, Stim) | 2602 Defense | 1607 Shield (8xE, 3xA) | 1139 Absorb (2xE, 11xA)

High M/R Damage Profile: 75.9% Reduction (1446 DtPS)
80204 HP | 6346 Endurance (2xC, Stim) | 2602 Defense | 1607 Shield (8xE, 3xA) | 1139 Absorb (2xE, 11xA)

Mid M/R Damage Profile: 67.5% Reduction (1950 DtPS)
80204 HP | 6346 Endurance (2xC, Stim) | 2602 Defense | 1607 Shield (8xE, 3xA) | 1139 Absorb (2xE, 11xA)

Low M/R Damage Profile: 59.25% Reduction (2445 DtPS)
80204 HP | 6346 Endurance (2xC, Stim) | 2602 Defense | 1607 Shield (8xE, 3xA) | 1139 Absorb (2xE, 11xA)

Exarch (220), Hardmode Gear

Mastery Stim:

Spoiler
Gear legend: E = Enhancement or Implant or Earpiece; A = Augment; C = Crystal, Stim = Stim Type

Exarch (220 ilvl), Mastery Stim

Marauder – Annihilation || Sentinel – Watchman
6842+-177 DPS @ 49 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1199 Critical (6xE, 1xA, 2xC) | 904 Alacrity (2xE, 8xA) | 685 Accuracy (2xE, 5xA)

Marauder – Carnage || Sentinel – Combat
6603+-134 DPS @ 55.3 APM | 6127 Endurance | 5179 Mastery (Stim) | 2829 Power (1xC)
1290 Critical (5xE, 5xA, 1xC) | 772 Alacrity (3xE, 4xA) | 685 Accuracy (2xE, 5xA)

Marauder – Fury || Sentinel – Concentration
6175+-177 DPS @ 44.8 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1230 Critical (3xE, 8xA, 2xC) | 873 Alacrity (5xE, 1xA) | 685 Accuracy (2xE, 5xA)

Juggernaut – Immortal || Guardian – Defence
72.44% Reduction | 5591 Endurance (2xC, Stim) | 5107 Mastery | 672 Power
2788 Defense | 1423 Shield (7xE, 3xA) | 1283 Absorb (3xE, 11xA)

Juggernaut – Vengeance || Guardian – Vigilance
6360+-177 DPS @ 39.8 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1199 Critical (6xE, 1xA, 2xC) | 904 Alacrity (2xE, 8xA) | 685 Accuracy (2xE, 5xA)

Juggernaut – Rage || Guardian – Focus
6199+-246 DPS @ 44.2 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1258 Critical (5xE, 4xA, 2xC) | 845 Alacrity (3xE, 5xA) | 685 Accuracy (2xE, 5xA)

Assassin – Darkness || Shadow – Kinetic Combat
68.91% Reduction | 5858 Endurance (2xC, Stim) | 5107 Mastery | 672 Power
2788 Defense | 1322 Shield (5xE, 6xA) | 1384 Absorb (5xE, 8xA)

Assassin – Deception || Shadow – Infiltration
6286+-281 DPS @ 49.4 APM | 6302 Endurance | 5179 Mastery (Stim) | 2788 Power
1199 Critical (6xE, 1xA, 2xC) | 904 Alacrity (2xE, 8xA) | 685 Accuracy (2xE, 5xA)

Assassin – Hatred || Shadow – Serenity
6309+-182 DPS @ 45.1 APM | 6302 Endurance | 5179 Mastery (Stim) | 2788 Power
1171 Critical (4xE, 5xA, 2xC) | 932 Alacrity (4xE, 4xA) | 685 Accuracy (2xE, 5xA)

Sorcerer – Corruption || Sage – Seer
10493+-203 HPS @ 44.4 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1446 Critical (8xE, 2xC) | 1342 Alacrity (2xE, 14xA) | 0 Accuracy

Sorcerer – Lightning || Sage – Telekinetics
6231+-169 DPS @ 48.9 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1286 Critical (7xE, 2xC) | 817 Alacrity (1xE, 9xA) | 685 Accuracy (2xE, 5xA)

Sorcerer – Madness || Sage – Balance
6486+-151 DPS @ 43 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1171 Critical (4xE, 5xA, 2xC) | 932 Alacrity (4xE, 4xA) | 685 Accuracy (2xE, 5xA)

Mercenary – Bodyguard || Commando – Combat Medic
10113+-412 HPS @ 43.5 APM | 6302 Endurance | 5179 Mastery (Stim) | 2788 Power
1578 Critical (7xE, 4xA, 2xC) | 1210 Alacrity (3xE, 10xA) | 0 Accuracy

Mercenary – Arsenal || Commando – Gunnery
6420+-270 DPS @ 40.7 APM | 6302 Endurance | 5179 Mastery (Stim) | 2788 Power
1230 Critical (3xE, 8xA, 2xC) | 873 Alacrity (5xE, 1xA) | 685 Accuracy (2xE, 5xA)

Mercenary – Innovative Ordinance || Commando – Assault Specialist
6534+-214 DPS @ 42.2 APM | 6302 Endurance | 5179 Mastery (Stim) | 2788 Power
1199 Critical (6xE, 1xA, 2xC) | 904 Alacrity (2xE, 8xA) | 685 Accuracy (2xE, 5xA)

Powertech – Shield Tech || Vanguard – Shield Specialist
68.7% Reduction | 5591 Endurance (2xC, Stim) | 5107 Mastery | 672 Power
2788 Defense | 1670 Shield (9xE, 2xA) | 1036 Absorb (1xE, 12xA)

Powertech – Advanced Prototype || Vanguard – Tactics
6194+-262 DPS @ 49.6 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1199 Critical (6xE, 1xA, 2xC) | 904 Alacrity (2xE, 8xA) | 685 Accuracy (2xE, 5xA)

Powertech – Pyrotech || Vanguard – Plasmatech
6394+-169 DPS @ 43.1 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1230 Critical (3xE, 8xA, 2xC) | 873 Alacrity (5xE, 1xA) | 685 Accuracy (2xE, 5xA)

Sniper – Marksman || Gunslinger – Sharpshooter
6005+-238 DPS @ 46.8 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1230 Critical (3xE, 8xA, 2xC) | 873 Alacrity (5xE, 1xA) | 685 Accuracy (2xE, 5xA)

Sniper – Engineering || Gunslinger – Saboteur
6558+-139 DPS @ 38.7 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1199 Critical (6xE, 1xA, 2xC) | 904 Alacrity (2xE, 8xA) | 685 Accuracy (2xE, 5xA)

Sniper – Virulence || Gunslinger – Dirty Fighting
6490+-96 DPS @ 36.5 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1171 Critical (4xE, 5xA, 2xC) | 932 Alacrity (4xE, 4xA) | 685 Accuracy (2xE, 5xA)

Operative – Medicine || Scoundrel – Sawbones
12888+-379 HPS @ 40 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1505 Critical (7xE, 3xA, 2xC) | 1283 Alacrity (3xE, 11xA) | 0 Accuracy

Operative – Concealment || Scoundrel – Scrapper
6316+-260 DPS @ 46 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1230 Critical (3xE, 8xA, 2xC) | 873 Alacrity (5xE, 1xA) | 685 Accuracy (2xE, 5xA)

Operative – Lethality || Scoundrel – Ruffian
6410+-138 DPS @ 46.5 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1171 Critical (4xE, 5xA, 2xC) | 932 Alacrity (4xE, 4xA) | 685 Accuracy (2xE, 5xA)

Accuracy Stim:

Spoiler
Gear legend: E = Enhancement or Implant or Earpiece; A = Augment; C = Crystal, Stim = Stim Type

Exarch (220 ilvl), Accuracy Stim

Marauder – Annihilation || Sentinel – Watchman
6844+-177 DPS @ 49.2 APM | 6127 Endurance | 5180 Mastery (3xA) | 2698 Power
1247 Critical (3xE, 7xA, 2xC) | 946 Alacrity (5xE, 2xA) | 684 Accuracy (2xE, 2xA, Stim)

Marauder – Carnage || Sentinel – Combat
6604+-134 DPS @ 55.2 APM | 6127 Endurance | 5256 Mastery (4xA) | 2780 Power (2xC)
1280 Critical (6xE, 2xA) | 758 Alacrity (2xE, 6xA) | 684 Accuracy (2xE, 2xA, Stim)

Marauder – Fury || Sentinel – Concentration
6177+-177 DPS @ 45.1 APM | 6127 Endurance | 5103 Mastery (2xA) | 2698 Power
1306 Critical (2xE, 10xA, 2xC) | 960 Alacrity (6xE) | 684 Accuracy (2xE, 2xA, Stim)

Juggernaut – Immortal || Guardian – Defence
72.44% Reduction | 5591 Endurance (2xC, Stim) | 5107 Mastery | 672 Power
2788 Defense | 1423 Shield (7xE, 3xA) | 1283 Absorb (3xE, 11xA)

Juggernaut – Vengeance || Guardian – Vigilance
6362+-178 DPS @ 39.9 APM | 6127 Endurance | 5180 Mastery (3xA) | 2698 Power
1233 Critical (2xE, 9xA, 2xC) | 960 Alacrity (6xE) | 684 Accuracy (2xE, 2xA, Stim)

Juggernaut – Rage || Guardian – Focus
6202+-246 DPS @ 44.6 APM | 6127 Endurance | 5103 Mastery (2xA) | 2698 Power
1320 Critical (3xE, 8xA, 2xC) | 946 Alacrity (5xE, 2xA) | 684 Accuracy (2xE, 2xA, Stim)

Assassin – Darkness || Shadow – Kinetic Combat
68.91% Reduction | 5858 Endurance (2xC, Stim) | 5107 Mastery | 672 Power
2788 Defense | 1322 Shield (5xE, 6xA) | 1384 Absorb (5xE, 8xA)

Assassin – Deception || Shadow – Infiltration
6288+-281 DPS @ 49.6 APM | 6302 Endurance | 5180 Mastery (3xA) | 2698 Power
1247 Critical (3xE, 7xA, 2xC) | 946 Alacrity (5xE, 2xA) | 684 Accuracy (2xE, 2xA, Stim)

Assassin – Hatred || Shadow – Serenity
6311+-183 DPS @ 45.3 APM | 6302 Endurance | 5180 Mastery (3xA) | 2698 Power
1216 Critical (6xE, 2xC) | 977 Alacrity (2xE, 9xA) | 684 Accuracy (2xE, 2xA, Stim)

Sorcerer – Corruption || Sage – Seer
10493+-203 HPS @ 44.4 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1446 Critical (8xE, 2xC) | 1342 Alacrity (2xE, 14xA) | 0 Accuracy

Sorcerer – Lightning || Sage – Telekinetics
6231+-169 DPS @ 48.9 APM | 6127 Endurance | 5256 Mastery (4xA) | 2739 Power (1xC)
1279 Critical (3xE, 8xA, 1xC) | 800 Alacrity (5xE) | 684 Accuracy (2xE, 2xA, Stim)

Sorcerer – Madness || Sage – Balance
6487+-151 DPS @ 43 APM | 6127 Endurance | 5256 Mastery (4xA) | 2698 Power
1188 Critical (4xE, 4xA, 2xC) | 932 Alacrity (4xE, 4xA) | 684 Accuracy (2xE, 2xA, Stim)

Mercenary – Bodyguard || Commando – Combat Medic
10113+-412 HPS @ 43.5 APM | 6302 Endurance | 5179 Mastery (Stim) | 2788 Power
1578 Critical (7xE, 4xA, 2xC) | 1210 Alacrity (3xE, 10xA) | 0 Accuracy

Mercenary – Arsenal || Commando – Gunnery
6422+-270 DPS @ 40.7 APM | 6302 Endurance | 5256 Mastery (4xA) | 2698 Power
1247 Critical (3xE, 7xA, 2xC) | 873 Alacrity (5xE, 1xA) | 684 Accuracy (2xE, 2xA, Stim)

Mercenary – Innovative Ordinance || Commando – Assault Specialist
6536+-214 DPS @ 42.2 APM | 6302 Endurance | 5256 Mastery (4xA) | 2698 Power
1216 Critical (6xE, 2xC) | 904 Alacrity (2xE, 8xA) | 684 Accuracy (2xE, 2xA, Stim)

Powertech – Shield Tech || Vanguard – Shield Specialist
68.7% Reduction | 5591 Endurance (2xC, Stim) | 5107 Mastery | 672 Power
2788 Defense | 1670 Shield (9xE, 2xA) | 1036 Absorb (1xE, 12xA)

Powertech – Advanced Prototype || Vanguard – Tactics
6195+-262 DPS @ 49.7 APM | 6127 Endurance | 5256 Mastery (4xA) | 2698 Power
1202 Critical (5xE, 2xA, 2xC) | 918 Alacrity (3xE, 6xA) | 684 Accuracy (2xE, 2xA, Stim)

Powertech – Pyrotech || Vanguard – Plasmatech
6396+-169 DPS @ 43.3 APM | 6127 Endurance | 5180 Mastery (3xA) | 2698 Power
1261 Critical (4xE, 5xA, 2xC) | 932 Alacrity (4xE, 4xA) | 684 Accuracy (2xE, 2xA, Stim)

Sniper – Marksman || Gunslinger – Sharpshooter
6006+-238 DPS @ 46.9 APM | 6127 Endurance | 5180 Mastery (3xA) | 2739 Power (1xC)
1248 Critical (6xE, 1xA, 1xC) | 904 Alacrity (2xE, 8xA) | 684 Accuracy (2xE, 2xA, Stim)

Sniper – Engineering || Gunslinger – Saboteur
6559+-139 DPS @ 38.9 APM | 6127 Endurance | 5180 Mastery (3xA) | 2698 Power
1247 Critical (3xE, 7xA, 2xC) | 946 Alacrity (5xE, 2xA) | 684 Accuracy (2xE, 2xA, Stim)

Sniper – Virulence || Gunslinger – Dirty Fighting
6491+-96 DPS @ 36.5 APM | 6127 Endurance | 5180 Mastery (3xA) | 2739 Power (1xC)
1192 Critical (2xE, 9xA, 1xC) | 960 Alacrity (6xE) | 684 Accuracy (2xE, 2xA, Stim)

Operative – Medicine || Scoundrel – Sawbones
12888+-379 HPS @ 40 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1505 Critical (7xE, 3xA, 2xC) | 1283 Alacrity (3xE, 11xA) | 0 Accuracy

Operative – Concealment || Scoundrel – Scrapper
6317+-260 DPS @ 46.2 APM | 6127 Endurance | 5180 Mastery (3xA) | 2698 Power
1261 Critical (4xE, 5xA, 2xC) | 932 Alacrity (4xE, 4xA) | 684 Accuracy (2xE, 2xA, Stim)

Operative – Lethality || Scoundrel – Ruffian
6411+-138 DPS @ 46.5 APM | 6127 Endurance | 5256 Mastery (4xA) | 2698 Power
1174 Critical (3xE, 6xA, 2xC) | 946 Alacrity (5xE, 2xA) | 684 Accuracy (2xE, 2xA, Stim)

DPS Ranking:

Spoiler
Exarch (220 ilvl)

Rank – DPS – vs Average (6380) DPS — Imperial || Republic
01 – 6844 – +7.27%Marauder – Annihilation || Sentinel – Watchman
02 – 6604 – +3.51%Marauder – Carnage || Sentinel – Combat
03 – 6559 – +2.81%Sniper – Engineering || Gunslinger – Saboteur
04 – 6536 – +2.45%Mercenary – Innovative Ordinance || Commando – Assault Specialist
05 – 6491 – +1.74%Sniper – Virulence || Gunslinger – Dirty Fighting
06 – 6487 – +1.68%Sorcerer – Madness || Sage – Balance
07 – 6422 – +0.65%Mercenary – Arsenal || Commando – Gunnery
08 – 6411 – +0.49%Operative – Lethality || Scoundrel – Ruffian
09 – 6396 – +0.25%Powertech – Pyrotech || Vanguard – Plasmatech
10 – 6362 – -0.29%Juggernaut – Vengeance || Guardian – Vigilance
11 – 6317 – -0.98%Operative – Concealment || Scoundrel – Scrapper
12 – 6311 – -1.08%Assassin – Hatred || Shadow – Serenity
13 – 6288 – -1.45%Assassin – Deception || Shadow – Infiltration
14 – 6231 – -2.33%Sorcerer – Lightning || Sage – Telekinetics
15 – 6202 – -2.79%Juggernaut – Rage || Guardian – Focus
16 – 6195 – -2.90%Powertech – Advanced Prototype || Vanguard – Tactics
17 – 6177 – -3.18%Marauder – Fury || Sentinel – Concentration
18 – 6006 – -5.87%Sniper – Marksman || Gunslinger – Sharpshooter

Statistics:
Average DPS: 6380
Max – Min DPS: 838
DPS Range: 6425 +- 419

Average Critical: 1242
Max – Min Critical: 146
Critical Range: 1247 +- 73

Average Alacrity: 919
Max – Min Alacrity: 219
Alacrity Range: 868 +- 110

Average Error: 193
Max – Min Error: 184
Error Range: 189 +- 92

Healers vs Number of Targets:

Spoiler
Note: this is all estimation based on a preset rotation / priority list.

Exarch (220 ilvl) Healers

Sorcerer – Corruption || Sage – Seer
44.5 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1432 Critical (7xE, 2xA, 2xC) | 1356 Alacrity (3xE, 12xA) | 0 Accuracy
1 Target: 8052 HPS
2 Targets: 10038 HPS
3 Targets: 10493 HPS
4 Targets: 11618 HPS
8 Targets: 14338 HPS

Mercenary – Bodyguard || Commando – Combat Medic
44.1 APM | 6302 Endurance | 5179 Mastery (Stim) | 2788 Power
1578 Critical (7xE, 4xA, 2xC) | 1210 Alacrity (3xE, 10xA) | 0 Accuracy
1 Target: 8202 HPS
2 Targets: 8969 HPS
3 Targets: 9838 HPS
4 Targets: 10879 HPS
8 Targets: 13259 HPS

Operative – Medicine || Scoundrel – Sawbones
43.3 APM | 6127 Endurance | 5179 Mastery (Stim) | 2788 Power
1536 Critical (4xE, 10xA, 2xC) | 1252 Alacrity (6xE, 4xA) | 0 Accuracy
1 Target: 8214 HPS
2 Targets: 10379 HPS
3 Targets: 12889 HPS
4 Targets: 16269 HPS
8 Targets: 20882 HPS

Tanks vs Damage Profiles:

Spoiler
Note: Just using TOS and RAV 3.0 damage values @ 6000 dtps to calculate until more info is known.Average Damage Profile: 53% MRKE / 23% FTKE / 24% FTIE
High M/R Damage Profile: 73% MRKE / 15% FTKE / 12% FTIE
Mid M/R Damage Profile: 47% MRKE / 29% FTKE / 24% FTIE
Low M/R Damage Profile: 32% MRKE / 29% FTKE / 39% FTIE

Exarch (220 ilvl) Tanks

Maximized Mitigation: Juggernaut – Immortal || Guardian – Defence

Note: Unlettered Mods used with Relics of Reactive Warding and Shield Amplification

Average Damage Profile: 72.44% Reduction (1653 DtPS)
72198 HP | 5591 Endurance (2xC, Stim) | 2788 Defense | 1423 Shield (7xE, 3xA) | 1283 Absorb (3xE, 11xA)

High M/R Damage Profile: 79.57% Reduction (1226 DtPS)
72198 HP | 5591 Endurance (2xC, Stim) | 2788 Defense | 1423 Shield (7xE, 3xA) | 1283 Absorb (3xE, 11xA)

Mid M/R Damage Profile: 71.23% Reduction (1726 DtPS)
72198 HP | 5591 Endurance (2xC, Stim) | 2788 Defense | 1423 Shield (7xE, 3xA) | 1283 Absorb (3xE, 11xA)

Low M/R Damage Profile: 63.69% Reduction (2179 DtPS)
72198 HP | 5591 Endurance (2xC, Stim) | 2788 Defense | 1423 Shield (7xE, 3xA) | 1283 Absorb (3xE, 11xA)

Increased Health: Juggernaut – Immortal || Guardian – Defence

Note: B Mods used with Relics of Reactive Warding and Serendipitous Assault

Average Damage Profile: 71.93% Reduction (1684 DtPS)
78278 HP | 6165 Endurance (2xC, Stim) | 2517 Defense | 1308 Shield (7xE, 2xA) | 1356 Absorb (3xE, 12xA)

High M/R Damage Profile: 78.97% Reduction (1262 DtPS)
78278 HP | 6165 Endurance (2xC, Stim) | 2517 Defense | 1308 Shield (7xE, 2xA) | 1356 Absorb (3xE, 12xA)

Mid M/R Damage Profile: 70.72% Reduction (1757 DtPS)
78278 HP | 6165 Endurance (2xC, Stim) | 2517 Defense | 1308 Shield (7xE, 2xA) | 1356 Absorb (3xE, 12xA)

Low M/R Damage Profile: 63.28% Reduction (2203 DtPS)
78278 HP | 6165 Endurance (2xC, Stim) | 2517 Defense | 1308 Shield (7xE, 2xA) | 1356 Absorb (3xE, 12xA)

Maximized Mitigation: Assassin – Darkness || Shadow – Kinetic Combat

Note: Unlettered Mods used with Relics of Reactive Warding and Shield Amplification

Average Damage Profile: 68.91% Reduction (1865 DtPS)
75022 HP | 5858 Endurance (2xC, Stim) | 2788 Defense | 1322 Shield (5xE, 6xA) | 1384 Absorb (5xE, 8xA)

High M/R Damage Profile: 75.71% Reduction (1458 DtPS)
75022 HP | 5858 Endurance (2xC, Stim) | 2788 Defense | 1364 Shield (8xE) | 1342 Absorb (2xE, 14xA)

Mid M/R Damage Profile: 67.72% Reduction (1937 DtPS)
75022 HP | 5858 Endurance (2xC, Stim) | 2788 Defense | 1336 Shield (6xE, 4xA) | 1370 Absorb (4xE, 10xA)

Low M/R Damage Profile: 60.67% Reduction (2360 DtPS)
75022 HP | 5858 Endurance (2xC, Stim) | 2788 Defense | 1308 Shield (4xE, 8xA) | 1398 Absorb (6xE, 6xA)

Increased Health: Assassin – Darkness || Shadow – Kinetic Combat

Note: B Mods used with Relics of Reactive Warding and Serendipitous Assault

Average Damage Profile: 68.36% Reduction (1898 DtPS)
81391 HP | 6458 Endurance (2xC, Stim) | 2517 Defense | 1207 Shield (5xE, 5xA) | 1457 Absorb (5xE, 9xA)

High M/R Damage Profile: 75.06% Reduction (1497 DtPS)
81391 HP | 6458 Endurance (2xC, Stim) | 2517 Defense | 1294 Shield (6xE, 4xA) | 1370 Absorb (4xE, 10xA)

Mid M/R Damage Profile: 67.16% Reduction (1970 DtPS)
81391 HP | 6458 Endurance (2xC, Stim) | 2517 Defense | 1294 Shield (6xE, 4xA) | 1370 Absorb (4xE, 10xA)

Low M/R Damage Profile: 60.24% Reduction (2386 DtPS)
81391 HP | 6458 Endurance (2xC, Stim) | 2517 Defense | 1193 Shield (4xE, 7xA) | 1471 Absorb (6xE, 7xA)

Maximized Mitigation: Powertech – Shield Tech || Vanguard – Shield Specialist

Note: Unlettered Mods used with Relics of Reactive Warding and Shield Amplification

Average Damage Profile: 68.7% Reduction (1878 DtPS)
72198 HP | 5591 Endurance (2xC, Stim) | 2788 Defense | 1670 Shield (9xE, 2xA) | 1036 Absorb (1xE, 12xA)

High M/R Damage Profile: 76.09% Reduction (1435 DtPS)
72198 HP | 5591 Endurance (2xC, Stim) | 2788 Defense | 1670 Shield (9xE, 2xA) | 1036 Absorb (1xE, 12xA)

Mid M/R Damage Profile: 67.63% Reduction (1942 DtPS)
72198 HP | 5591 Endurance (2xC, Stim) | 2788 Defense | 1670 Shield (9xE, 2xA) | 1036 Absorb (1xE, 12xA)

Low M/R Damage Profile: 59.33% Reduction (2440 DtPS)
72198 HP | 5591 Endurance (2xC, Stim) | 2788 Defense | 1670 Shield (9xE, 2xA) | 1036 Absorb (1xE, 12xA)

Increased Health: Powertech – Shield Tech || Vanguard – Shield Specialist

Note: B Mods used with Relics of Reactive Warding and Serendipitous Assault

Average Damage Profile: 68.2% Reduction (1908 DtPS)
78278 HP | 6165 Endurance (2xC, Stim) | 2517 Defense | 1558 Shield (4xE, 12xA) | 1106 Absorb (6xE, 2xA)

High M/R Damage Profile: 75.51% Reduction (1469 DtPS)
78278 HP | 6165 Endurance (2xC, Stim) | 2517 Defense | 1558 Shield (4xE, 12xA) | 1106 Absorb (6xE, 2xA)

Mid M/R Damage Profile: 67.15% Reduction (1971 DtPS)
78278 HP | 6165 Endurance (2xC, Stim) | 2517 Defense | 1558 Shield (4xE, 12xA) | 1106 Absorb (6xE, 2xA)

Low M/R Damage Profile: 58.95% Reduction (2463 DtPS)
78278 HP | 6165 Endurance (2xC, Stim) | 2517 Defense | 1558 Shield (4xE, 12xA) | 1106 Absorb (6xE, 2xA)

Defiant (216), Storymode Gear

Mastery Stim:

Spoiler
Gear legend: E = Enhancement or Implant or Earpiece; A = Augment; C = Crystal, Stim = Stim Type

Defiant (216), Mastery Stim

Marauder – Annihilation || Sentinel – Watchman
6590+-167 DPS @ 48.8 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1188 Critical (1xE, 12xA, 2xC) | 833 Alacrity (5xE, 1xA) | 681 Accuracy (4xE, 1xA)

Marauder – Carnage || Sentinel – Combat
6362+-127 DPS @ 55.1 APM | 5871 Endurance | 4990 Mastery (Stim) | 2689 Power (1xC)
1250 Critical (6xE, 3xA, 1xC) | 730 Alacrity (10xA) | 681 Accuracy (4xE, 1xA)

Marauder – Fury || Sentinel – Concentration
5946+-167 DPS @ 44.6 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1194 Critical (2xE, 10xA, 2xC) | 827 Alacrity (4xE, 3xA) | 681 Accuracy (4xE, 1xA)

Juggernaut – Immortal || Guardian – Defence
71.9% Reduction | 5352 Endurance (2xC, Stim) | 4901 Mastery | 672 Power
2648 Defense | 1367 Shield (8xE, 1xA) | 1253 Absorb (2xE, 13xA)

Juggernaut – Vengeance || Guardian – Vigilance
6126+-167 DPS @ 39.7 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1145 Critical (6xE, 1xA, 2xC) | 876 Alacrity (12xA) | 681 Accuracy (4xE, 1xA)

Juggernaut – Rage || Guardian – Focus
5969+-233 DPS @ 44.1 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1218 Critical (6xE, 2xA, 2xC) | 803 Alacrity (11xA) | 681 Accuracy (4xE, 1xA)

Assassin – Darkness || Shadow – Kinetic Combat
68.4% Reduction | 5607 Endurance (2xC, Stim) | 4901 Mastery | 672 Power
2648 Defense | 1264 Shield (3xE, 10xA) | 1356 Absorb (7xE, 4xA)

Assassin – Deception || Shadow – Infiltration
6052+-266 DPS @ 49.3 APM | 6038 Endurance | 4990 Mastery (Stim) | 2648 Power
1145 Critical (6xE, 1xA, 2xC) | 876 Alacrity (12xA) | 681 Accuracy (4xE, 1xA)

Assassin – Hatred || Shadow – Serenity
6076+-173 DPS @ 45 APM | 6038 Endurance | 4990 Mastery (Stim) | 2648 Power
1139 Critical (5xE, 3xA, 2xC) | 882 Alacrity (1xE, 10xA) | 681 Accuracy (4xE, 1xA)

Sorcerer – Corruption || Sage – Seer
10215+-195 HPS @ 44.3 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1413 Critical (2xE, 13xA, 2xC) | 1289 Alacrity (8xE, 1xA) | 0 Accuracy

Sorcerer – Lightning || Sage – Telekinetics
6002+-160 DPS @ 48.7 APM | 5871 Endurance | 4990 Mastery (Stim) | 2689 Power (1xC)
1232 Critical (3xE, 9xA, 1xC) | 748 Alacrity (3xE, 4xA) | 681 Accuracy (4xE, 1xA)

Sorcerer – Madness || Sage – Balance
6248+-143 DPS @ 42.8 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1139 Critical (5xE, 3xA, 2xC) | 882 Alacrity (1xE, 10xA) | 681 Accuracy (4xE, 1xA)

Mercenary – Bodyguard || Commando – Combat Medic
9834+-396 HPS @ 43.4 APM | 6038 Endurance | 4990 Mastery (Stim) | 2648 Power
1528 Critical (9xE, 2xC) | 1174 Alacrity (1xE, 14xA) | 0 Accuracy

Mercenary – Arsenal || Commando – Gunnery
6181+-255 DPS @ 40.6 APM | 6038 Endurance | 4990 Mastery (Stim) | 2648 Power
1194 Critical (2xE, 10xA, 2xC) | 827 Alacrity (4xE, 3xA) | 681 Accuracy (4xE, 1xA)

Mercenary – Innovative Ordinance || Commando – Assault Specialist
6286+-202 DPS @ 42.1 APM | 6038 Endurance | 4990 Mastery (Stim) | 2648 Power
1145 Critical (6xE, 1xA, 2xC) | 876 Alacrity (12xA) | 681 Accuracy (4xE, 1xA)

Powertech – Shield Tech || Vanguard – Shield Specialist
68.2% Reduction | 5352 Endurance (2xC, Stim) | 4901 Mastery | 672 Power
2648 Defense | 1635 Shield (4xE, 13xA) | 985 Absorb (6xE, 1xA)

Powertech – Advanced Prototype || Vanguard – Tactics
5962+-247 DPS @ 49.5 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1145 Critical (6xE, 1xA, 2xC) | 876 Alacrity (12xA) | 681 Accuracy (4xE, 1xA)

Powertech – Pyrotech || Vanguard – Plasmatech
6156+-160 DPS @ 43 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1188 Critical (1xE, 12xA, 2xC) | 833 Alacrity (5xE, 1xA) | 681 Accuracy (4xE, 1xA)

Sniper – Marksman || Gunslinger – Sharpshooter
5782+-225 DPS @ 46.7 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1188 Critical (1xE, 12xA, 2xC) | 833 Alacrity (5xE, 1xA) | 681 Accuracy (4xE, 1xA)

Sniper – Engineering || Gunslinger – Saboteur
6315+-131 DPS @ 38.7 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1145 Critical (6xE, 1xA, 2xC) | 876 Alacrity (12xA) | 681 Accuracy (4xE, 1xA)

Sniper – Virulence || Gunslinger – Dirty Fighting
6251+-91 DPS @ 36.4 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1127 Critical (3xE, 7xA, 2xC) | 894 Alacrity (3xE, 6xA) | 681 Accuracy (4xE, 1xA)

Operative – Medicine || Scoundrel – Sawbones
12544+-365 HPS @ 40 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1449 Critical (8xE, 1xA, 2xC) | 1253 Alacrity (2xE, 13xA) | 0 Accuracy

Operative – Concealment || Scoundrel – Scrapper
6082+-246 DPS @ 45.8 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1188 Critical (1xE, 12xA, 2xC) | 833 Alacrity (5xE, 1xA) | 681 Accuracy (4xE, 1xA)

Operative – Lethality || Scoundrel – Ruffian
6175+-130 DPS @ 46.3 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1127 Critical (3xE, 7xA, 2xC) | 894 Alacrity (3xE, 6xA) | 681 Accuracy (4xE, 1xA)

Accuracy Stim:

Spoiler
Gear legend: E = Enhancement or Implant or Earpiece; A = Augment; C = Crystal, Stim = Stim Type

Defiant (216), Accuracy Stim

Marauder – Annihilation || Sentinel – Watchman
6568+-166 DPS @ 49 APM | 5871 Endurance | 4914 Mastery (2xA) | 2599 Power (1xC)
1194 Critical (6xE, 1xA, 1xC) | 900 Alacrity (4xE, 4xA) | 729 Accuracy (7xA, Stim)

Marauder – Carnage || Sentinel – Combat
6341+-126 DPS @ 54.9 APM | 5871 Endurance | 5067 Mastery (4xA) | 2640 Power (2xC)
1226 Critical (6xE, 2xA) | 681 Alacrity (4xE, 1xA) | 729 Accuracy (7xA, Stim)

Marauder – Fury || Sentinel – Concentration
5927+-166 DPS @ 44.9 APM | 5871 Endurance | 4914 Mastery (2xA) | 2558 Power
1235 Critical (6xE, 1xA, 2xC) | 900 Alacrity (4xE, 4xA) | 729 Accuracy (7xA, Stim)

Juggernaut – Immortal || Guardian – Defence
71.9% Reduction | 5352 Endurance (2xC, Stim) | 4901 Mastery | 672 Power
2648 Defense | 1367 Shield (8xE, 1xA) | 1253 Absorb (2xE, 13xA)

Juggernaut – Vengeance || Guardian – Vigilance
6105+-167 DPS @ 39.8 APM | 5871 Endurance | 4914 Mastery (2xA) | 2599 Power (1xC)
1188 Critical (5xE, 3xA, 1xC) | 906 Alacrity (5xE, 2xA) | 729 Accuracy (7xA, Stim)

Juggernaut – Rage || Guardian – Focus
5949+-231 DPS @ 44.4 APM | 5871 Endurance | 4914 Mastery (2xA) | 2558 Power
1235 Critical (6xE, 1xA, 2xC) | 900 Alacrity (4xE, 4xA) | 729 Accuracy (7xA, Stim)

Assassin – Darkness || Shadow – Kinetic Combat
68.4% Reduction | 5607 Endurance (2xC, Stim) | 4901 Mastery | 672 Power
2648 Defense | 1264 Shield (3xE, 10xA) | 1356 Absorb (7xE, 4xA)

Assassin – Deception || Shadow – Infiltration
6031+-264 DPS @ 49.4 APM | 6038 Endurance | 4991 Mastery (3xA) | 2558 Power
1162 Critical (6xE, 2xC) | 900 Alacrity (4xE, 4xA) | 729 Accuracy (7xA, Stim)

Assassin – Hatred || Shadow – Serenity
6055+-172 DPS @ 45.1 APM | 6038 Endurance | 4991 Mastery (3xA) | 2558 Power
1156 Critical (5xE, 2xA, 2xC) | 906 Alacrity (5xE, 2xA) | 729 Accuracy (7xA, Stim)

Sorcerer – Corruption || Sage – Seer
10215+-195 HPS @ 44.3 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1413 Critical (2xE, 13xA, 2xC) | 1289 Alacrity (8xE, 1xA) | 0 Accuracy

Sorcerer – Lightning || Sage – Telekinetics
5981+-159 DPS @ 48.7 APM | 5871 Endurance | 5067 Mastery (4xA) | 2558 Power
1235 Critical (6xE, 1xA, 2xC) | 754 Alacrity (4xE, 2xA) | 729 Accuracy (7xA, Stim)

Sorcerer – Madness || Sage – Balance
6225+-142 DPS @ 42.8 APM | 5871 Endurance | 4991 Mastery (3xA) | 2599 Power (1xC)
1121 Critical (6xE, 1xC) | 900 Alacrity (4xE, 4xA) | 729 Accuracy (7xA, Stim)

Mercenary – Bodyguard || Commando – Combat Medic
9834+-396 HPS @ 43.4 APM | 6038 Endurance | 4990 Mastery (Stim) | 2648 Power
1528 Critical (9xE, 2xC) | 1174 Alacrity (1xE, 14xA) | 0 Accuracy

Mercenary – Arsenal || Commando – Gunnery
6160+-253 DPS @ 40.6 APM | 6038 Endurance | 5067 Mastery (4xA) | 2558 Power
1162 Critical (6xE, 2xC) | 827 Alacrity (4xE, 3xA) | 729 Accuracy (7xA, Stim)

Mercenary – Innovative Ordinance || Commando – Assault Specialist
6266+-201 DPS @ 42 APM | 6038 Endurance | 5067 Mastery (4xA) | 2558 Power
1156 Critical (5xE, 2xA, 2xC) | 833 Alacrity (5xE, 1xA) | 729 Accuracy (7xA, Stim)

Powertech – Shield Tech || Vanguard – Shield Specialist
68.2% Reduction | 5352 Endurance (2xC, Stim) | 4901 Mastery | 672 Power
2648 Defense | 1635 Shield (4xE, 13xA) | 985 Absorb (6xE, 1xA)

Powertech – Advanced Prototype || Vanguard – Tactics
5941+-246 DPS @ 49.3 APM | 5871 Endurance | 5067 Mastery (4xA) | 2558 Power
1156 Critical (5xE, 2xA, 2xC) | 833 Alacrity (5xE, 1xA) | 729 Accuracy (7xA, Stim)

Powertech – Pyrotech || Vanguard – Plasmatech
6135+-159 DPS @ 43.2 APM | 5871 Endurance | 4914 Mastery (2xA) | 2599 Power (1xC)
1194 Critical (6xE, 1xA, 1xC) | 900 Alacrity (4xE, 4xA) | 729 Accuracy (7xA, Stim)

Sniper – Marksman || Gunslinger – Sharpshooter
5762+-224 DPS @ 46.7 APM | 5871 Endurance | 4991 Mastery (3xA) | 2599 Power (1xC)
1188 Critical (5xE, 3xA, 1xC) | 833 Alacrity (5xE, 1xA) | 729 Accuracy (7xA, Stim)

Sniper – Engineering || Gunslinger – Saboteur
6293+-131 DPS @ 38.7 APM | 5871 Endurance | 4991 Mastery (3xA) | 2558 Power
1162 Critical (6xE, 2xC) | 900 Alacrity (4xE, 4xA) | 729 Accuracy (7xA, Stim)

Sniper – Virulence || Gunslinger – Dirty Fighting
6229+-91 DPS @ 36.4 APM | 5871 Endurance | 4991 Mastery (3xA) | 2558 Power
1150 Critical (4xE, 4xA, 2xC) | 912 Alacrity (6xE) | 729 Accuracy (7xA, Stim)

Operative – Medicine || Scoundrel – Sawbones
12544+-365 HPS @ 40 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1449 Critical (8xE, 1xA, 2xC) | 1253 Alacrity (2xE, 13xA) | 0 Accuracy

Operative – Concealment || Scoundrel – Scrapper
6061+-245 DPS @ 45.8 APM | 5871 Endurance | 4991 Mastery (3xA) | 2599 Power (1xC)
1188 Critical (5xE, 3xA, 1xC) | 833 Alacrity (5xE, 1xA) | 729 Accuracy (7xA, Stim)

Operative – Lethality || Scoundrel – Ruffian
6153+-130 DPS @ 46.4 APM | 5871 Endurance | 4991 Mastery (3xA) | 2599 Power (1xC)
1121 Critical (6xE, 1xC) | 900 Alacrity (4xE, 4xA) | 729 Accuracy (7xA, Stim)

DPS Ranking:

Spoiler
Defiant (216)

Rank – DPS – vs Average (6142) DPS — Imperial || Republic
01 – 6590 – +7.29%Marauder – Annihilation || Sentinel – Watchman
02 – 6362 – +3.58%Marauder – Carnage || Sentinel – Combat
03 – 6315 – +2.81%Sniper – Engineering || Gunslinger – Saboteur
04 – 6286 – +2.34%Mercenary – Innovative Ordinance || Commando – Assault Specialist
05 – 6251 – +1.77%Sniper – Virulence || Gunslinger – Dirty Fighting
06 – 6248 – +1.71%Sorcerer – Madness || Sage – Balance
07 – 6181 – +0.63%Mercenary – Arsenal || Commando – Gunnery
08 – 6175 – +0.53%Operative – Lethality || Scoundrel – Ruffian
09 – 6156 – +0.23%Powertech – Pyrotech || Vanguard – Plasmatech
10 – 6126 – -0.27%Juggernaut – Vengeance || Guardian – Vigilance
11 – 6082 – -0.98%Operative – Concealment || Scoundrel – Scrapper
12 – 6076 – -1.08%Assassin – Hatred || Shadow – Serenity
13 – 6052 – -1.46%Assassin – Deception || Shadow – Infiltration
14 – 6002 – -2.29%Sorcerer – Lightning || Sage – Telekinetics
15 – 5969 – -2.82%Juggernaut – Rage || Guardian – Focus
16 – 5962 – -2.93%Powertech – Advanced Prototype || Vanguard – Tactics
17 – 5946 – -3.19%Marauder – Fury || Sentinel – Concentration
18 – 5782 – -5.86%Sniper – Marksman || Gunslinger – Sharpshooter

Average DPS: 6142
Max – Min DPS: 808
DPS Range: 6186 +- 404

Average Critical: 1172
Max – Min Critical: 123
Critical Range: 1189 +- 62

Average Alacrity: 844
Max – Min Alacrity: 164
Alacrity Range: 812 +- 82

Average Error: 183
Max – Min Error: 175
Error Range: 178 +- 87

Healers vs Number of Targets:

Spoiler
Note: this is all estimation based on a preset rotation / priority list.

Defiant (216) Healer

Sorcerer – Corruption || Sage – Seer
44.4 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1376 Critical (8xE, 2xC) | 1326 Alacrity (2xE, 14xA) | 0 Accuracy
1 Target: 7839 HPS
2 Targets: 9772 HPS
3 Targets: 10215 HPS
4 Targets: 11309 HPS
8 Targets: 13956 HPS

Mercenary – Bodyguard || Commando – Combat Medic
43.8 APM | 6038 Endurance | 4990 Mastery (Stim) | 2648 Power
1565 Critical (3xE, 13xA, 2xC) | 1137 Alacrity (7xE, 1xA) | 0 Accuracy
1 Target: 7976 HPS
2 Targets: 8722 HPS
3 Targets: 9568 HPS
4 Targets: 10580 HPS
8 Targets: 12895 HPS

Operative – Medicine || Scoundrel – Sawbones
43.1 APM | 5871 Endurance | 4990 Mastery (Stim) | 2648 Power
1498 Critical (4xE, 10xA, 2xC) | 1204 Alacrity (6xE, 4xA) | 0 Accuracy
1 Target: 7994 HPS
2 Targets: 10101 HPS
3 Targets: 12545 HPS
4 Targets: 15836 HPS
8 Targets: 20327 HPS

Tanks vs Damage Profiles:

Spoiler
Note: Just using TOS and RAV 3.0 damage values @ 6000 dtps to calculate until more info is known
Average Damage Profile: 53% MRKE / 23% FTKE / 24% FTIE
High M/R Damage Profile: 73% MRKE / 15% FTKE / 12% FTIE
Mid M/R Damage Profile: 47% MRKE / 29% FTKE / 24% FTIE
Low M/R Damage Profile: 32% MRKE / 29% FTKE / 39% FTIE

Defiant (216) Tanks

Maximized Mitigation: Juggernaut – Immortal || Guardian – Defence

Note: Unlettered Mods used with Relics of Reactive Warding and Shield Amplification

Average Damage Profile: 71.9% Reduction (1686 DtPS)
69659 HP | 5352 Endurance (2xC, Stim) | 2648 Defense | 1367 Shield (8xE, 1xA) | 1253 Absorb (2xE, 13xA)

High M/R Damage Profile: 78.98% Reduction (1261 DtPS)
69659 HP | 5352 Endurance (2xC, Stim) | 2648 Defense | 1367 Shield (8xE, 1xA) | 1253 Absorb (2xE, 13xA)

Mid M/R Damage Profile: 70.68% Reduction (1759 DtPS)
69659 HP | 5352 Endurance (2xC, Stim) | 2648 Defense | 1367 Shield (8xE, 1xA) | 1253 Absorb (2xE, 13xA)

Low M/R Damage Profile: 63.21% Reduction (2207 DtPS)
69659 HP | 5352 Endurance (2xC, Stim) | 2648 Defense | 1367 Shield (8xE, 1xA) | 1253 Absorb (2xE, 13xA)

Increased Health: Juggernaut – Immortal || Guardian – Defence

Note: B Mods used with Relics of Reactive Warding and Serendipitous Assault

Average Damage Profile: 71.38% Reduction (1717 DtPS)
75449 HP | 5898 Endurance (2xC, Stim) | 2381 Defense | 1255 Shield (8xE) | 1326 Absorb (2xE, 14xA)

High M/R Damage Profile: 78.37% Reduction (1298 DtPS)
75449 HP | 5898 Endurance (2xC, Stim) | 2381 Defense | 1255 Shield (8xE) | 1326 Absorb (2xE, 14xA)

Mid M/R Damage Profile: 70.18% Reduction (1789 DtPS)
75449 HP | 5898 Endurance (2xC, Stim) | 2381 Defense | 1255 Shield (8xE) | 1326 Absorb (2xE, 14xA)

Low M/R Damage Profile: 62.81% Reduction (2232 DtPS)
75449 HP | 5898 Endurance (2xC, Stim) | 2381 Defense | 1255 Shield (8xE) | 1326 Absorb (2xE, 14xA)

Maximized Mitigation: Assassin – Darkness || Shadow – Kinetic Combat

Note: Unlettered Mods used with Relics of Reactive Warding and Shield Amplification

Average Damage Profile: 68.4% Reduction (1896 DtPS)
72362 HP | 5607 Endurance (2xC, Stim) | 2648 Defense | 1264 Shield (3xE, 10xA) | 1356 Absorb (7xE, 4xA)

High M/R Damage Profile: 75.15% Reduction (1491 DtPS)
72362 HP | 5607 Endurance (2xC, Stim) | 2648 Defense | 1331 Shield (2xE, 13xA) | 1289 Absorb (8xE, 1xA)

Mid M/R Damage Profile: 67.2% Reduction (1968 DtPS)
72362 HP | 5607 Endurance (2xC, Stim) | 2648 Defense | 1331 Shield (2xE, 13xA) | 1289 Absorb (8xE, 1xA)

Low M/R Damage Profile: 60.23% Reduction (2386 DtPS)
72362 HP | 5607 Endurance (2xC, Stim) | 2648 Defense | 1252 Shield (1xE, 14xA) | 1368 Absorb (9xE)

Increased Health: Assassin – Darkness || Shadow – Kinetic Combat

Note: B Mods used with Relics of Reactive Warding and Serendipitous Assault

Average Damage Profile: 67.85% Reduction (1929 DtPS)
78428 HP | 6179 Endurance (2xC, Stim) | 2381 Defense | 1164 Shield (5xE, 5xA) | 1417 Absorb (5xE, 9xA)

High M/R Damage Profile: 74.49% Reduction (1531 DtPS)
78428 HP | 6179 Endurance (2xC, Stim) | 2381 Defense | 1243 Shield (6xE, 4xA) | 1338 Absorb (4xE, 10xA)

Mid M/R Damage Profile: 66.65% Reduction (2001 DtPS)
78428 HP | 6179 Endurance (2xC, Stim) | 2381 Defense | 1255 Shield (8xE) | 1326 Absorb (2xE, 14xA)

Low M/R Damage Profile: 59.8% Reduction (2412 DtPS)
78428 HP | 6179 Endurance (2xC, Stim) | 2381 Defense | 1146 Shield (2xE, 11xA) | 1435 Absorb (8xE, 3xA)

Maximized Mitigation: Powertech – Shield Tech || Vanguard – Shield Specialist

Note: Unlettered Mods used with Relics of Reactive Warding and Shield Amplification

Average Damage Profile: 68.2% Reduction (1908 DtPS)
69659 HP | 5352 Endurance (2xC, Stim) | 2648 Defense | 1635 Shield (4xE, 13xA) | 985 Absorb (6xE, 1xA)

High M/R Damage Profile: 75.54% Reduction (1467 DtPS)
69659 HP | 5352 Endurance (2xC, Stim) | 2648 Defense | 1635 Shield (4xE, 13xA) | 985 Absorb (6xE, 1xA)

Mid M/R Damage Profile: 67.14% Reduction (1972 DtPS)
69659 HP | 5352 Endurance (2xC, Stim) | 2648 Defense | 1635 Shield (4xE, 13xA) | 985 Absorb (6xE, 1xA)

Low M/R Damage Profile: 58.91% Reduction (2466 DtPS)
69659 HP | 5352 Endurance (2xC, Stim) | 2648 Defense | 1635 Shield (4xE, 13xA) | 985 Absorb (6xE, 1xA)

Increased Health: Powertech – Shield Tech || Vanguard – Shield Specialist

Note: B Mods used with Relics of Reactive Warding and Serendipitous Assault

Average Damage Profile: 67.71% Reduction (1938 DtPS)
75449 HP | 5898 Endurance (2xC, Stim) | 2381 Defense | 1517 Shield (3xE, 14xA) | 1064 Absorb (7xE)

High M/R Damage Profile: 74.96% Reduction (1502 DtPS)
75449 HP | 5898 Endurance (2xC, Stim) | 2381 Defense | 1517 Shield (3xE, 14xA) | 1064 Absorb (7xE)

Mid M/R Damage Profile: 66.66% Reduction (2001 DtPS)
75449 HP | 5898 Endurance (2xC, Stim) | 2381 Defense | 1517 Shield (3xE, 14xA) | 1064 Absorb (7xE)

Low M/R Damage Profile: 58.53% Reduction (2488 DtPS)
75449 HP | 5898 Endurance (2xC, Stim) | 2381 Defense | 1517 Shield (3xE, 14xA) | 1064 Absorb (7xE)

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 named Fey’ara (also Pink, just not fat due to lack of large female options) since. I continue to raid in 4.0 and have killed all but a few of the apex Nightmare bosses.
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 (lurking only). I’ve always enjoyed the Theorycrafting discussions and get annoyed when incorrect information is put forth as fact (anecdotal evidence I regard as most 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. With 4.0 I am keeping my promise to keep updating this post.

Links to my work for this post:

Spoiler
Spreadsheet – Test bed and Spreadsheet that I used to generate all of the data contained within this post. It also has an attached javascript file that does most of the heavy lifting for the testing loops.

Code – Copy of the code from the attached javascript file

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.
  • Dipstik – Tank Theorycrafter. Over the years Dipstick has put in much of the community work on Tank theorycrafting. He has done some of the first analysis on all tanks changes and is adept at the analysis required.

Individual Class notes:

Spoiler
Disciplines: Notes, Rotation, Assumptions and References
The rotation shown are the basic examples I used to help determine the average usage rate for each class. Some classes use priority lists instead. In many rotations, there are opportunities for fillers if energy permits. I noted the filler priority, but not the conditions for those fillers. The rotations are all in Imperial terms due to implicit bias. All Cooldowns are used when they come off of cooldown except when otherwise noted.

Marauder-Annihilation | Sentinel-Watchman

Code:
Rotation:
Annihilate > Force Rend (Deadly Saber) > Battering Assault > Dual Saber Throw > Rupture > Filler
Annihilate > Ravage > Ravage* > Force Rend (Deadly Saber) > Rupture > Filler
Annihilate > Filler > Battering Assault > Dual Saber Throw > Rupture > Force Rend (Deadly Saber)
Annihilate > Ravage > Ravage* > Filler > Rupture > Filler
Filler = Vicious Throw > Force Scream > Vicious Slash > Assault
References: Oofalong, Ardarell_Solo

Marauder-Carnage | Sentinel-Combat

Code:
Rotation:
A) Devastating Blast Focused
(Berserk) Devastating Blast > Battering Assault > Massacre > Dual Saber Throw
(Gore) Ravage > Ravage* > Devastating Blast > Assault > Massacre > Massacre > Battering Assault
(Gore) Devastating Blast > Vicious Throw > Massacre > Massacre > Massacre > Assault

B) Gore Focused:
(Berserk) Battering Assault > Massacre > (Gore) Ravage > Ravage* > Devastating Blast > Massacre > Massacre > Massacre
Battering Assault > Massacre > (Gore) Vicious Throw > Devastating Blast > Massacre > Dual Saber Throw > Filler > Filler
Filler = Massacre > Assault

References:Bahadori (Hayete), g_mk

Marauder-Fury | Sentinel-Concentration

Code:
Rotation:
Raging Burst > Ravage > Ravage* > Furious Strike > Force Scream > Battering Assault > Obliterate
Raging Burst > Force Crush > Filler > Furious Strike > Filler > Obliterate
Filler = Vicious Throw > Vicious Slash

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

Code:
Rotation:
Shatter > Force Scream > Filler > Impale > Ravage > Ravage* > Filler > Force Scream
Shatter > Impale > Filler > Ravage > Ravage* > Force Scream > Filler > Impale
Shatter > Ravage > Ravage* > Force Scream > Filler > Impale > Filler > Filler
Filler = Sundering Assault > Vicious Throw > Vengeful Slam > Saber Throw


References:GrandlordMenance, VeSev

Juggernaut-Rage | Guardian-Focus

Code:
Raging Burst > Ravage > Ravage* > Furious Strike > Filler > Sundering Assault > Obliterate
Raging Burst > Force Crush > Force Scream > Furious Strike > Filler > Obliterate
Filler = Retaliation > Saber Throw

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

Code:
Rotation:
Filler* (Priority List)
Filler* = Discharge > Ball Lightning > Assassinate > Maul > Voltaic Slash > Saber Strike


References: Aelanis, TACeMossie

Assassin-Hatred | Shadow-Serenity

Code:
Rotation:
Demolish > Death Field > Creeping Terror > Filler > Discharge > Filler > Demolish > Filler > Filler > Filler > Filler > Death Field >
Demolish > Filler > Creeping Terror > Filler > Discharge > Filler > Demolish > Filler > Filler > Death Field > Filler > Filler >
Demolish > Filler > Creeping Terror > Filler > Discharge > Filler > Demolish > Death Field > Filler > Filler > Filler > Filler >
Demolish > Filler > Creeping Terror > Filler > Discharge > Death Field > Demolish > Filler > Filler > Filler > Filler > Filler >
Demolish > Filler > Creeping Terror > Death Field > Discharge > Filler > Demolish > Filler > Filler > Filler > Filler > Filler >
Filler = Assassinate > Leeching Strike > Thrash > Saber Strike

References: Aelanis, TACeMossie

Sorcerer-Corruption | Sage-Seer

Code:
	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 may not be representative of an actual fight.
Rotation:
Innervate > Innervate* > Consuming Darkness > Filler > Resurgence > Roaming Mend
Innervate > Innervate* > Consuming Darkness > Filler > Resurgence > Static Barrier
Filler = Consuming Darkness > Revivification > Static Barrier > Dark Infusion > Dark Heal

References: Orderken

Sorcerer-Lightning | Sage-Telekinetics

Code:
Rotation:
Thundering Blast > Crushing Darkness > Lightning Flash > Chain Lightning > Lightning Bolt > Lightning Bolt > Lightning Bolt
Thundering Blast > Lightning Bolt > Lightning Bolt > Chain Lightning > Lightning Bolt > Crushing Darkness > Lightning Flash
Thundering Blast > Chain Lightning > Lightning Bolt > Lightning Bolt > Lightning Bolt > Lightning Bolt > Lightning Bolt
Thundering Blast > Lightning Bolt > Crushing Darkness > Lightning Flash > Chain Lightning > Lightning Bolt > Lightning Bolt
Thundering Blast > Lightning Bolt > Lightning Bolt > Lightning Bolt > Chain Lightning > Lightning Bolt > Crushing Darkness
Thundering Blast > Lightning Flash > Lightning Bolt > Chain Lightning > Lightning Bolt > Lightning Bolt > Lightning Bolt
Thundering Blast > Chain Lightning > Lightning Bolt > Crushing Darkness > Lightning Flash > Lightning Bolt > Lightning Bolt
Thundering Blast > Lightning Bolt > Chain Lightning > Lightning Bolt > Lightning Bolt > Lightning Bolt > Lightning Bolt

References: Keyboardninja, DarthCognusSion

Sorcerer-Madness | Sage-Balance

Code:
Rotation:
Demolish > Affliction > Death Field > Clipped Force Lightning > Force Leech > Creeping Terror > Full Force Lightning > Full Force Lightning > Full Force Lightning
Demolish > Clipped Force Lightning > Death Field > Affliction > Clipped Force Lightning > Lightning Strike > Clipped Force Lightning > Creeping Terror > Clipped Force Lightning > Force Leech
Demolish > Clipped Force Lightning > Death Field > Clipped Force Lightning > Lightning Strike > Affliction > Clipped Force Lightning > Force Leech > Clipped Force Lightning > Creeping Terror
Demolish > Clipped Force Lightning > Death Field > Full Force Lightning > Full Force Lightning > Full Force Lightning > Affliction > Force Leech > Clipped Force Lightning
Demolish > Creeping Terror > Death Field > Full Force Lightning > Full Force Lightning > Full Force Lightning > Force Leech > Clipped Force Lightning > Affliction
Demolish > Clipped Force Lightning > Death Field > Creeping Terror > Full Force Lightning > Force Leech > Full Force Lightning > Full Force Lightning > Clipped Force Lightning
Clipped Force Lightning = clip at 1.5s

References:

Mercenary-Bodyguard | Commando-Combat Medic

Code:
	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 may not be representative of an actual fight.

Rotation:
Healing Scan > Progressive Scan > Emergency Scan > Filler > Filler > Rapid Scan
Healing Scan > Filler > Filler > Filler > Filler > Filler > Rapid Scan
Healing Scan > Progressive Scan > Emergency Scan > Filler > Filler > Rapid Scan
Healing Scan > Healing Scan > Healing Scan > Healing Scan > Filler > Filler > Filler
Filler = Kolto Missile > Kolto Shell > Kolto Shot

References: Orderken

Mercenary-Arsenal | Commando-Gunnery

Code:
Rotation:
Tracer Missile > Heartseeker Missile > Priming Shot > Blazing Bolts > Blazing Bolts* > Tracer Missile > Tracer Missile > Rail Shot > Tracer Missile > Blazing Bolts > Blazing Bolts* > Heartseeker Missile
Tracer Missile > Tracer Missile > Priming Shot > Blazing Bolts > Blazing Bolts* > Rail Shot > Tracer Missile > Filler > Tracer Missile > Heartseeker Missile > Blazing Bolts > Blazing Bolts* 
Tracer Missile > Filler > Priming Shot > Rail Shot > Blazing Bolts > Blazing Bolts* > Tracer Missile > Heartseeker Missile > Tracer Missile > Blazing Bolts > Blazing Bolts* > Tracer Missile 
Tracer Missile > Rail Shot > Priming Shot > Blazing Bolts > Blazing Bolts* > Heartseeker Missile > Tracer Missile > Tracer Missile > Tracer Missile > Blazing Bolts > Blazing Bolts* > Rail Shot
Tracer Missile > Filler > Priming Shot > Heartseeker Missile > Blazing Bolts > Blazing Bolts* > Tracer Missile > Filler > Tracer Missile > Rail Shot > Blazing Bolts > Blazing Bolts*
Filler = Electronet > Tracer Missile > Rapid Shots

References: Gyronamics

Mercenary-Innovative Ordinance | Commando-Assault Specialist

Code:
Rotation:
Incendiary Missile > Mag Shot > Power Shot > Mag Shot > Serrated Shot > Thermal Detonator > Filler > Unload > Unload*>  Filler
Filler = Electronet > Missile Blast > Power Shot > Rapid Shot

Special Note: This assumes that the current alacrity bug that affects the IO | Assault rotation does not exist. http://www.swtor.com/community/showthread.php?p=8568915
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

Code:
Filler 1 > Filler 2 > Filler 3 > Filler 4

Filler 1 = Rocket Punch > Magnetic Blast
Filler 2 = Thermal Detonator > Energy Burst > Rail Shot  > Magnetic Blast > Rapid Shots
Filler 3 = Rocket Punch > Energy Burst > Rail Shot > Magnetic Blast > Rapid Shots
Filler 4 = Rail Shot > Thermal Detonator > Energy Burst > Magnetic Blast > Rapid Shots

 References: TACeMossie

Powertech-Pyrotech | Vanguard-Plasmatech

Code:
Rotation:
Incendiary Missile > Scorch > Flamethrower > Flamethrower* > Rail Shot > Flaming Fist > Filler > Filler > Immolate > Flame Burst
Incendiary Missile > Flaming Fist > Flamethrower > Flamethrower* > Rail Shot > Filler > Filler > Flaming Fist > Immolate > Flame Burst
Filler = Flame Burst > Rapid Shots

References: TACeMossie

Sniper-Marksman | Gunslinger-Sharpshooter

Code:
Rotation:
Penetrating Blasts > Penetrating Blasts* > Followthrough
(Sniper Volley) Penetrating Blasts > Penetrating Blasts* > Followthrough > Ambush > Followthrough > Corrosive Dart > Snipe > Snipe > Filler > Followthrough
Penetrating Blasts > Penetrating Blasts* > Followthrough > Ambush > Followthrough > Filler > Snipe > Snipe > Corrosive Dart > Followthrough
Penetrating Blasts > Penetrating Blasts* > Followthrough > Ambush > Followthrough > Filler > Snipe > Snipe > Filler > Followthrough
Filler = Snipe > Rifle Shot

References: DieGhostDie, Frettz

Sniper-Engineering | Gunslinger-Saboteur

Code:
Rotation:
Series of Shots > Series of Shots* > EMP Discharge > Interrogation Probe > Filler > Plasma Probe
Series of Shots > Series of Shots* > Explosive Probe > Fragmentation Grenade > Filler > Plasma Probe
Filler = Orbital Strike > Corrosive Dart > Takedown > Rifle Shot

References: Camelpockets

Sniper-Virulence | Gunslinger-Dirty Fighting

Code:
Rotation:
Corrosive Dart > Corrosive Grenade > Takedown > Weakening Blast > Cull > Cull*
Filler > Filler > Filler > Filler > Cull > Cull*
Series of Shots > Series of Shots* > Takedown > Weakening Blast > Cull > Cull*
Corrosive Dart > Corrosive Grenade > Filler > Filler> Cull > Cull*
Series of Shots > Series of Shots* > Takedown > Weakening Blast > Cull > Cull*
Filler > Filler > Filler > Filler > Cull > Cull*
Filler = Lethal Shot > Takedown > Corrosive Mine (Covered Escape) > Rifle Shot

References:TACeMossie, Yolo

Operative-Medicine | Scoundrel-Sawbones

Code:
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. This rotation is only used for 3 targets.
Rotation:
Recuperative Nanotech > Kolto Waves > Filler > Filler > Kolto Injection > Kolto Infusion > Filler > Filler
Recuperative Nanotech > Filler > Filler > Filler > Kolto Injection > Kolto Infusion > Filler > Filler
Filler = Surgical Probe > Kolto Probe > Kolto Injection > Diagnostic Scan
References: Orderken

Operative-Concealment | Scoundrel-Scrapper

Code:
Rotation:
Veiled Strike > Laceration > Backstab > Filler
Veiled Strike > Laceration > Laceration > Filler

Filler = Volatile Substance > Crippling Slice > Corrosive Dart > Laceration > Rifle Shot

References:

Operative-Lethality | Scoundrel-Ruffian

Code:
Rotation:	
Toxic Blast > Corrosive Assault > Corrosive Assault > Corrosive Grenade
Shiv > Corrosive Assault > Filler > Lethal Strike
Shiv > Corrosive Assault > Toxic Blast > Corrosive Dart
Shiv > Corrosive Assault > Corrosive Assault > Lethal Strike
Shiv > Corrosive Assault > Corrosive Assault > Corrosive Grenade
Toxic Blast > Corrosive Assault > Corrosive Assault > Lethal Strike
Shiv > Corrosive Assault > Corrosive Assault > Corrosive Dart
Shiv > Corrosive Assault > Toxic Blast > Lethal Strike
Shiv > Corrosive Assault > Corrosive Assault > Corrosive Grenade
Shiv > Corrosive Assault > Filler > Lethal Strike
Filler = Corrosive Assault > Overload Shot > Rifle Shot

References:KeyboardNinja