I think I have correctly adapted my code for use in the new stat environments for KOTFE. Most of the Assumptions are the same as here: http://www.swtor.com/community/showthread.php?t=821885 *Note: this link is currently unavailible due to inprogress discussion. Unknown length of time until it returns.
Disclaimer: These numbers are likely higher than reachable for even a top top end player with maximized stats, perfectly practiced rotations, nothing going wrong and an immobile target (i.e. "parsing"). Also theses are only valuable if I made no mistakes (highly unlikely). This meant just as a feedback to try and get a handle on the effect of the changes in classes and itemization. It also allows for an easy way to see class to class comparisons on a equal playing field and to see where balancing likely needs to be done.
This is a continuation of my previous posts. I ran into character length issues and felt it would better to start a new post to allow for detailed post logs
Changes in 9/19/2015 Update
Updates with changes from 9/17 and 9/19 Patches
Changes made to Pyrotech | Plasmatech
Changes made to Innovative Ordinance | Assault Specialist
Previous changes
Changes in 9/9/2015 Update
Added notes on the min max spread of Alacrity and Critical for the dps
Updates with changes from 9/5 Patch
Major Changes made to Annihilation | Watchman
Changes made to Vengeance | Vigilance
Changes made to Rage | Focus
Changes made to Fury | Concentration
Changes made to Carnage | Combat
Changes made to Medicine | Sawbones
Changes made to Fury | Concentration
Changes in 8/24/2015 Update
216, 220, 220 Proc Relics Added (and the alternate Tertiary stat relics as well
Added ability to check if Critical Proc relics were better than Power or Mastery proc relics at current values (short answer is no they are not by ~30 dps)
Fixed Relic uptime issue in that it ignored Offhand hits when calculating the reset rate
Modified Tank equations to use Absorb Proc relic instead of Defense Proc relic
Added base amount of stats that each relic provides.
Got confused by the fact that Tanking relics have Mastery now which causes HP loss (but is in calcs as it is now)
Found errors in Tank calculations that used old base heal to calculate the absorb shield from Force Scream|Blade Storm
Absorb Shields currently scew the results because I am still using the 3.0 DtPS numbers
Outputing Gear for the all of the TOS and RAV bosses.
Added ability to modify the number of healing targets and outputed current results (note: rotation and ability usage changes based on number of targets)
Modified Sorcerers, Mercenaries and Operatives ability coefficients
Modified Seer, Commandos and Smugglers Rotations (and made them scalable with number of targets
Healers continue to ignore overhealing and the duration of HOTs giving those abilities larger healing per cast than the burst heals
Updated Set Bonuses with the recent changes (becuase I missed them before)
Rebroke Arsenal|Gunnery 6 set with the knowledge that the autocrit is not used up by Heatseeker Missile | Demo Round allowing for 2 crits in a row
Made corrections to the base amount of stats in accordance to datacrons and other influences
Rotational changes to Madness (to try and give them a boost)
Created entirely new post because I ran out of characters
Depreciated old post (left an edited link at the top)
Changes in 8/13/2015 Update
Added in Auto-Crit as sperate catagory and calculation step
Decided to refure to the greater than 100% crit chance damage boost as SUPER CRIT!
Added in Super Crit for all 100%+ crit chances. [damage boost] = (1 + [Critical Damage]*([Normal Chance Chance]+[Autocrit Rate])
Changed Accuracy curve to using 1.0 as divisor
Accuracy goal is now 684 (based on divisor change)
Changed the values for all of the new weapons to the current in PTS values
Updated Augment value to the true value of 73
Finished with updating Sorcerers coefficients
Added in 224 level gear based on the fact that the correct weapons exist
Changed Base Heals to 27510 (would be nice to get confirmation for correct/exact number)
Added 0.3s Clipping to Ravage/Blade Dance (that name still seems odd) for Fury, Rage, Focus and Concentration
Major changes that effect the Program:
Mastery now replaces the 4 Main stats, this means that there is no secondary mainstat for bonus damage and crit. All mainstat datacrons converted to Mastery
Critical is now a tertiary stat and replaces surge. It provides the same benefits at a divisor of 0.8 and a cap of 30%. source
There is no competition in secondary stats, only in tertiary and augments are any choices made. Removed my current method of selecting the crit/power balance
Level for calculations moved to 65
Endurance give 10.5 hp per point (no effect on results)
Tanking stat choices now share methodology with DPS (absorb vs shield is a similar choice to critical vs alacrity)
new accuracy goal is 820 (based on level change)
Using 4464 as the base damage and 26875 as the base heals. These values were found via experimentation and I am not sure there are the exact right ones
Reformatted much of the code to use the correct names throughout the code.
Added APM calculations to the program (not shown in results currently)
Equipment
Augments are used are +74 stat and +48 offstat (offstat = endurance for DPS/Heals, Power for Tanks), source
All equipment stat values are from the operations tokens vender. These values were retrived 8/2/2015.
216, 220 and 224 were added only (due to single vender).
All classes use the current level set bonuses (changed from allowing 186 set bonuses).
Revanite (198) Relics are used because there aren't item level relics yet for 216, 220 and 224.
Anodyne Stims are used because the current level stims are not available yet.
The target is assumed to be level 65 and has 7431 armor (corresponds to 35% reduction)
Class Changes
Unless told otherwise, I used the same coefficients as they existing in 3.x
All new abilities were rolled into existing calculations and spreadsheet data
For new abilities that effect rotations ( Deception | Infiltration & Medicine | Sawbones ) new rotations were found/tried
Corruption | Seer were skipped because of the known changes to coefficients (that I haven't changed yet)
Unless the new utilities effect the rotations, there were ignored