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Quote:The formula for calculating DPS using Rikti pylons is as follows:Hey there. I'm new to this forums section and pylon testing ordeal. I've recently made a Staff/Dark Armor Stalker I'm pleased with and I'd like to know how precisely to do the calculations to determine my dps. (Math is not a strong suit for me.) Also, these pylons are within the Rikti warzone, correct? Thanks for your time
( 38343.75 / time ) + 127.8125 = DPS
Time equals seconds, so if you took 5 minutes to kill the pylon, time would be 5*60=300 -
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Quote:Yes, since you want your highest damaging attack to utilize the extra crit from AS. And the second highest damaging afterwards just in case you miss.Because PS is the better DPA attack by a small margin? Do you think using SR for it's higher base damage is better than PS's better DPA?
Quote:AS-SS-SR-PS-AS-SR-PS-MB <--- What is the theorized DPS? Unless it beats the current 'best chain', I'm not bothering.
I just ran the numbers and results say that it's about the same DPS as AS-SR-PS-MB before reactive. So yeah, best to ditch SS for attack chains and leave it as a burst/mitigation tool or simply not take it.
Nice build BTW. -
Quote:Could you please try this one now? I don't wanna go through another math frenzy and it could be quite solid.Alright. I did more tests.
T3 Musculature (Lazy)
T4 Reactive
Water Spout w/Heel
Mako SBEs
No Hecatomb SBE. Not buying it now.
Leading with AS...
SR > PS > AS > SS = 3:45 = 293 DPS
MB > SR > AS > PS = 3:22 = 317 DPS
= 24 DPS Difference
I can see why this happens. The first chain suffers immensely from a miss, but gets more AS crits on average. The first chain gives no craps, and if you're somewhat lucky you won't notice the proc defunct.
So, there you go. Second chain is more Exemplar friendly, does more DPS, loses 7.5% Resistance.
First chain has more solid burst with SS.
AS-SS-SR-PS-AS-SR-PS-MB
If SS stops critting, an adjustment has to be made similarly to the StJ chain.
And why did you use PS after AS instead of SR? -
Quote:I'm worried this will penalize a lot of builds with regular procs in fast recharging attacks. Please consider setting the current proc chances as minimum.1) All IO procs will have their flat percentage chance to trigger updated to use Procs Per Minute.
Quote:2) Proc chance will cap at 90%. This means that there is always a small chance for the proc to not trigger even if slotted into a power that would previously guarantee a proc.
Quote:3) Procs Per Minute will use modified recharge instead of base recharge. The reason for this is that the whole idea of Procs Per Minute goes right out the window when we keep the base recharge even though that value can be dramatically altered.
4) To compensate for this, the Procs Per Minute on all enhancements will be increased.
I'm definitely against 3+4, 1 needs a closer look and 2 is fine.
EDIT: Oh yeah, there will be refunds for these right? -
Quote:I thought you wanted as many PPM procs in SS as possible? You can get ED capped recharge and all your other needs filled with 4 slots, you just need enhancement boosters to get there.Indeed. Why would you waste 5 Slot Hecatomb into PS? That's a foolish decision.
Quote:In the end, MB > SR > AS > PS is probably just slightly better in overall DPS. Slightly.
AS = 307
SR(with Guile) = (110+200)/2 = 155
SR(without Guile) = 110
PS = 80.8
MB = 51.4
SS(with Guile) = (168.8+307)/2 + 30.7 = 268.6
Total Damage
AS-SR-PS-PS = 307+155+80.8+51.4 = 594.2
AS-SS-SR-PS = 307+268.6+110+80.8 = 766.4
Total Animation time
AS-SR-PS-MB = 1.188+1.98+1.32+1.188= 5.68 seconds
AS-SS-SR-PS = 1.188+3.036+1.98+1.32= 7.54 seconds
Total Attack DPS
AS-SR-PS-MB = 594.2/5.68 = 104.6
AS-SS-SR-PS = 766.4/7.54 = 101.6
Apply a ~6.5% -res to the MB chain, and you get 111.4 DPS, which is approximately 10 more DPS at base. Multiply that by about 2.5 from enhancements and build-up, and that's 25 more DPS.
Quote:SR > PS > AS > SS still benefits from far superior burst damage, procs better, and gives a global Resistance buff.
But let's take it into account:
Total Animation time
AS-SR-PS-MB = 1.188+1.98+1.32+1.188= 5.68 seconds
AS-SS-SR-PS = 1.188+3.036+1.98+1.32= 7.54 seconds
Total damage from reactive
AS-SR-PS-MB = 200/5.68 = 35.2
AS-SS-SR-PS = 200/7.54 = 26.5
Apply ~6.5% -res onto the MB chain, and you get 37.5 , which is 11 more DPS. And I didn't take Reactives -res into account either.
Far superior burst damage? Try slightly better, seeing as you can pop off two attacks by the time SS's animation completes. And you can keep SS, just use it for when you need resistance, a bit extra burst, and the need to look cool. Just because you took it doesn't mean you have to use it all the time.
Quote:Do you want maybe 10 more DPS in exchange for 7.5% Resistance and vastly superior Burst?
That's the choice. -
1. Change all KB to KD.
2. Forms toggle suppression.
3. Give Inner Light a Fiery Embrace effect(increases base damage). -
Quote:Ah yes, my bad. I had to look the power names up and I confused IS with SRIS has nothing to do with the Stalker Forums, and is a terrible attack compared to the ST attacks.
Quote:There is no way, and my calculations suggest this to be true, MB > SR > AS > PS can beat SR > PS > AS > SS, with PPM considerations.
MB = 3+1 = 4 = no benefit from PPM=Mako's*20% + Lady*20% + Achilles' =14.35+14.35= 28.7 + Achilles'
PS = 6+1.13= 7.13 = Mako's*37% + Hecatomb*33% = 26.55+35.34= 61.9
AS = 15+1 = 16 = Mako's*80% + SGuile = 57.4 + SGuile
SR = no ranged/KB PPM available for now = Apocalypse*33% + Glad*20% = 35.34+14.35 = 49.7
SS = 15+2.83 = 17.83 = Mako's*89%+ToD*74%=63.86+53.1= 117
Total proc damage
AS-SR-PS-MB = 57.4+61.9+49.7+28.7=197.7 damage
AS-SS-SR-PS = 57.4+117+61.9+49.7= 286 damage
Total animation time
AS-SR-PS-MB = 1.188+1.98+1.32+1.188= 5.68 seconds
AS-SS-SR-PS = 1.188+3.036+1.98+1.32= 7.54 seconds
Total proc DPS
AS-SR-PS-MB = 197.7/5.68= 34.8
AS-SS-SR-PS = 286/7.54 = 37.9
Apply the ~6.5% average -res onto the MB chain, and you get 37 DPS, that's 0.9 DPS less with procs alone. So yeah, PPM procs apparently don't make much of a difference between those chains. Either that or I really suck at math. -
Quote:No, a unique proc is one that cannot be slotted more than once, namely purple procs.Also, the Heel proc is unique because it applies a Buff to the target that applies a Debuff that specially says "DOES NOT STACK". The other benefit from having MB with Heel and Spout with Heel is having it up more often.
Does not stack with itself is different(it doesn't make it as useless as you think), and the benefit of having it up more often is big.
Also, I'm not convinced PPM's grant the SS chain such a big advantage. Sure you'll be using SS very often, but you'll also be using AS and IS(which happen to pack a PPM punch as well) less often. -
Quote:How does it make MB redundant? Achilles' Heel proc isn't unique, and unless you have it in almost every attack it doesn't lose a lot of its effectiveness.Water Spout is the best Epic power for Stalkers, period. AND it takes that proc, making MB all but redundant aside from it's... animation?
Quote:Note: Fireball is good too but not nearly as versatile as good ol' Water Spout.
Also, keep in mind getting Fireball also gives you Melt Armor. While it doesn't come close to contributing as much ST DPS as Water Spout(maybe with teams/leagues lacking -res), it still helps out more than other ancillaries for DPS. -
How does AS-SR-PS-MB compare? I think avoiding SS has some merit for stalkers. Will help with Reactive and Assault(in its current form) too.
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I think it's too soon to speculate, seeing as it's a "game-changer" that didn't hit beta yet.
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Quote:That's the thing, packs do not offer a decent value. You are extremely limited in what your monthly points can be used on, and I highly disagree with spending it on something you can obtain in-game, while you can use it on market-exclusive features.It's interesting how you translate a mild comment that the packs offer a decent value if a person chooses to spend a little on them into a "silly" recommendation for a "primary" solution to anything,
So much in fact, that recommending super packs equates to recommending buying paragon points in my eyes.
Quote:much less a lack of influence which is a bit you added whole cloth. -
Quote:But then you're missing out on enhancement boosters, SBE procs, new powersets, new costumes, etc.As a side note, the packs are pretty economical. I've got a ton of Experienced & XP Booster temps, Merits, a healthy amount of catalysts, and misc other swag stockpiled...that's in addition to many character's worth of ATO's. A modest investment in packs can pay nice dividends.
Offering super packs as a primary solution to lack of influence is a silly idea, as not everyone can/wants to throw extra money on the game. My advice would be to save your points for market exclusive items like enhancement boosters, SBE procs, and powersets. Just buy the ATO's with influence, which can be gotten through many different ways in-game. -
Thanks for this!
Critical Issues:
- Attempting to move powers (i.e from level 20 to level 22) causes the AT powersets interface to crash.
Major Issues:
- Cardiac and Resilient increase damage as well as damage resistance.
- Powers can be taken from different powersets. Selecting a different powerset no longer resets power selections.
- Musculature and Intuition increase global damage as well as modifying enhancement bonuses, causing double damage benefits.
- Nerve and Vigor increase global accuracy as well as modifying enhancement bonuses, causing double accuracy benefits.
Minor Issues:
- Lore, Judgement, and Destiny accept slots. The only way to remove the first slot you put in is by deselecting and selecting the power again.
- Judgement is affected by global damage buffs.
- Incarnate powers are affected by global recharge buffs.
- Pre-Emptive interface reduces self recovery.
- Diamagnetic interface reduces self ToHit and Regen.
- Gravitic interface reduces self recovery.
- Reactive interface reduces self resistance and lowers displayed values for base damage(total damage is unaffected).
- Paralytic interface reduces self damage and defense.
- Spectral interface applies self -immob.
- Secondary(non-damaging) effects for interfaces all display a 100% chance to activate. -
Which is why it's the first thing I took into calculations. It's the primary reason for why the DPS for that chain isn't that much higher.
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Quote:Seems like a toss-up. EA will be more reliable(except against psi) while Elec will have better peak performance.What's your take on Elec VS EA? Both of them have 20% +recharge. I can't decide if I want to go with Staff/Elec or Staff/EA.
I am leaning towards Elec because Guarded strike offers +defense which should provide good survival with +resistance in Elec. I guess I can stack defense with EA's defense but I always prefer a mix of both rather than pushing one of them to the highest possible. Some situations it's better just to have some defense and some resistance.
Staff does seem to have better synergy with Elec though. -
Quote:All I'm saying is that you need Cardiac or Ageless to be somewhat end sustainable. Seeing as you have Cardiac, you're set.The only thing I've done to this build is add super speed and maneuvers. I never run out of endurance while fighting due to having cardiac. My end bar doesn't even drop to half. Part of the reason why I enjoy my widow is that the endless barrage and crazy recharge I put out / have.
If you are saying that running / adding maneuvers with my current build (Not) super speed as I only slotted it for having a point left over and will not really use it during combat will change that, then I shall consider, but I couldn't seeing it being that drastic that I would run out of end completely.
Are you certain of this? -
Quote:The common complaint was that if they made it perma, it would turn all characters in the game into pet users like MM's and controllers/doms.I have come to the conclusion that because of the recharge they are either not ready when you really want them, or if you save them for the AV it makes next to no difference in teams (Longbow aside) and feels like cheating solo.
Perma or nothing for me it seems
Still at least I have my level shift, but I would hope there are no more incarnate powers that you can't have perma.
I like how Lore pets are at the moment. Very powerful but very situational to balance it, and they don't force themselves on your character. -
The real endurance drain you should be looking at is your attacks, especially since Night Widows eat endurance like crazy. Without Cardiac or Ageless, my rough estimation puts you at running out of endurance in under a minute of constantly attacking.
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Ice is indeed a beast now, with its only disadvantages being as survivable as a tanker "only half of the time", having poor aesthetics(some like it though), and having low Psi protection.
Nin is more well-rounded and uses positional set bonuses which contribute more damage, but is not nearly as prepared for receiving damage as Ice.
Elec Armor can become very sturdy after IO's, but that can take away from investing into recharge if you aim for the softcap. The main issue is that stalkers don't get a damage aura which is one of Elec's great strengths.
WP shares the same defense issue with Elec, except it has less recharge to fall back on(but better self healing). -
When I'm a lowbie = Make bosses disappear.
When I'm 50 with all the AoE and recharge goodness = Make everything disappear. -
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I always recommend Inv tankers with Energy Mastery to take Spiritual Core Alpha and Rebirth Radial Destiny.
More recharge for Dull Pain and Conserve Power. More heal for Dull Pain(and more max HP), more regen in Physical Perfection and Health, and considerably more regen and heal in Rebirth.
This holds true for your build, since you're considerably lacking in the recharge department which benefits DM heavily as well. As another plus, Siphon Life will become a better self heal.