Bill Z Bubba

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  1. I'll remain curious until you find out as well, Werner. My thoughts on the topic mimic yours.
  2. When I realized that the minimal FX setting on some of the armor sets disabled the sound FX associated with the powers, I damn near danced a jig.

    If they could add a "Disable Sound FX" toggle for each power separate from the various customization choices that would, indeed, rock a whole hell of a lot.
  3. /golf clap

    I dig it, TA.
  4. What I'm seeing doesn't appear to be an animation related pause. Rather, followup is actually giving me the Not Ready sound when strike finishes its animation.
  5. There was no aiming for that actually. All those LotGs are in the build specifically because Red Fortunes don't add any HP or regen. Same goes for the Serendipities.

    The 5th slot in stamina is mostly a throwaway for that tiny bit of extra damage while the set itself was again chosen for HP.

    So you can see, all that extra accuracy was a side effect and not something I specifically cared about.

    EDIT: Does raise a good point though. I'll look through the attacks and see if there's anywhere I can increase damage/recharge while dumping accuracy. But that's for tomorrow. Bed time.
  6. Quote:
    apparently he actually thinks the +dam set bonuses are worthwhile
    The loss of 12% global damage buff (that's all that's in the build as posted) reduces the DPS on paper from 203.1 to 195.6. Of course we're only talking about 3% here with makos vs crushing, but the loss of the hitpoints is something I'd rather avoid.
  7. Quote:
    Quick question: Are you going straight DPS on this build or all-around playability?
    I think I'm finally back to min-maxing around concept. The most important thing for me was to get Bill back into fly. Next to that I wanted to tag the 200 DPS mark. Strike instead of swipe is my only choice in favor of min-max over concept. Eviscerate just had to go due to its complete lack of the sexy. Shockwave had to to back in for its mitigation.

    In the end, I'm now sitting on 1897.5 HP with 30.39 hp/sec regen on an SR scrapper. I'm pretty happy with that.

    I'm testing on pylons now but I seem to have a pause before FU that I can't quite explain. Mids and Game both show 97.5 global recharge. Mids shows 89.92 rec-red in FU while Game shows 89.9 rec-red. Chain shows I need 184.1 rec-red in FU.

    187.4 - 184.1 = 3.3 in the positive. Should be smooth, but it's not.

    In any case, this build retains its sexy, has the massive mitigation from shockwave needed or level 54s, and is regening at a nice clip. Pretty happy with it.
  8. Noted. Will update the master spreadsheet shortly. Many thanks to you both.

    And here's the build I just respeced into. Could Not handle eviscerate.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  9. Bring Down The Axe!

    Let there be mass bannings and thread purges!

    Cleanse the world with fire!

    muuhuuhuhuuHHHAHHAHAHAHAHAH
  10. I'm not following.

    There's a 5% chance for the proc to fire off.
    If it fires off, there's a 0% chance that it will fire off again for the next 10 seconds.

    I'd love to leave it at that and say fine, on average it will fire once every 200 seconds just as we would state if the proc was in a toggle.

    Actually... why can't we state that? Under no circumstances will you ever have a greater than 5% chance to fire every 10 seconds. The only time it would matter would be if you had MORE than 10 seconds between chances to fire.

    The most the proc will ever assist you on average appears to be 2.625% of base damage.

    A 100% buff to base damage occurring only once every 200 seconds lasting 5.25 seconds only adds base*.02625 damage.

    And that's for scrappers. I'm pretty sure that Castle told me the BU procs also follow the AT modifiers. Meaning that a CFBU on a brute only helps by 2.1% of base.

    If that was true, they'd be worthless. EDIT: Nope, still not worthless. Worth the same as 20% chance of 71.8 damage procs.

    And yet I get 205 DPS by calculating my DPS using the equations I had laid out, ignoring the 5% chance to miss, and then get 203 timing myself on a pylon.

    Something is not what it seems here. But I'm recalculating based in the information so far to see what I get.

    EDIT: recalcs done.
    Fu, Slash, Focus, Eviscerate with a 5% chance to miss: 198 DPS
    Fu, Eviscerate, Focus with a 5% chance to miss: 211 DPS
    Fu, Slash, Focus with a 5% chance to miss: 216 DPS

    Dumping the CFBUs in Fu and Focus and replacing them with the straight damage purple IO I'm lacking in each for the first chain: 196 DPS
    Replacing those with Mako's chance for lethal and javelin chance for toxic: 198 DPS
  11. Well crap.

    Doesn't that dictate that I should be using the stated equations (with the corrected 10 second downtime for CFBU) for each proc separately instead of lumping them together?

    As it was, I was doing duration/chaintime*total number of procs in chain

    It sounds like that was giving out incorrect data due to this enforced downtime.

    Actually... it sounds like that enforced downtime needs to be removed. But for accuracy's sake now, it seems that you're telling me I have to do the following for each power:

    base
    enh*base
    fu*base
    cfbu1*base
    cfbu2*base
    global*base

    crit chance*sum of above

    Total of all above

    Calculate DPS

    Add on calculated extra damage from cfdrd using 1 equation per cfdrd

    EDIT: Verification on CFDRD: Are you stating that there is NO enforced downtime on the CFDRD thus allowing multiple chances to fire within the duration's period, but no selfstacking occurs, only duration extends?
  12. Quote:
    Originally Posted by Umbral View Post
    When the BU proc procs, it triggers a 10 second downtime state on the BU state, not 5.25 seconds.
    Need more data.

    Are you stating that when a proc fires, in this case CFDRD or CFBU, that there is a 10 second period where they won't fire off again?

    Or are you stating that this is only true for the CFBU?

    The 10.25 in the CFDRD equation is based on the duration of the proc. Does that mean the equation doesn't account for this dowtime state?

    If such a downtime state actually exists, it doesn't affect CFBU stacking, because I've seen them stack. Is self stacking even possible for any of the procs?

    EDIT: FU, Slash, Focus needs 313% recharge in FU, triple stacked FU on slash and focus: 232.108 DPS
  13. Quote:
    Werner got the highest dps in his spreadsheet with the fu / eviscerate / focus chain.
    Let's look at that. Another note on my build, Slash and Followup's slotting are wrong. FU should get the hecatomb because it needs the recharge.

    FU: 5 hecatomb skipping the straight damage + gaussian CFBU
    Slash: 5 Mako's skipping the proc + achilles' heel CFDRD
    Focus: 5 apocalypse skipping straight damage + decimation CFBU
    Evis: 5 armageddon skipping straight damage + Fury of the Glad CFDRD

    FU, Slash, Focus, Eviscerate, repeat with FU not doublestacking on itself and my slottings 12.5% global damage buff, needs 129% recharge in FU: 205.521 DPS

    FU, Eviscerate, Focus, repeat with same slotting above but needs 229% recharge in FU: 224.713

    daaammmn. I'd be 30% or so recharge short of doing that right now.
  14. /walks in snacking on the calf of some Hellion's girlfriend

    Dr. Mechano, I approve of the cut of your jib. Anarchy and good eats it is then.
  15. Sadly, the names mean nothing. If eviscerate's current animation actually caused intestines to drop to the ground from the bellies of our enemies... I'd hate it a LOT less.
  16. Quote:
    Originally Posted by New Dawn View Post
    Something was "amiss" to me and so I asked.
    At least this time something's amiss in our favor!
  17. I eat chunks out of my enemies. So when they get ported to the hospital to get fixed, a part of them will always be with me.
  18. (ROUNDUP((Cast/0.132),0)+1)*0.132

    Example: (roundup((.83/.132),0+1)*.132
    (roundup((6.287878787),0+1)*.132
    (7+1)*.132
    1.056

    Stated cast times from City of Data:
    SP: .83
    Smite: .97
    MG: 2.07

    Corrected cast times using arcanatime:
    SP: 1.056
    Smite: 1.188
    MG: 2.244
  19. Actually... I don't calculate a 5% chance to miss. Thus the PM I just sent you, Werner.

    My assumption was that I had a lucky streak. Knocking 5% off of 205 would have me at 194.75 DPS which my 203 DPS surpassed. Either I was really lucky on the procs, or something else is amiss.

    The PM I just sent Werner was wondering if the equations I'm using for the chances for dam-res debuffs and chances for buildup are accurate.

    Right now I'm using the following:

    CFBU: 1 - .95^(chances in 5.25 secs)
    This total is multipled by base damage and calculated in prior to crits just like any other damage enhancement

    CFDRD: 1 + (1 - .8^(chances in 10.25sec) * .2)
    This total is multiplied by the total calculated DPS after all other buffs are dealt with.

    EDIT: I got some info, but now I'm wondering if those are correct.

    The CFDRD does not self stack. In my case, I have two separate CFDRDs that would stack. The CFBUs, as far as I know, would not only stack with each other but self stack as well.

    Attempting to get verification on that now.
  20. pfft. pocket change.


    for other people.
  21. Quote:
    Originally Posted by Kahlan_ View Post
    I probably wouldn't bother with the +res one on SR. 3 percent isn't worth it unless you are invuln or something.
    On the one hand, I would agree basing it off of the paltry value. However, at this point we're dealing with a build that is reaching insane levels of min-maxing.

    That 3% may seem like nothing at all, but when stacked on to the S/L from Tough and then again on the passive scaling damage resists, it allows me to get That Much Closer to the scrapper S/L DR cap while retaining more HP to get there.

    Instead of capping at 2% health I'd be able to hit the cap at 5%!
    That's a whole extra 60 or so HP to play with.

    I don't know if I'm serious or not.
  22. Why the buildup proc in focus versus the toxic damage proc:
    The current build on paper does 205 DPS. Against a pylon last night, I hit 203.
    If I remove the CFBU in focus and replace it with the PvP Toxic Proc puts me on paper at... 205 DPS. heh. No change at all. But the decimation cfbu is vastly cheaper.

    The chance for self heal isn't worth slotting. 10% chance of a 5% heal. I don't know if that's base HP or current HP, but we'll go with current. In my chain it would fire off on average once every 69 seconds for 93 HP. That works out to less than 1.5hp/sec when I'm already regening at 28. If it works off of base AT HP, it would be less than 1hp/sec. Damage is bettah! (Maybe, read on.)

    I've only got 300mil inf left on Bill, but I'll look into the PvP IOs. Probably wouldn't take too much to get enough for 3 of them. More HP I'll always take.

    I'm not sure about the panacea unique. That seems interesting. Pondering it, stacking that on top of the entropic chaos chance for self heal might be benficial enough to notice. And if I'm going to go for broke on this build, I might as well grab the +resist and +def uniques as well.

    Stuff to ponder. Thanks much.
  23. I'm having zero crashing or lag or anything outside normal performance issues, but I will verify that the CHV app is using just over a GB memory on my 2GB memory rig.
  24. Followup after playing with the new build for a while:

    1: I miss shockwave's mitigation.

    2: I love eviscerate's damage, the wide cone, the extra chance to crit, pushing me past the 200 DPS barrier, how spawns melt when doing my followup, eviscerate, spin, repeat attack chain, how bosses melt from followup, slash, focus, eviscerate, repeat...

    And yet I still hate the animation so much that I want to dump eviscerate from the build already.

    Madness. Just plain old madness.
  25. Saw another tweak. I replaced the chance for negative damage in FU with a basic lvl 50 damage IO. DPS went up by 1 point. No loss of anything useful by going from 5 Makos to 4.

    And there's something else.

    On each of slash, focus, eviscerate, if I drop the damage/recharge purple and replace with the straight damage purple, I get another 5 DPS. Still have enough recharge for the chain mentioned earlier.

    On paper I'm up to 210 DPS but the pylon run I did at lunch didn't seem to agree. However, I might have just been unlucky on the procs.

    Dropping Physical Perfection and replacing it with Assault bumps me up to 216 DPS.

    EDIT: Got back home.. only change I made to the build I posted up above so far was replacing the neg energy proc on FU with a SO damage enh.

    Got 8:29 on a pylon. That's 203 DPS.

    That's the first time I've ever topped 200 DPS with Bill. (Ignoring outside buffs, of course.)