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The 1 tick = 2% damage buff is accurate. And the +5 -2 values were straight from the horse's mouth as it were. It's just the after >80 Fury values I'm still after.
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The whole point was to determine *exactly* how much fury a given attack chain will produce. EDIT: I should add... will produce while attacking a hard target such as an AV or pylon. The time to reach maximum fury for a given chain would still be useful information, regardless.
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That's right, Deus... it's all your fault. There's a special place in Hell for you now.
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I'm not sure. I don't believe so but I haven't been testing that.
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I know for a fact that he is still there and still working.
Whether he's now being forced to share pohsyb's box is still a question. -
Quote:That must be why I have to buy mine from the market these days.
Learning these little things takes time and respecs -
I generally don't slot the straight damage IO from the purple sets. For Raganarok I do because the last thing shockwave needs is more knockback.
Other sets don't give the good bonus until the 6th slot. Mako's Bite and Gaussians for example. -
So we've proven that the click buff secondary mutation is not carrying over to the forms like every other click buff in the game including click buffs from the AT's human form?
Then Castle surely sees this as a bug and will be working toward a fix ASAP regardless of his post earlier. -
Update: I got an answer from Castle.
Umbral did have one part of it correct: the decay is a flat 2 fury per second regardless of Fury level.
After 80 Fury, you gain less and less for incoming and outgoing attacks as Fury approaches 100.
Unfortunately, I've been unable to use the data I received to come up with an equation that would tell me exactly how much Fury a given attack chain would produce. If I can figure that out, I'll share it. -
Defense is better than resistance. Except for all the times that it isn't. OP, your question is answered:
Fury builds off attacking and being attacked, regardless of whether the attacks find their target.
As I mentioned in the thread seeking the exact equation for fury generation, I can build fury on a dm brute using nothing but hasten, smite, brawl and the origin temp power to 87% fury on a target that can't fight back. You can also go sit in an aggro cap's worth of enemies and get up there without attacking any of them as long as they have enough attacks to cycle through for you. -
The problem is that too many people think that this game is difficult enough to need the idiocy of everyone that commented in that chat log. Except for the claws scrapper. He appears to be the one with the brain.
OP, you should have kept your mouth shut and need to learn how not to die. The kin user also needs to learn how to play.
This game is not rocket surgery. -
Quote:Why does teaming matter? If set A gets a damage buff, so will set B. If team A is debuffing enemies, team B benefits from the same debuffs. If an SS user is duoed with a controller how will he benefit more from that control than would a claws user duoed with the same controller? Actually, funny note there: An SS scrapper with doublestacked rage is going to benefit from further damage buffs LESS than the other scrapper primaries that hang out further from the damage cap.I think the main issue here Bill is that you tend to focus very heavily on the solo aspect of the game.
In groups, it's just isn't that simple to get all the enemies bunched up for things like small radius AoEs and high damaging but small angle cones.
And in conjunction with the grouping issue is the amount of team wide, tanker style, mitigation that comes with sets like SS, WM, SM.
I really think that is the larger issue, and that it goes beyond just pure vacuum damage comparisons.
What team makeup is there that replacing a claws/sr brute with an SS/sr brute will cause some ground breaking alteration in kill speed? Footstomp can knock down 10 enemies on a good day. Shockwave can knock back 10 enemies on a good day. Is it easier for the SS user to do so? Yes, but not by much. -
Quote:Umbral, if that was true, we'd be able to attain 100% fury with enough incoming attacks. Yet, we can't even with an x8 spawn pounding on us.Actually, if I recall correctly, the degradation is a standard amount regardless of how much Fury you're packing. The only thing that varies depending on your current Fury level is whether you get Fury from attacking: you generating 5 Fury for every attack as long as you do not have more than 70 Fury at the time of the attack. In order to gain more than 70 Fury, you're going to have to get it from being attacked.
So, no, I know it doesn't work that way as I can attain higher than 70 fury against a pylon and there's no way that the pylon's attack rate is higher than the decay rate.
Ok, went to the Vanguard base and beat up a practice dummy.
My damage buff hit a wall at around 188%. I have 14% global damage buff.
174/2 is 87 Fury generated without any incoming attacks at all.
A single attack is adding 5 fury and it is degrading by 2 fury (+10%dambuff and - 4%dambuff) every second. I don't know how much I can trust the combat monitor, however.
An interesting point to note is that after 80% fury, decimal values start showing up in the combat monitor, where before that level, the rise and fall are in whole numbers.
Something is happening with fury that after a 80% fury, the fury degradation is ramping up, possibly on an exponential rate base on the fury value, which stops us from attaining 100% fury even when being pounded on my spawns of x8.
EDIT: Each incoming attack adds 2.5% fury (5% damage.) If there was not an increase in fury degradation at the high end of fury, I would be capped at 100% with just 5-6 incoming attacks. We know this isn't the case. -
Does anyone know how to exactly calculate the amount of fury a specific single target attack chain will achieve with no consideration of incoming attacks?
Example:
Claws chain of Followup, Slash, Focus, Strike. Including Arcanatime that chain takes 5.280 seconds.
I remember that each outgoing attack, hit or miss, generates X points of fury, but I don't remember the exact value, nor do I know how to account for the fury degradation.
Thanks. -
As Arcanaville likes to mention, back in the old Rikti Crash Site days, Shockwave was the reason I was able to get through the original rikti challenge.
It does strike's damage to up to 10 foes in a cone so large that it takes minimal effort to get ten foes in range. It's got a 1 second cast time (not counting arcanatime.)
It can knock whole spawns off of cliffs. How is that not cool?
Edit: And fighting +4s it becomes KD, so fu, spin, eviscerate, shockwave becomes and insane amount of aoe output. Too bad we can't have claws/sd. -
Quote:Got 200k/min at +4/x8 w/bosses and 250k/min at +4/x8 w/o bosses on my claws/sr.Just ran +4 councils no bosses mish and it looks like around 270K a minute on my claws/sr
Edit: 425K on my fire/sd - +4 councils no bosses and 330K for my sd/ss
ohhhh and about .005k on my bs/inv
So as expected, shield users win again.Someone have an SS/SR brute they can test with?
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I just read up on Sentry as I had no idea who he was. Made me damn glad that I quit reading Marvel ages ago.
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Quote:<eyeroll>No matter how many times I hear these "I can hit 38 bazillion mobs with 3 feet cones as a smooth attack chain that doesn't waste even a millisecond positioning" claims, I've never seen it ingame nor seen any video showing that. Guess I just don't play with the cool crowd !
For that matter, chaining FU -> Spin -> Evis on a standing still target already takes more than 6 seconds, and nobody's going to have perma 2x FU as, well, the way FU works is that you have to hit an enemy first (and 0s travel time doesn't exist, unless you've got a pocket tanker herding mobs to you standing still).
Everything can look great on paper when you use arbitrary values as hard numbers. Somehow, these paper builds never seem to reach the statistical comparison topics based on actual gameplay (i.e., kill inf/defeats per minute).
Arcanatime for fu, spin, eviscerate, repeat:
1.056+2.64+2.508 = 6.204
With 5 sets of LotG on top of enhanced accuracy, do you really think I'm going to miss more than 5% of the time especially after I start taking on 10 and 20% tohit buffs? FU's buff lasts 10 seconds. That chain takes 6.204. You're at 9.9 when you fire off the second eviscerate. That's doublestacked.
I guess enemies don't run into melee range in this game now, Nihilii? So much positioning is needed when you're completely surrounded by a spawn of x8 while solo. Especially when you're abusing the CLOS.
But I see you're going to ignore doublestacked rage's complete damage downtime as well. Bravo. 60 up and 10 down. Hell, that's only 1/7th of the time that SS's best DPS comes from sands of mu, the staff and the wand. "well, I can time my rage crashes to happen between spawns!!!" Wow, really? Sounds like that will take a hell of a lot more out of your damage output than me hitting tab, follow, attack.
EDIT: But hey, I'm curious, what kind of inf/minute should I be getting from paper mission to hang with the big boys? -
Lucks. Get your defense up to 45% and beat him down and laugh as he keeps missing you.
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Scrapper SS Footstomp Burst: 1.42*62.562 = 88.838 base damage
With double stacked rage (200%) and ED capped enhancement (95%) = 350.91
Base recharge 20 seconds
Scrapper Claws Spin Burst: 1.58*62.562 = 98.848 base damage
With double stacked followup (75%) and ED capped enhancement (95%) = 266.89
Base recharge 9.2 seconds
Scrapper Claws Eviscerate Burst: 1.99*62.562 = 124.5 base damage
With double stacked followup (75%) and ED capped enhancement (95%) = 336.15
SS has one aoe that does damage. Claws also has Eviscerate and Shockwave.
SS has the rage crash to deal with. Claws doesn't.
Footstomp has a 15' radius. Spin's is 8'.
I can chain fu, spin, eviscerate in a bit under 6 seconds on average hitting 7 and 3 targets respectively for the aoes. (It's usually higher, but I'll be nice.)
We'll say footstomp hits 9 of 10.
Total damage output without crits if the SS user has footstomp down to 6 seconds? What's that... 233% total recharge in Footstomp? That's doable. 350.91*9 = 3158.19 total damage output.
Claws total aoe output for the same period? 7*266.89 + 3*336.15 = 2876.68
Now let's add crits.
FS: 3158.19*1.075 = 3395.05
Spin+Evis: 1868.23*1.075 + 1008.45*1.15 = 3168.06
A 200 point difference when I'm being very nice about how many I actually hit with spin/evis AND we're completely ignoring the no damage output time of the rage crash for DOUBLE stacked rage. Edit: AND we're completely ignoring shockwave.
For the last farking time, a direct port of super strength would not be overpowered.