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  1. I haven't looked at your file, but I can say, you have FAR too much free time.




    [ QUOTE ]
    This started out, about a month ago, as a quick little tool to let me see what would happen to one powerset with some modifier tweaks. Partially inspired by Arcanaville's Every Armorset etc. spreadsheet, it quickly went from a simple "What if I..." to "Let's learn about the intricacies of Excel by leaping head-first into shark-infested waters." Specifically, it turned into a tool to look at every damaging powerset across all archetypes, with options to muck around with modifiers and damage buffs. No doubt Excel gurus can find things I could have done more simply or more elegantly, but considering the most complex thing I've done with a spreadsheet in the past was a gradebook with weighted averages, I think it turned out okay.

    As for what you might want to use it for, well, there's always poking around with likely powerset proliferation candidates. It's a good way to get a general overview of several powersets in rapid succession, compared to trawling through City of Data or futzing around with builds in Mids. And, if you're inclined to ponder suggestions like "Increase the damage modifiers for Archetype X from foo to bar, well, here's an easy way to tell roughly what that suggestion will actually do, which is what started me down this path of madness in the first place.

    The information in this spreadsheet is current and correct (I hope) as of the time of this writing. The bulk of the data came from City of Data, last updated with the release of I12. In some cases the information available from City of Data has already been rendered out of date by patches or impending patches, and I have included the most current data, based on patch notes, dev posts, the in-game "real numbers," or reliable testing, to the best of my knowledge. That being said, there's gotta be at least a few errors in this thing, so feel free to point 'em out.

    What this spreadsheet does

    <ul type="square"> [*] Calculates the damage of every damage-dealing power in every player powerset (unless I missed some), for any archetype (including henchmen and pets), for levels 1-50.
    [*] Calculates DPA for each attack (excluding rain/location AoE powers). Toggle powers and effects that don't really have an activation time per se are assumed to have an activation time of 1--that is, DPA = Damage. That makes sense to me, but if there's a better option I'd be glad to hear it.
    [*] Calculates the effect of nearly every self-affecting damage buff in the game. I may have missed some, and there's no specific handling for Fury, inspirations, IO set bonuses, Kheldian link bonuses, or veteran kamikaze--I mean, buff pets. There is, however, a box you can plug extra damage buff numbers into, so knock yourself out.
    [*] Handles pets and henchmen.
    [*] Provides options for dealing with bonus DoT: none, average, or maximum. This applies to "cancel on miss" DoT that may or may not occur; guaranteed DoT is rolled into the base damage of powers.
    [*] Provides a sandbox for hypothetical powers or comparing values plugged in from different powersets.
    [*] Calculates damage/endurance/recharge, given any one of those three, based on the standard damage formula.[/list]
    What this spreadsheet does, but not especially elegantly

    <ul type="square"> [*] Critical hit/containment/scourge damage. This is an on-or-off setting, because the conditions required are so widely varied between archetypes and/or difficult to average realistically.
    [*] Powers that use "pseudo-pets" to deal damage. Powers that apply a single shot of damage, like Fallout, Lightning Rod, or Trip Mine, are grouped together in the "Petlike Summons" category. Because these powers use pet damage modifiers, there's no way to include them in the normal AT powerset display without a ton of ugly kludges and/or hardcoding, both of which I want to avoid (and believe me, some of those formulas are very ugly already). Powers that create a persistent entity that deals damage at specified intervals, like Burn or Blizzard, function so differently from normal powers that the only real way to deal with them was to give them their own section. (Technically, some of the "single shot" powers I listed above function this way too, but that way madness lies. Just pretend the division is nice and neat and we'll gloss over it because the end result is the same, but with less gibbering along the way.)[/list]
    What this spreadsheet does not do (yet)

    <ul type="square"> [*] Damage procs. Should be relatively easy to add if people want it.
    [*] Temporary powers. Ditto.
    [*] Scale with multiple targets for AoE powers. May involve some gibbering on my part, but doable.
    [*] Attack chains. You're on your own for that.
    [*] Resistance or resistance debuffs. Unlikely to change.[/list]
    Using the spreadsheet

    To use the basic functionality of the spreadsheet the only things you actually need to bother with are the three big pulldown menus along the top. The first one is for archetype, which determines the modifiers that are used. The second is for archetype powerset groups (blaster sets, dominator sets, etc.), and the third selects individual powersets within those groups. Pets and mastermind henchmen are all found in the "Pets" category of the second menu, and should use the Pet or various Henchman archetypes if you want to see how much damage they'll actually do in game.

    Green boxes will accept any number typed into them; as a general rule these should probably be sane numbers, but if you feel pathologically compelled to see what happens to Energy Transfer with a melee damage modifier of 6,537, don't let me stop you.

    Most of the sheet should be self explanatory, and it's fairly liberally commented, so check the comment boxes for additional guidance.

    Where the heck is it?

    Right here.

    Other notes

    The spreadsheet appears to be fully functional in Open Office, although it's rather ugly and some of the conditional formatting goes something something. It also seems to insist on being opened in read-only mode, which is a bit of a problem since the sheet won't actually work in read-only mode so far as I can tell; you'll have to flip it to edit mode to, say, use the pulldown menus.

    Some of the formulas used in this sheet are spectacularly ugly. They all appear to work properly, but it's always possible there's some corner case somewhere that makes everything go wonky. That would be good to know about, if it happens.

    Aside from data provided by Red Tomax via City of Data, this spreadsheet makes use of information and formulas posted by iakona, Arcanaville, Stupid_Fanboy, BackAlleyBrawler, and probably several other people I'm forgetting about. And also pohsyb, after a fashion, what with the in-game numbers and all. So, thanks.

    [/ QUOTE ]
  2. I've run hundreds of katies on various servers.
    Fastest time was 16:01, post nerf.
    I'd just never thought anyone would bother to write a guide for such a short and simple TF lol

    1. The ideal team make-up definitely ISN'T 8 controllers.
    You actually just need enough control to immob mary, for the cases where she starts to run around. The rest is about min/maxing.

    2. Defender buffs/debuffs are far stronger than controllers'. Once the minions, LTs and bosses are gone, it's all about ST debuffs and ST damage. 1 controller usually can stack enough immobs/holds to suffice. It's all about how fast you can debuff and kill mary, not how much control your team can potentially stack.

    Hypothetical team:
    4 blappers
    3rad/defenders
    1 /emp troller

    a.) Spawn--&gt;Nuke--&gt; Mary left.
    b.)Rads debuff, blasters blast/blap while troller stacks holds/immobs.
    c.)Repeat.

    It's as simple as that.
    If the rad/ defenders are rad/sonics, even better, more -res.

    Most of the PuGs I form take between 20-24 minutes. My priorities are to have at least 2 rads, and 1 troller. That would be the core.

    Some melee is fine. Blappers can kite in for their hits, if their are recharge gaps in their ranged attack chains.
  3. I'm looking into purchasing artwork of one of my toons before I leave for good.

    Not sure how I should go about it, but I guess I'd start with this thread.

    I'm looking at purchasing 2 pieces, 1 simple and 1 painted.

    If you're interested, leave a reply here, and hopefully a link to an online gallery.

    thanks
  4. [ QUOTE ]
    [ QUOTE ]
    I'm starting to wonder if /Thorns having Aim (and -Def, but not really that great) could make it a better contender to help counter high-def or high-tohit debuff builds.

    [/ QUOTE ]no never, it's lethal damage, the damage is small, the animations are large, most hero builds take power mastery which means s/l resists, /rads have a self heal and -dmg debuff you probably won't be able to outdamage their self heal.

    only chance doms have right now are /elec doms, but I have not seen a single good /elec dom yet

    [/ QUOTE ]

    Would you consider ice/elec as intuitive?
    slows and melee, etc..