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With Tough/Weave though, you'll be looking at ~30% resistance to smashing/lethal, which on top of softcapped defense is nothing to sneeze at.
I take Aid Other from Medicine, because every now and then you have to insure the survival of a hostage you're escorting to the door. Some of them are real Leroys, and very difficult to cover. Aid Other gives you a better chance to keep them alive.
No, seriously, that's totally the reason I pick Aid Other over Stimulant. -
That's true, Umbral.
The sweet spot in all that though, is that when you're teaming with Broadsword or Katana, those -res procs become force multlpliers, increasing not only your damage, but everyone else's too. -
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However, it's worth noting that I have done an AAO-saturated pylon test in 5:53, which calculates to 236DPS. So I'm not sure what it is that you're trying to illustrate, here.
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Hmm... I was going to say he's probably ignoring procs... but can they really add ~33 dps?
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The 2 separate -res procs could easily add that much dps, especially factoring in the speed of the gapped attack chain. The mentioned attack chain generates 3 proc chances every 8.156 seconds. Doing the math (the simple version that doesn't account for redundant procs), you're probably going to get ~14.7% -res over time. 1.147*(203.6 + proc benefit) = 233.53 + (1.147 * proc contribution). I'm pretty sure that the damage procs are going to contribute more than 2.15 dps.
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This is pretty much it. In point of fact, I'm doing about the DPS that Bill suggested for saturated AAO when I'm just dueling the pylon by itself.
In the pylon results thread, it was pretty clear that my BS/Shield is no DM/Shield, but I definitely don't lag as far behind DM/Shield as Bill's analysis suggests. -
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As far as I know the Achilles Heel procs don't stack, but those would definitely add a considerable amount of damage.
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I have the Achilles Heel -res proc in Hack, and the Gladiator's Fury -res proc in Headsplitter (hence the importance of the cone). Likewise, Hecatomb in hack, Armageddon in Headsplitter (again, important cone).
The Achilles Heel and Gladiator's Fury procs do stack. -
Well I don't know what chain he finally settled on. Last I heard, he was rejecting the one I use for an inferior one. As for what the procs can add, Broadsword's capable of stacking two -res procs and grinding out a lot of purple +damage since the ST chain actually includes a cone.
I guess it sounds like I'm being called out here, so if anybody wants to time me on Freedom, I'll demonstrate. Making videos isn't really practical for me, though, as my computer is 5 years old and has performance issues just running CoX. -
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For 10 enemies:
Scrapper DM wins with a whopping 294DPS
Scrapper BS is the big loser at a piddly 203.6DPS
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Now you're just taunting me. Big loser, piddly... very colorful language, Bill.
However, it's worth noting that I have done an AAO-saturated pylon test in 5:53, which calculates to 236DPS. So I'm not sure what it is that you're trying to illustrate, here. -
Meh, I can't come up with anything much better than Iggy's at the moment--at least, not without an insane amount of +rech.
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That requires 236% in Gloom.
Edit: mistake. Will try to come up with a reasonable chain for FM. -
A better example: my grav/kin has Propel, and it does a fair amount of damage. And it's very fun to 1-shot a vampire with a coffin to the face.
But any time I use Propel instead of SBing an unbuffed blaster, I've given the enemy less hell. -
A person with just brawl can kill things and contribute to the team. But not as much as a person with brawl and SB.
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A tank without Taunt can still control aggro.
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Yep. Relative to any kin who takes the time to SB.
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Brute - SS
KO, Punch, Gloom, Punch, Haymaker, Punch
Needs 238% rec-red in KO Blow
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KO->Gloom->Haymaker->Punch->Gloom->Haymaker
Run the numbers on that chain...
232% recharge on KO I believe...
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278% in Gloom. -
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And transference would help waaay more than sb.
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When Transference puts Hasten on teammates and renders them immune to slows, in addition to filling up the blue bar, then it will be better than Speed Boost.
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Hell not every kin even slots for endurance. That's what most folks fail to realize.
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Apparently you fail to realize that the +recovery aspect of SB is far less important than the +recharge.
If I SB an emp, the emp can cover an extra teammate with Fortitude, and probably perma-AB on one teammate. And the RA team buffs will be in effect much more of the time. Due to the +recharge.
If I SB a TA/A defender, he will be able to use powers like Oil Slick Arrow and Rain of Arrows much more often, and will be able to stack debuffs like Disruption Arrow for huge amounts of -res. Because of the +recharge.
If I SB a scrapper, the scrapper can use Buildup/Soul Drain more often, and his heavy-hitting attacks more often. Not to mention any self-heals or defensive self-buffs he may have. He will do more damage, and get a survival boost. Because of the +recharge.
If I SB a blaster, the blaster can use Aim/Buildup more often, can nuke more often, and will recover from nuking faster. Due tot he +recharge (and the +recovery).
If I SB a tank, any clickable self-heals he has will recharge faster, which will increase his survivability dramatically. Also, like the scrapper, he will do more damage. And he will be able to taunt more enemies if need be.
Now consider what happens if I buff all of them. This is why SB is a "force multiplier" and not just a damage buff like Fulcrum Shift or an endurance recovery tool like Transference.
So yes, it makes teams better. No matter how good they already are.
The level of ignorance the "I won't SB!" folks are bringing to this thread is astounding. -
Yes, it will lower your DPS, since the DPA is very poor compared to your top-shelf Dark Melee attacks. The AH proc will not produce enough uptime to offset the damage drag that LBE produces.
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It's jawsome for a high-hangtime build though.
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Yours: 1.037/1.035/.99/1.035 in 7.656+.5 or 8.156 = .5023
Mine: 1.037/1.035/.99/.63 in 7.656 = .482
You win, but that .5 sec pause would drive me nuts.
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It's a good place for Buildup, Conserve Power, Hasten, Active Defense, Aid Self... anything that would interrupt your attack chain anyway. -
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Scrap - BS
HS, Hack, Disembowel, Slash
Needs 172% rec-red in Headsplitter
NOTE: For HS, Hack, Dis, Hack: Hack would need 304% rec-red
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The second chain outperforms the first one with just 220% +rech and a 0.5 second gap. More +rech just means it outperforms the first one by more.
*shakes head* I really need to stop trying to participate in these discussions. -
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74.60 DPA Head Splitter (187.1 damage in 2.508 seconds)
71.28 DPA Hack (112.9 damage in 1.584 seconds)
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Ah, I see. Server ticks take a much larger bite out of Hack than they do from Headsplitter. That's something I didn't account for in the preliminary analysis I used to plan my attack chain; I was just taking the ratio straight from RedTomax.
Still, doubling up Hack gets a fair bit more from AH and Hecatomb procs, so I stand by the 2-Hack chain. -
My time of 5:53 vs. Pylon with AAO saturated put me at 236dps, so your estimate of 250dps for 6 minutes is a little high.
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Maximizing Hack is better. With 220% +recharge in Hack:
Hack > Headsplitter > Hack > Disembowel > (0.5sec)
produces 490.48 damage (unenhanced) in 8.176sec (Arcanatime), for 58.99dps unenhanced.
Hack>Slash>Disembowel>Headsplitter produces 450.44 damage (unenhanced) in 7.656sec (Arcanatime), for 58.83dps unenhanced.
That's very close; but if you slot the Hecatomb proc in Hack, the Hack>HS>Hack>DE>(.5sec) chain pulls ahead of the Hack>Slash>DE>HS chain very significantly.
Hack simply has substantially better DPA than anything else in the Broadsword set. In this case it is best to use a chain that spams Hack the instant it recharges, and then slot a purple proc into Hack (along with the Achilles Heel -res proc). -
It's interesting to me that there is no anti-farming faction in this argument; there is only an anti-AE-farming faction. The most vocal of this faction have stipulated that they don't consider farming bad or inherently exploitative.
I'm hearing no arguments philosophically opposed to farming itself, or the effects that farming has on the game. I'm just hearing a lot of rules lawyering about what is and isn't an exploit, and arguments about whether or not it's ethical to use AE to farm.
Nobody has offered any insight as to why farming should be done through PI portal missions or the Television, but not through AE. And, just to shore up a possible dead-end discussion, "because the Devs said so," isn't an explanation why one is ok, but not the other. It's just an observation that the Devs have targeted only the AE farms, and not PI/TV farms.
Is it because of exploits like Comm Officers and mobs with no ranged attacks? Those exploits have been dealt with. So why the ticket cap, and why the threats of punishment for those who use AE to create farms? In other words, why is AE farming wrong, whilst PI/TV farming is ok?
Here's my theory: the most vocal opposition to AE farming is coming from powerlevelers who suddenly found it difficult to charge lowbies 5-15M per run on their farms, because better farms were free and available to everyone through AE.
My opinion is that either farming is ok, in which case non-exploitative AE farming is ok, or farming isn't ok, in which case the PI farms need to be very aggressively nerfed, and PI farmkins retroactively punished, too. -
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I was trying to come up with something that would support Hack-->Disembowel-->Headsplitter attack chain. I've yet to get Headsplitter to recharge fast enough, needs to be below 3.13 seconds if I understand correctly.
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3.53 seconds will do, accounting for Arcanatime. -
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Hell, when you turned on your toggles, they gave the enemies tohit buffs!
Now get off my lawn!
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Back when I first read about the RWZC, it seemed the consensus was that T9s were not in the spirit of the challenge.
I guess SoW, the new MoG and OwtS have changed all that huh?