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Quote:Whirling Smash also has much higher dpa than Foot Stomp. Really rage fixes the otherwise low dpa's of SS; Rage's affect on secondary/pool/epic powers, however, is much greater since they were balanced without rage in mind. That's part of why burn and gloom make SS/Fire so awesome. If it weren't for Burn and Gloom, SS/Fire really wouldn't be as much of a monster as it is.It's about the same damage --Whirling Smash is fractionally less, and half of its damage is lethal (other half smashing), which can make it seem less against certain targets. They have the same radius (15ft). But Whirling Smash has about 40% lower recharge, so you can use it a lot faster (in my experience). Plus you get two other 120degree cones. And the single-target chain is much better than SS alone (w/o Burn). My TW/SR brute was getting 236dps against a pylon w/o reactive.
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I have no experience with /ea, but with electric you really don't want to skip Jacob's Ladder. The most skippable electric attack is havoc punch (take charged brawl instead). After that, it is probably Thunderstrike. Jacob's Ladder is important for your single target chain, which should be made up of Chain Induction, JL, and Charged Brawl if you can manage the recharge.
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Quote:Sorry, I've been away and unable to respond. Sounds like you are having aggro problems. Tanks can pull aggro off of you if you let them (it's a large part of what they do), so you will need to be more aggressive with your use of taunt, or stand closer to the tank. If you are having trouble getting enough out of Power Sink, I would start using it a little earlier in the fight, before you really need it. If you keep yourself topped off like that it shouldn't be a problem.I was wondering what you think is the best use of power sink. I know you said it covers your endurance needs in the build but I meant do you try to use it more offensively or defensively?
To be honest my only /ElA is a brute, not a scrapper, so it may be drastically different, but I see some people charge into a mob and pop power sink after just a few seconds. It gives them some endurance but also saps all the enemies, mainly a offensive use of the power in my eyes.
I would usually prefer to be defensive with it because my build (since IOing it out is slow going) is very endurance heavy. But I find I usually kill half the group and most of the rest run over to our tanker before I need the endurance. And then if I pop it I gain basically nothing.
So should I be using it quicker, even if I don't really need the endurance at the time, or is there some special trick to keeping mobs on you? I know you've played a lot more /ElA than I have so I thought you'd be the best person to ask.
I personally use it for both. If the mob will pose some threat, I will start off with power sink to neuter them, and then I continue to use it as needed. -
Quote:I think you asked for a build you had which was no where near the recharge necessary. It requires a ridiculous amount of recharge, and I'm not sure it is at all feasible. At the recharge cap it should work though.I thought I mentioned that to you a while ago and you said that even at the recharge cap there was no conceivable way to run that chain.
Quote:I noticed that with Snare also but I believe the end cost is higher (?) and one of the biggest benefits of running the eye chain for me is that it freed up the power choice of Essence Drain and let me pick something else up. I ended up switching back to the Drain chain because like you said, the heal is very nice.
Quote:Hm I have tried to build for positional defense also and found that it ended up being more slot intensive and/or leading to not getting the procs//recovery/etc that I liked to have in my builds. -
By "no budget" do you mean can't afford anything or have no budget limit?
If the stalker changes actually end up as they have been planned, on a top end build you will never need to use either of the first two powers or vengeful slice. Your chain would be Assassin>Ablat>Sweeping>Ablat with some very brief pauses; when build up recharges, make sure to use it before Assassin to get extra combo damage from the Stalker version of Sweep (BU>AS>Ablat).
Anyway, that gives you two attacks you can skip. -
Quote:It was actually rather funny, considering another game I was playing at the timeI hope your impromptu memorial service helped.
Quote:Spoiler: Super Strength still wins. -
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Quote:It always depends on the proc chances of a given build, of course. Looking at just base damage w/ reactive radial, the best dps chain (obscene recharge) is GWell>Bolt>Blast>Bolt. Other chains can be quite close and not require as much recharge or have some other perk, like the heal in the GWell>Blast>Drain>Blast chain. I tend to prefer that chain myself as it loses very little damage but keeps a steady, though small, stream of hp coming at times you can't necessarily use stygian circle. GWell>Eye>Blast>Eye can work well too, as can GWell>Bolt>Blast>Eye.*Actually according to my math the new attack chain is higher DPS. Microcosm said the Eye one was higher so I always took his word for it.
Edit: I had a brain fart. I just realized that the reason the Eye chain turns out to be higher damage is because it's a slightly faster chain which means more proc chances.
Oh, and I have indeed looked at this type of build before, though in a slightly different way. When I am able to softcap only one type of defense, I go s/l. When I can do two, I try to do M/R, as that will actually cover more than s/l/e/n. If I do three, it's always M/R/A. I had a dwarf build before the BotZ nerf that had all three positions to 32.5% (one small purple away from cap); after the nerf it required two small purps for ranged/aoe, at which point I gave up on the build. I am looking to revamp my current warshade build as well, though, in light of Agility's interesting combo of benefits, so I might do something similar this time around.
One other thing, Orbiting Death with Reactive does not do as much damage as Mid's tells you, unfortunatelyIt's messed up with all damage auras currently. OD would do something closer to ~18ish dps off the top of my head.
*Anytime we use Eye, you could put in GravSnare as they have identical damage/activation. -
Quote:Well, that's relatively close. The damage procs add some, and -res adds some more, but then you lose some because of various activation times that aren't directly helping your dps (hasten, extract essence, and to a lesser extent sunless mire). I'd have to rerun the calculations on an optimized build to give you a more precise number, but I think you are in the general ballpark now.If base ST damage with chain and orbiting death is appx. 50 DPS
If they are able to keep a 300% damage buff between inspirations and Sunless Mire (and we shall ignore its cast time and damage in this scenario) then their DPS will be...
appx. 200 DPS
With 100% damage bonus from enhancements (ignoring the .95 accuracy issue) their DPS will remain at
appx. 200 DPS (NOT 250 DPS as I previously posited)
Is this correct?
Quote:So, precisely how much DPS does an Extracted Essence contribute?
Quote:Oh and about this,
"I think my account expires tomorrow, so good luck guys."
Are you retiring from COH? -
Alright, here we go.
Base damage can be an interesting thing to look at, but it is not necessarily super helpful when looking for max possible damage because there are many other factors involved. For example, a given chain may have lower base damage than another, but when all is said and done it could get more benefit from proc activations from being a generally faster chain and pull ahead.
Second, if you have damage buffs of +300%, you are at your damage cap and enhancements other than procs won't push you further. You start with a base damage of 100%, and the limit is 400% for this AT, making +300% cap.
Third, I know you guys are trying to figure max possible chains, but I don't think those chains are going to be the practical way to go about it in game. They are technically the highest chains (by a tiny, tiny margin), but it's better to get essence drain and dwarf drain in there because you will be using them.
Fourthly, we are oversimplifying many things here. Not only is base damage not quite indicative of a real end value, but neither of you seem to be including a tohit clamp. Not including the mires is also a problem because human form should maintain one application, while dwarf can maintain three.
That aside, here are the base values of the chains, no mire/no proc/no tohit clamp to clear up the confusion:
*Dwarf: DMire>Str>Sm>Str>Sm=40.75
DMire>Str>Sm>Drain=37.29
*Human: Gwell>Eye>Blast>Eye=42.28+Orbit=46.3
Gwell>Blast>Edrain>Blast=44.77=48.79
Faster chains gain more from reactive.
Edit: I think my account expires tomorrow, so good luck guys. -
AIB it looks like you arent using arcanatime there.
I'll see if I can post a lengthier response tomorrow. -
The level 50 runs around 2.5 usually, sometimes higher. The lower lvl the enhancement, the more valuable.
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Quote:Two level 50's will give 56.99% enhancement to resistance. They are schedule A enhancements, but since they are being used as resistance here the game thinks they are schedule B and applies ED to their values. As eclipse gives a base of 11.25% resistance per enemy hit, that becomes ~17.66% resistance per enemy hit.I'm guess I'm living in a cave, was unaware of the Hami trick. My MIDS allows the slotting of the Nucleolus Exposure, but does not show any resistance gain from them, so what/how much of an enhancement does it provide?
thanks for any info.
The accuracy portion should give you 66.6%, as it is still considered schedule A. -
Usually people want both, for a total of 6% (they aren't mutually exclusive with each other). This is generally considered the most valuable IO in the game by a good margin.
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Level 10 crafted Gladiator's Armor +3% defense unique for sale, 2.7 bil. PM me here if interested.
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JL is actually a vital part of the best ST chain you can get for elec. The activation time is not bad at all, and it also allows you to throw in PBAoE sets/procs, including a purple and the pvp -res.
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Quote:My family started calling me sheldon shortly after the show came outCould be worse. I'm always told I remind people of Sheldon. Which isn't bad to me, I personally admire that character, but people think it's an insult.
As far as references, I also remember seeing a copy of the CoV box in the guys' apartment on the shelf a couple of times. -
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Quote:Damage buffs work off of base damage and are thus additive. If you apply them after slotting, etc., you are making them multiplicative. For a good calculation you need to take the base damage times (1+%enhancement/buff) then add in avg proc damage, multiply by your chance tohit (capped at .95) and multiply by 1+%resistdebuff. When dealing with variable buffs you have to do all that for each portion and avg out over the total time.I figured you worked for NASA or something.
Are you saying I should be using my base damage to calculate the damage increase per Mire target or the whole calculation? I thought he was asking for max dps w/ optimized slotting so the number should be accurate, even though it doesn't look like it is.
Edit: and my testing showed that reactive was adding somewhere between 8 and 16 (memory again so may be off) dps to a damage aura, unfortunately, while mids shows like 50. -
Quote:Heh, music and international studies here. There's no telling because of slotting differences on the shades, but one thing is you arent using base damage in your calc, which means your number will be super high.Hm, I must not have the recharge to run that then or something because I've had to use bolt twice... Granted my PB's build isn't even totally done yet so there could be other factors too.
I'm getting 181.7 w/the Mids' assessment of Orbiting Death and 1 Mire target, so it sounds like your experience is that it was 1.7 lower in game? I also don't know if my slotting is exactly the same as yours.
Anyways 11.25% of 181.7 is ~20.44
20.44x10=204.4 (11.25% damage increase per target)
So unless I did this wrong, the DPS w/ a fully saturated Mire should be 181.7+204.4=386.1 but that seems high to me? Maybe it's right though. I'm an english major. :s
edit: I just realized I had a Mire target baked into the original number so 386.1 minus 20.44 would give me 365.66 which still seems high. -
Quote:It's actually just rstrike>blast>bolt, if you have reactive slotted.I dunno how you plan to figure it out with mire and inner light since the numbers change but the chains are r strike>bolt>blast>bolt ...
As to the question at hand, I can tell you an estimate I calculated for some of my personal builds from a while ago, though I don't have access to my personal computer so this will be off memory. The pb maxed out around 220 dps. The WS has tons of variables, but at no pets and just one target for sunless mire, I think it was around ~180 dps(?) As you add pets the damage goes up a lot, obviously, but the pet dps is a guesstimate as well.
Edit: oh and my testing of orbiting death w/ reactive says that mids gives it too much damage. -
Defense numbers or mitigation ability? And specifically ranged defense? If you mean pure defense, nin and Sr can get range softcap easily, ea will cover most stuff, and ice will cover a little less without significant f/c defense.
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Quote:I have to disagree there. You get a lot more mitigation out of adding Parry onto a resistance or regeneration based secondary than onto a defense one. You can easily get parry to softcap your non-defense character to lethal/melee with two applications, and with some more investment you can bring it down to one application. /Electric also has a damage aura that should make up the dps lost by using Divine Avalanche/parry more in your chain.Whether you choose broadsword or katana, I wouldn't recommend electric as a secondary. It's certainly workable, and would be a strong character, but it's not necessarily your best option. One thing to look at is a secondary that will complement the defense buff you'll get from Parry.
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Quote:That pvp button is really annoying; I won't realize it's even on until I look at my totals and think "Where did all this resistance come from?"Yeah, sorry I guess I remembered wrong. Didn't realize I had PvP numbers toggled on when I calculated it, so I falsely confirmed myself.