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Posts
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Joined
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Oh why not? I ran with the 304% recharge needed for HS, Hack, Dis, Hack.
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I think you should choose a recharge allowance that's a bit more reachable, like 270-280. An attack chain that's unobtainable is of little use. -
Is there any redraw for Stone Melee's hammer?
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The numbers in the slashes are the unspecified damage values for each attack in the chain*EDIT: divided by the adjusted activation time. The "actual" DPA.* Later, I'll multiply those by the AT melee damage modifier for level 50. I use the unspecified values (all pulled from City of Data) to make my life easier when figuring out all the various final damage values.
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Could you post the calculations for each chain.
I'm curious how they stand up to each other. -
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Suggestions? Corrections? Stonings? Going a little over my goal of max 270% total recharge, but I'm betting these are still possible on that front. Is end usage sustainable? Don't know yet.
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Scrapper - Spines
Ripper/DB/Throw/DB
Needs 226% recharge in Dark Blast -
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Suggestions? Corrections? Stonings? Going a little over my goal of max 270% total recharge, but I'm betting these are still possible on that front. Is end usage sustainable? Don't know yet.
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Brute - DM
MG/Gloom/Smite/SL/Gloom/Smite
Needs 264% recharge in Gloom -
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The redraw is still baked into the powers, so using outside powers shouldn't effect its dps at all.
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If that's the case then Throw/Dark Blast/Ripper/Dark Blast might be an option to squeeze a bit more out.
Calculations using base damage:
Impale/Ripper/Throw Spines 40.38 DPS
(102.6+106.4+68.2)/(2.64+2.376+1.848)
Ripper/DB/Throw/DB 45.42 DPS
(106.4+62.6+68.2+62.6)/(2.376+1.188+1.848+1.188) -
What's the redraw time of Spines? Bit curious if mixing in attacks outside the primary might help.
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Another question:
For powers like Gloom and Incinerate that are nothing but DoT attacks, the fully stack right? There's not anything in the code that shuts a DoT off to avoid DoT stacking is there?
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Yes, DoTs stack. The best examples of this are the controller primaries. -
Brute
DM
MG/Gloom/Smite/SL/Gloom/Smite
Recharge req is getting Gloom to 3.3s.
Calculations based on base damage:
MG/Gloom/SL/Smite = 47.39 DPS
(115.1+73.4+81.7+55.1)/(2.244+1.32+2.112+1.188)
MG/Gloom/Smite/SL/Gloom/Smite = 48.42 DPS
(115.1+73.4+55.1+81.7+73.4+55.1)/(2.244+2*1.32+2.112+2*1.188) -
Elec/Therm would be a good choice. It would provide a lot of -end synergy along with the resistance buffs stated above.
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I'm a bit curious what people's opinion of DM is for single target damage. It seems like it might do okay with the recent buff.
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My elec/regen has about 15% def, so I can normally pop Shadowmeld to soft-cap myself before taking the alpha, with enough recharge it's up rather frequently (mine recharges in about 30 seconds) so there is plenty of synergy.
This is for playing PvE, I have little experience with PvP. -
I've found that if I'm willing to wait, I can pick up level 20/25 IOs for cheaper than SOs. I'd recommend throwing out a few bids for around 20-30k and see if any bite. They provide a significant boost over DOs and will last much longer than SOs. I've actually had a few toons reach level 50 before swapping out a few level 25 IOs.
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Forgot to ask with 82.5% recharge do I even need hasten to run the smite,SL, MG chain. If not I can throw in manuevers and assult for me def and damage.
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If you can get MG's recharge under 4.488 without hasten then go for it, but I doubt it's possible for SD. Smite needs to be under 2.112.
like was said above, you will want to softcap your defense.
I'd also recommend grant cover for the debuff resistance, since DM doesn't have access to Parry to help prevent cascading failures.
Here's a build I've been kicking around for something to compare yours too.
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|</pre><hr /> -