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Like I said, I couldn't look at the recharge, so I didn't know. My numbers are from analysis I did among all the sets with various attack chains at various levels of recharge I little while back. It utilizes base damage (this is the real key difference) with 10% and 100% crit for AS.
The reason why your lower recharge with musculature does better than the gapless is most likely because Musculature gives 45% vs Agility's 33% as well as recharge being of less benefit at such high levels of recharge.
It is slightly flawed because at the time I did not realize that for some attacks AF was not 100%, but overall the comparisons seem to be valid.
The results can be viewed here: https://docs.google.com/spreadsheet/...WI2bzdZaC00NEE
As far as I know, 400% is not possible solo.
The reason Ab > SS > NS > AS does well is because it eliminates the gap after AS because it gets rid of Ab > AS > Ab and allows for the quickest cycle of AS equal to the top chain. It requires less recharge, as well. Please note that I haven't actually used this chain, so it may look better on paper than in practice.
Being able to look at the build now, though, I see that it is right at the break even point so it is unlikely you would see an increase of damage with the alternate chain.
Keep in mind that the gap after AS is a sizable hit to DPS. Also, StJ benefits more than any set with the ATO proc because it allows 100% crit CU, which adds incredible benefit to the chain.
Also not clear if you meant DB has twice the chance to proc both -res procs, but I'm going to assume yes since that is the case. I don't think it is contributing twice the -res as one would expect, but I haven't tested it to be sure.
Accounting for Arcanatime:
StJ - SB > HB > AS > SC > SB > HB > AS > CU
1409.16 damage over 12.672 seconds for 111.202 DPS accounting for ATO proc every CU, 10% normal crit, 100% AS crit and no enhancements.
DB - Ab > SS > Ab > AS > .264s > Ab > SS > Ab > .264s
1153.13 damage over 10.56 seconds for 109.198 DPS accounting for ATO proc crit every 4th Ablating, 10% normal crit, 100% AS crit, no enhancements, and 313.22% recharge.
Given how close they are at base on paper I think that StJ can slot more damage procs total is balancing against DB's ability to have more -res chances per cycle.
Edit: Ab > SS > NS > AS should actually be SS > Ab > NS > AS to make best use of the ATO proc.
Edit 2: Nevermind, the chain has to start with Ablating to use Sweep. -
I unfortunately can't bring up the builds right now, but that chain doesn't start to beat StJ until 313%+ in Ablating. At under 313%, the next best chain is Ab > SS > NS > AS iirc, which is about on par with StJ.
DB truly becomes a pwerhouse at 400% recharge in Ablating when it can eliminate the gap.
Theoretically, MA is the highest damager before procs, but I think StJ is the best right now when the procs are considered. -
Quote:I was running +2x8 newsies fighting Freaks when I first noticed and tried to figure out what was up. I tried against a Pylon as per your suggestion, but had the same inconsistent issues.Both powers are cones with the same animation length. Interesting.
Were you in a long fight against a single tough target? I find if I switch targets, moving from mob to mob because the guy I hit was killed basically, Sweeping Cross' animation isn't always shortened. Against a pylon (or anything where I can just stand still and mash keys) it becomes reliable.
I haven't a clue what is going on, but hopefully someone who has more time than me can figure it out. -
Quote:I noticed this happening today on my Electric/Bio Stalker with Jacobs Ladder. There was a slight difference in that it was not a shortened animation every time I hit with the power. I wasn't able to figure out exactly what was causing it to have a shorter animation.I don't remember the date, but I remember reading your post about it on the scrapper pylon thread either the day before or after I did my own testing.
The bug I'm talking about is not the queued/dequeued thing*, but something specific to Street Justice (in my very limited experience). Against a static target, Sweeping Cross activates in ~1s or below, rather than the 1.848s it's supposed to take; unless you miss, in which case the entire animation play out normally. It's like queueing the next attack skips the rooting part of the animation.
*then again, considering both bugs involve queueing, perhaps it is related; but specifically, I wasn't talking about the same symptoms here. -
I'm definitely a fan of Bio Armor myself. Not quite as easy as some of the others to soft cap solo, but the flexibility to go all out when you don't need the extra survival is quite appealing.
I can't wait until it finally goes live. -
I did a comparison on beta between a Positron's Blast proc and a Dam/Rech Ragnarok. They both added roughly the same amount of damage on average with the proc peaking substantially higher.
I'm planning on 6 slotting mine with 4 damage procs (Posi's, Lady Grey, Explosive Strike, and Javelin's Volley), a Dam/Rech Ragnarok, and the new TAoE proc. I have access to the Achilles' Heel through another power, but if I didn't I would slot it in place of a damage proc. -
Quote:Time Crawl doesn't stack with itself as far as I can tell.
Seems to me that what we have there is a simple and effective way to stack -200% regen on a target for ten seconds -
Oh, my bad.
I took a look, though, and Pulverize has slightly higher DPA in game for both Tanks and Scrappers. *shrug* -
Quote:Yes, I factored in Arcanatime. It looks like after that, both Jawbreaker and Pulverize contribute nearly identical amounts in terms of DPS to the chain. I used Jawbreaker because the slightly longer animation allows for about 30% less recharge for Shatter and Clobber.
Edit: Hmmm but that's when Jawbreaker have a higher DPA than Pulverize
Edit2: Are those numbers counting in Arcanatime? -
Quote:That chain will be rather tough. Clobber would need 333% recharge to maintain it, though I believe it is the best chain that is attainable without recharge cap.
Looks like the Single Target attack chain to go for will be using Pulverize, Jawbreaker, and Clobber.
Jawbreaker, Clobber, and Shatter is the next best I think. 257% and 250% for Clobber and Shatter.
That first chain should put it easily with FM, if not better. Can't wait to see the set in action. -
Quote:The animations with a shield are the same as without, except with a shield on the left arm.
That's what I was thinking too. I wish the animations with Shield showed in the character creator. -
The first chain you mentioned would require 492% recharge in CU.
The second chain would require 506% in SB and 457% in CU.
If the -res scales down with damage as level difference goes up, then Rib Cracker isn't likely to be worth the DPS loss if you can manage HB > SB > HB.
With a 25 second base recharge in CU, you can either use builders at combo level 3 or use Sweeping Cross in between.
HB > SB > RC > CU3 > HB > SB > SC2 and HB > SB > HB > CU3 > HB > SB > SC2 are the two chains I will be trying initially. -
I cleared it in about an hour iirc on +4/x8/y/y with no temps, no insps, no deaths on my DB/Inv Scrapper.
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Blinding Feint > Ablating Strike > Sweeping Strike > Ablating Strike requires 213% +recharge (enh and buffs) in Blinding Feint, 187% +recharge (enh and buffs) in Sweeping Strike, and 313% +recharge (enh and buffs) in Ablating Strike. This is by far the best damaging chain.
Vengeful Slice > Empower is going to be your worst chain because it includes the 3 powers with the worst Damage per Activation in DB and has the longest time between casting Blinding Feint (meaning a lower overall damage buff). Empower only gives an extra 10% +damage and will only work about every other time due to a bug.
Blinding Feint > Attack Vitals will be your best compromise. It gives good DPS without outrageous recharge requirements. It needs 127% +recharge (enh and buffs) in Blinding Feint, 8% +recharge (enh and buffs) in Ablating Strike, 96%+recharge (enh and buffs) in Vengeful Slice, and 108% +recharge (enh and buffs) in Sweeping Strike. -
I'm not going to bother arguing because I'm familiar with your type. Suffice it to say everyone is entitled to their opinion, but many of your "facts" are just plain wrong.
This is the first and last thing I will bother saying in this thread, though anyone is free to PM me or /t me in game @lost 1.
Have a wonderful day. -
Quote:Accounting for arcanatime:Hmmm...curious. How much of a loss in DPS is it for Scrappers, if you replace Quick Strike with Focused Burst?
On a Stalker is looks to only be a small decrease, from 59.4 to 57.4.
that small of a decrease with an even easier recharge requirement, and well, FB is just fun imo...
So what are the thoughts on that?
BB > SB > QS > BB > SB > CS - 66.821
BB > SB > FB > BB > SB > CS - 64.573
Since you are able to slot an extra purple damage proc into the FB chain and it requires substantially less recharge for CS, I consider them about equal.
Edit: Also of note, I currently run the before mentioned FB chain and have no issue maintaining 5 PS stacks though I do tend to lose one briefly shortly after CS. -
It is still possible to achieve extremely high ST DPS with 1.66 in AS.
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When considering primary only, DB and Katana also have the potential to match or exceed FM in high end builds due to their better use of procs. Both can slot two -res procs (with 3 chances to fire) and two purple damage procs (with 3 chances to fire) for their high end chains vs FM being able to only slot one purple proc.
FM has the edge when considering DPS in a non-optimized build since it is far easier to achieve high numbers with FM than the other two.
A real question mark is how much impact the Lethal damage of those two sets affect its damage output vs. Fire/Smashing of FM. -
There goes Lyger, making us look bad... again. :P
The reason SS/Elec can do more than SS/Fire is because of recharge and more unsuppressed movement. The less downtime between mobs, the more you are killing and the more your AoEs are up, the more you are killing.
While on paper, Fiery Embrace may look pretty good, the +damage gets washed out by Fury+stacked Rage. And even though Blazing Aura does more damage than Lightning Field, it is likely only going to tick once or twice on a mob before they're dead.
As to why you aren't able to get higher numbers, I really couldn't say anything without seeing your build, the map, and play style. -
FWIW, I hit 305 DPS against a pylon on my DB/Elec with only one external buff (a single Speed Boost)
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Quote:I also had a sizable damage buff from set bonuses and had several procs in LF, not to mention the -res procs (Achilles' Heel and PvP) in the build (not in LF specifically).I admit, I didn't look at it too closely before. For the sake of argument, let's see:
Lightning Field deals 12.51 dmg every 2 seconds, or 6.255 dps, unslotted. Add in enhancements (95%) and double slotted Bliding Feint (37.5 * 2 = 75%) or 170% +dmg. Apply that to Lightning Field for a final dps increase of 16.8885 (6.255 * 2.7). If you want to count the 5% chance to miss, that'd drop it to ~16 dps.
Your final dps was 262 while Shred's was 223, a difference of 39 dps, over double our estimate for Lightning Field.
On the other hand, however, it's possible Shred spend more time healing back damage than you did, assuming he took Aid Self. That could be a significant hit if he was unlucky enough.
I actually tested with and without LF to see how much damage it did. I got 235 DPS without LF and 260 with LF. I got 262 after adding in Melt Armor and Assault.
In the end, the real comparison would be between 235 and 223, which doesn't seem too unreasable to me. -
Quote:My 262 isn't so much of an outlier once you take into consideration that SR doesn't have a damage aura.
223 Dual Blades/Super Reflexes - Shred Monkey (added since Shadowsylph is such an outlier)
Between Lightning Field generating about 30 DPS or so (don't remember the exact number) and the fact that a lot of damage and debuff in my build was from procs, it ends up being a pretty reasonable difference. -
Quote:Regarding the first quoted statement, as Wulf has already said, the -50 hold on the greens hasn't changed over the past several issues (during which we have taken Hami down countless times without the current issue from the greens). Also, the greens are very much using their 2 click powers. I watched them do it myself.As for the bug I did find, apparently instead of having 50 points of hold Protection, the green mito has 50 points of hold mag preapplied, meaning it is permaheld already. That is causing it to not use it's 2 click powers.
EDIT: Note the that zone version of the Healer works properly, only the mission version had the hold issue.
Regarding the second quoted statement and as Wulf said previously, the zone version is certainly not working properly. The regen/resistance bubble was not dropping despite well more than enough holds. Approximately 3 times as much hold mag as we have previously successfully held and defeated the greens. -
Quote:I disagree personally. DA is a pretty big hit to DPS so the less you have to cast it, the better.
defense isn't really needed because of how stupidly easy it is to stack DA
5%-10% extra defense is a substantial amount if you only single stack it. Also, if you have less than 15% global defense, you will still have to slot it to get soft cap with 2 stacks. -
LotG: +Recharge
LotG: Defense
Kinetic Combat: Accuracy/Damage
Kinetic Combat: Damage/Endurance
Kinetic Combat: Damage/Recharge
Kinetic Combat: Damage/Endurance/Recharge
Accuracy: 22.94%
Damage: 85.45%
Defense: 41.29%
Endurance: 41.29%
Recharge: 41.29%
+7.5% global recharge
+10% regen
+1.5% HP
+3.75% S/L, 1.88% M defense
I have 63% global +accuracy in the build so the low acc is not a problem.