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My Fire/Shield Scrapper, 6 more hard core Scrappers and one random defender who can door sit. We will die well and repeatedly, serve our time in dev-enforced purgatory, then drink with the fallen in Valhalla.
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Quote:I wouldn't necessarily detect minor recharge issues. See, I'm quite aware that our model could be a bit off, so I always try to target a little more recharge than I theoretically need. I just want to be safe. Also, none of my mains are relying on a power like Follow Up to significantly boost damage through stacking, so if there's an extra twentieth of a second delay, unless I get the not ready noise, I'll probably never know. I'll be off by a couple DPS, but that will be drowned in the significant variation of pylon run to pylon run....This would effectively add about 0.132s to the recharge of every power - this seems unlikely to me to have escaped the notice of the DPS gurus around here for so long...
An extra tick of delay, yeah, I think someone would have noticed by now. But a small fraction of one, or something "random" that would feel like an occasional glitch? Perhaps it could have slipped by unnoticed.
Actually, I think I can answer fairly conclusively about a full extra tick. There isn't one, or at least it isn't that simple. On my latest project, Fire Sword Circle recharges in exactly 5.63 seconds according to Mids'. It has to recharge in 5.676 seconds according to our standard model. So I'm meeting the required recharge by only 0.046 seconds. No recharging sound.
Actually, let me calculate it myself since 5.63 doesn't have quite enough precision. Base recharge is 20, 92.75% enhancement in the power pre-ED, so with ED it should be exactly 88%+(0.7%*(92.75%-90)) = 89.925%, which is consistent with the 89.92% reported by Mids'. Plus 165% global and 100% base, so 354.925% recharge. So the attack should recharge in exactly 5.6349933... so 5.6435 seconds. So I'm meeting the required recharge by only 0.0410 seconds. That's much closer than I like to cut it, but I had an easy fix if there were problems, so I was willing to take the risk this time.
I suppose 41 ms is comfortably over the 20-30 ms jitter. And maybe "jitter" is a nice, no-technical term for why Bill sometimes got the not ready sound, and sometimes didn't. I'd like a more technical explanation, but I'll take what I can get.
It's also been months since I've tested a DPS prediction against reality, and the last time I did it, I was off by about 15 DPS (in my favor, fortunately). I wasn't able to explain it, didn't do further testing, and then eventually stopped worrying about it and simply enjoyed playing the character with his unexpected damage potential. DPS predictions for my other two mains were right on target, though, or perhaps I should say seemingly within sampling error after multiple pylon runs. I haven't made a DPS prediction for my latest endeavor, and it's not quite complete and ready for pylon testing.
Edit: Or maybe I'm retarded. I've mostly been regular missioning while I fill in his build. He doesn't really get to run a full chain during missions - too busy hitting AoEs. I'm running the Praetorian arc now, which gives me a chance to run my chain on the elite bosses (this build is not AV quality). And I just noticed the not ready sound twice in a row. And I've got full recharge now, so everything should be fine. Hmmm, just faught Marauder, and 6/6 chains had no problem. OH! I bet Dominatrix has recharge debuffs. Anyone know for sure? Her powers appear to be missing from paragonwiki. -
I don't have one, but I've heard it works great. It should.
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I agree. If you're approaching the DDR cap, I'd rather have Grant Cover than One with the Shield. For me, it's probably a matter of consistency. Grant Cover avoids the lows (cascading defense failure) by sacrificing the highs (One with the Shield). Besides, as highs go, One with the Shield isn't very high. Both are "want to have" instead of "must have", though. And come I19, you'd almost certainly take both if you weren't able to fit them in with I18.
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You always emphasize defense bonuses over resist bonuses. It's that simple. Sad, but true.
Not to say you neglect resistance, but it's not where you spend your IO bonuses for the most part. It's just a matter of taking the powers available to you and not skimping on the slotting. -
Bah, my old thread with a title like "Are we calculating required recharge time correctly?" appears to have been eaten. We discussed a lot of these issues, did some testing, and concluded... maybe, maybe not.
Now, at the time, I think I knew what I was talking about, but it's long since been purged from my cache so now I'm officially stupid and everything I say is suspect. But I believe I'd listed out a lot of possibilities for when recharge began and when it ended. Some people tested some of the cases. It was inconclusive. We saw some anomalies, but for the most part, things matched our "normal" understanding - start recharging after the Arcanatime delay has elapsed, not immediately after the cast time. But recharge only needs to be complete by the instant you need the power.
One of the possibilities in the matrix should have been this: recharge begins immediately on expiration of the cast time, BUT needs to be complete by the end of the cast time of the final other attack. If that were the case, the required recharge would have a small "random" variation around our normal calculations, leading to occasional anomalies during testing.
I THINK we did the earlier testing by looking for how much a power like Follow Up or Blinding Feint stacked, rather than listening for the recharging noise (which seems a little unreliable to me, such as in the 9 of 17 tests got the recharging noise - shouldn't it be all or nothing?). However, seems like the stacking itself opens up additional questions, since you can ask a separate question about exactly when the buff begins and ends. However, I THINK that's a known, so wouldn't be an issue in practice (?).
Arcanaville might have a better testing procedure, but if I were testing this, I suspect what I'd do is again make a matrix of the possibilities we've thought of. Does recharge START immediately on expiration of the cast time? At the next tick? One tick after that? Something else since there's really two server ticks? Then the same question for when recharge must be complete. You get a matrix of possibilities. Then it's a matter of testing and eliminating possibilities until only one remains.
On the other hand, it seems like what Jade Dragon proposed wouldn't even be in a simple matrix like this, so maybe I'm off base.
Anyway, it won't surprise me in the least if the way we currently do our recharge calculations is wrong. But the real answer will be CLOSE, because MOST of the time, everything behaves as expected.
Me, I'm lazy, and I will wait for the answer unless I get a command from on high to do some particular test. -
Looks like you did well for an end game build. Soft capped melee and lethal with a double stack, good ranged and AoE. Good recharge. Good resistance. Over 90% to hit +4s without Focused Accuracy. Capped hit points with perma Dull Pain, but not by a large margin so there's not a lot of waste. Moment of Glory in barely over a minute. Endurance is probably sustainable, though I haven't checked.
Without digging in, the only thing jumping out at me is your slotting of Gambler's Cut and Golden Dragonfly. In Gambler's Cut, swap out the damage/recharge for the damage proc. That adds over 30 points of damage to your most frequent attack, and it still recharges plenty fast. Assuming you're settling for the survivability chain instead of DPS chain (for which you'd need different tweaks), do the same in Golden Dragonfly for almost 30 points of damage.
If money is no issue, consider picking up a Gladiator's Armor +3% defense, but availability is low, and honestly, it won't make nearly as much difference in this build as in most. You could also consider the Shield Wall +3% resistance, and I'm not just saying that because I have one up for sale.
If you're willing to suffer the inconvenience, you could Ninja Run instead of Super Jumping, and add in Assault for that extra bit of damage. Probably not worth the trade off for most people, at least until you can pick up Hurdle in I19. But my theory is that I'd rather carve through the mission faster than get to the mission faster. And I'd personally go with Tactics over Focused Accuracy, but it's probably arguable either way.
Lookin' good. -
It's normal for Scrappers if you know what you're doing. It's normal for Regens if you REALLY know what you're doing.
My Regen is the least survivable of my three IO'd out AV soloing Scrappers.
And yes, well-built Tanks can survive everything well-built Regens can and much much more. If they're not well-built, all bets are off.
Yes, the DPS of a Regen will necessarily be less than some other secondaries. Slightly less. I'd say it's similar to having click mez protection. Not an issue of any importance unless it just annoys you to be not attacking for a second every now and then, unless it's interfering with your Scrapper-lock. -
Here's one of my spreadsheets with some sample builds and how I calculated DPS, endurance use, required recharge, and so on for them. Also a bit of explanation of how I calculate damage for each attack. There may be some errors here and there. Martial Arts is obviously incomplete. Some of the numbers may also be out of date, as this is from several issues ago.
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I'd think that a Shield Defense/Dark Melee Tank should do better overall DPS than proc stacking with Dual Blades. The debuff procs are nice, but they're not as nice as the buff from Shield Defense and Soul Drain. Mind you, I haven't looked at Tanker numbers; I'm just making some assumptions based on Scrapper experience.
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Quote:Most of these differences have already been quantified. What hasn't been quantified is what happens if the attack cycles again in less than ten seconds. Since the debuffs don't stack, the second attack gives you less average damage. Doubling your attack rate from once every ten seconds to once every five seconds doesn't double the average damage contribution of the debuff; it takes you from +3.8% to +6.878% (vs. +7.6%). A damage proc doubles. And while we're on the subject of not stacking, my understanding is that the debuffs don't even stack from Achilles' Heels being used by your teammates, so two teammates using Achilles' Heels will similarly not quite double the damage contribution of the debuff procs. Straight damage from damage procs, of course, does "stack", so doubles normally. Another minor point in favor of straight damage procs.The purple proc only helps your attack and it only provides a benefit when the slotted attack is used. How many times can that attack be used in ten seconds?
AH helps everyone's attack on any target hit by the proc. It's no longer just X more of your own damage, whatever that might be, it's X more of everyone's damage and it lasts for ten seconds worth of attacks. If the attack cycles again in that time, you may get even more targets.
Quote:I don't know if an attack can really be saved on lower-tier targets by choosing a damage proc or an AH proc over just SO-slotting.
Quote:When it comes to taking down bosses, EBs, and AVs faster, will that AOE proc do more damage faster than your teammates' additional damage will?
Quote:When you've got three Freak Tanks or whatever standing around, what's going to be better?
Quote:At 40dps per team member, another 20% is 8dps per team member or 64dps for a team of eight. Over ten seconds, that's 640 additional damage from the AH proc alone, in addition to 3200 from the team. With 3840 a lot of stuff will be long since dead, though, right? Great! At what point in that ten second continuum does damage stop being necessary? The sooner, the better.
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My understanding is that resistance debuffs are resisted by resistance. The net effect is that a 20% debuff is always a 20% buff to damage, unless there are additional ways to resist the debuffs. AV purple triangles don't do it. I wouldn't think NPC tier 9s would either.
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Sorry, yes, I got halfway confused with Grant Cover. Oops.
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Phalanx Fighting grants YOU 3.8% defense, UNENHANCEABLE. It also buffs the defense of nearby party members (8 feet), and that's the part that's enhanceable. The self buff is not. That's why you're noticing no additional defense from enhancements.
Edit: No, as others say, Grant Cover is the one that buffs party members. Phalanx Fighting works as others have stated. -
EVERYTHING should be affected by the -resistance. It doesn't matter what the source of the damage is unless they've added some weird flags to it. That seems highly unlikely. It should just be straight -resistance.
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Quote:OMG WTF BBQ? Do I need to get back to work on leveling my DPS tank? Why am I playing all these stupid Scrappers? If you need me, I'll be on the Tanker forum!Tanker tier 1 attacks have an automatic 20% resistance debuff
(Seriously, that's pretty awesome. That's what I get for not paying attention to game changes, particularly for other ATs.) -
Quote:I'm not saying it's bad that your AoE does damage. Obviously its best if your AoE does an infinite amount of damage and wipes out the entire spawn instantly. But if it DOES, then slotting the AH proc (or any proc) is completely useless.You're arguing for most possible damage over time attributable to the proc and the proc alone. That's why you keep talking about it being a good thing if the AH-slotted attack does no damage. It's also where I think you're going wrong.
I'm arguing for least time used, encounter to encounter, as the valid measure.
If your AoE does infinite damage, the AH proc is completely useless. Everything is already dead.
Again, obviously the more damage your AoE does, the faster you'll move through the spawn, in direct opposition to the sequence above. But the more damage your AoE does, the more likely it is that a regular or purple proc will move you EVEN FASTER through the spawn than the Achilles' Heel.
If your AoE does 1000 points of damage, the AH proc is useless on minions and lieutenants. They're already dead.
If your AoE does 500 points of damage, the AH proc is useless on minions. They're already dead.
If your AoE does 0 points of damage, the AH proc is useful even on minions. It'll be a good buff to follow up attacks.
The reason I'm arguing for damage done attributable to the proc is that damage done is time saved. We're choosing between slotting an Achilles' Heel and a damage proc. We're choosing between time saved by an Achilles' Heel and a damage proc, attributable to the proc alone. We're choosing between damage done by an Achilles' Heel and a damage proc, attributable to the proc alone. Because we're comparing procs. -
Quote:Well, basically, it's a poor build and would probably cost 6-7 billion. Granted, some marketeers pull in a couple billion per week, so that's not necessarily a stumbling block, but it's sure not just a billion or two. However, someone with a decent cheapo build would be more survivable AND probably put out better damage, so all that influence is being spent for nought.O_o Troll?? this is a realy Q not a lets f around with some scrapers... to be honust i think the whole "stack DA" is retarted and wont work. but hearing it from one of u well atleast give me some grouds of look a pro says it wont work so give up on the idea...
I'll assume high budget, and go over some of the basics:
- Attack Chain: Golden Dragonfly (+250% recharge, 3.43 seconds) -> Gambler's Cut (+90% recharge, 1.58 seconds) -> Soaring Dragon (+135% recharge, 3.83 seconds) -> Gambler's Cut
- Defense: Melee, ranged and AoE at 45% to 47% (definitely not lower, and mostly useless going higher)
- Only use Divine Avalanche while leveling. Then drop it. It has almost no place in an end game build.
- Achilles' Heel in Gambler's Cut
AV soloing no temps no insps has additional "requirements":
- Aid Self OR Physical Perfection and a huge amount of regeneration
- Sustainable endurance - rough guess, but probably endurance reducers instead of recharge in Soaring Dragon and Golden Dragonfly, plus over 4 EPS recovery
I'm sure I'm missing a ton of things. Just thought I'd cover very basic basics to start with. -
Gah! I thought I answered this hours ago, but I didn't finish. Looks like 86% in Blinding Feint (6.47 seconds), 71% in Sweeping Strike (6.47 seconds) and 52% in Vengeful Slice (5.28 seconds). I suspect you can do better than the Gaussian proc if you have a spare slot in Blinding Feint. Also, it's nice to have a full Gaussian set.
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I'd want Aid Self on an end game build if I could get it. Healing is an important part of survivability for those no inspiration challenges. For leveling, I'm satisfied with greens. They're faster, and if you're soft capped to melee and one purple from soft cap to ranged and AoE, the incoming damage in most normal missioning is unlikely to exceed the drop rate of greens. But whether it's Aid Self, greens, or something else, I do agree that all my toons need some way to heal themselves.
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A purple proc is 33% likely to fire instead of 20%. So the break even with a purple proc is at 1060 hit points, not at 643 hit points. For 1060 damage, you do 883.33 damage, and the proc does 176.67. 20% chance of 176.67 damage is 35.334 points of damage on average. 33% chance of 107.1 damage is 35.343 damage on average. Also, that 1060 is hit points left AFTER your debuffing attack, so the number of enemy hit points to hit that break even is higher still. Still, for an early-in-the-fight attack on a boss or above, the debuff proc is the winner. But for lieutenants, the purple proc is simply better, and the regular damage proc is at least arguable based on damage likely already done before the proc takes effect, and the advantage of damage now vs. damage later.
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Quote:Yeah, endgame endurance is typically resolved by throwing tons of influence at the problem, plus sets often have decent endurance reduction. In fact, I've recently started hording Performance Shifter procs and Numina and Miracle uniques. That way, even when I'm too lazy to frankenslot, I can just pop in a few IOs to deal with the problem, at least temporarily.And once you've matured the build a bit you can easily eliminate end issues with a bit of set IO slotting. My BS/Shield at 50 runs 8 toggles full time and has effectively unlimited endurance... unless a group of Carnies get lucky with their death drain or a Malta Sapper likewise gets lucky my blue never drops below 90%.
Gift of the Ancients 4 slotted in defenses does wonders for +end and +recovery.
My general strategy (up until the hording of expensive IOs for use on leveling characters) looked like this:
- 1-19: slot nothing but accuracy and endurance reduction in attacks
- 20-33: get by with Stamina and whatever endurance slotting is necessary, pick up the Atlas Medallion when convenient
- 34-49: respec into final attack chain, frankenslot to meet needs of attack chain and reduce endurance, pick up Portal Jockey
- 50: sets and expensive IOs if I like the character enough, else retire
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Quote:Either I'm completely missing your point, or you're completely missing mine. So I'll try again taking a slightly different approach.Depends how much later and how many people benefit. One character getting off one hit in two seconds or eight characters getting off eight hits in two seconds. Most cases would fall in between. An extra 71.8 isn't likely to be the deciding factor, but an extra 20% across the board (and that 20% of real damage, not base damage) can be.
You and your full team encounter a full spawn with 2 bosses, 3 lieutenants and 5 minions. You get to the team first and launch your AoE, which does no damage of its own other than the proc. You and the team then wipe out the entire spawn in the next 10 seconds. This situation is the best possible scenario for the debuff compared to straight damage procs. Taking the average of the procs across many such spawns.
Achilles' Heel: 86 * 2 bosses + 27 * 2 lieutenants + 14 x 5 minions = 296 damage
That's your ideal. Now maybe this is what you mean when you say that looking at max damage (I assume you meant damage instead of usage) isn't the ideal. I would argue here that even though the purple proc does more overall damage, the Achilles' Heel is more useful, because it preferentially targets the bosses for additional damage. If bosses are what typically survive the longest in large spawns on large teams (as I assume to be the case), then this preferential damage will speed things up slightly on average. So I would argue here that the Achilles' Heel is better than the purple proc for this situation.
Damage Proc: 14 * 10 mobs = 140 damage
Purple Proc: 35 * 10 mobs = 350 damage
But this situation was an ideal situation. The first obvious deviation from this ideal is that your own AoE attack does damage. Just to have a number, I'm going to use my The Lotus Drops from my Katana/Dark. Looks like it does 277 damage under Build Up. That seems reasonable to use. Now everyone has fewer hit points for the proc to help with. Now it looks like this:
Achilles' Heel: 76 * 2 bosses + 18 * 2 lieutenants + 4 * 5 minions = 208 damage
Looking worse. Damage on bosses is still good, so maybe it's still better than a purple proc. But getting more realistic, hopefully the tank is leading the charge, and is probably using AoE to help get control of the situation. And others are probably itching to do damage as well, so you aren't likely first AoE every time. So on average, they'll have taken somewhat more than that 277 damage before your debuff kicks in. Let's say they've taken 600 points of damage - the minions are all dead, and the lieutenants are hurting.
Achilles' Heel: 66 * 2 bosses + 7 * 2 lieutenants = 146 damage
But maybe you're not fighting +0. Maybe you're fighting +2. Do normal teams carve through a +2 spawn with bosses in ten seconds? Eh, let's say they do. Your 600 points of damage is now only 480 points, and the other procs are at reduced damage:
Achilles' Heel: 70 * 2 bosses + 11 * 2 lieutenants = 162 damage
And so it goes. My general observation would be that the purple proc usually simply does more damage. A further advantage of this is that the damage is all up front, so is more useful for mitigation through such things as finishing off minions or lieutenants more quickly while you pound on the bosses. But the Achilles' Heel is useful for its preferential targeting of bosses for additional damage during the course of the fight. This is less useful up front, in mitigation, and does less damage overall. But if you can take the bosses out that much faster, you should be able to finish the fight that much faster, as bosses probably tend to last the longest.
Damage Proc: 11 * 10 mobs = 110 damage
Purple Proc: 28 * 10 mobs = 280 damage
Coming clean, my Fire/Shield has a Fury of the Gladiator proc in Fire Sword Circle. Why? Well, mainly because he already has the purple proc. But I'm also banking on the preferential damaging of bosses to hopefully speed my progress through spawns solo. And because the toon has serious AoE, so is more likely to get at least SOME damage from the proc on things other than his primary target (bosses). And because Fire Sword Circle is part of his "single" target attack chain.
Now, having covered all that, I perhaps still simply don't get what you're trying to say, but I'll try. I think you're trying to say that the average damage done, and when it is done, isn't what is most relevant. What is most relevant is how likely the proc is to save time/attacks/endurance.
You are correct! But that doesn't make the Achilles' Heel any better compared to its rivals. Ignoring WHEN the damage is done, the chance of some damage saving an attack (and thus time and endurance) down the line is basically a direct correlation with the damage done. This is all about the law of averages. Even ONE more point of damage might (though it's very unlikely) save an attack. Your AoE does 277 damage. Your teammate's AoE does 152 points of damage. The minion has 1 hit point left. A proc that does one hit point of damage may save an attack. How likely is this scenario? Not likely, but only because it's a single hit point. A proc that does 107.1 hit points, though, is MUCH more likely to save an attack. I'd say 107.1 times as likely on average as a first pass.
Now that's just minions. The Achilles' Heel is significantly more likely to save an attack on a boss if it fires, but that is already reflected in my numbers, in the way that I calculate significantly more damage for the Achilles' Heel on bosses than on minions.
Now what about the idea of damage NOW instead of damage in the form of a buff? Damage NOW is more likely to save an attack. The trivial case of this is when damage now finishes off the enemy. A buff would require hitting the enemy again. What about our boss situation, first part of the fight? Damage now will hardly make a dent. But so that we're comparing apples to apples, let's say the damage proc does 300 damage now as opposed to 300 damage in the form of buffs to later attacks. Well, damage now is damage in the bank. It applies even if the boss runs off around a corner. It applies even if the team doesn't finish the boss off in the next ten seconds. It may not be MUCH more likely to save an attack, but it is MORE likely, as long as the average damage (as I calculated above) is equal. Now, the average damage of an Achilles' Heel on a boss actually dwarfs the average damage of regular or purple procs. But THAT is the reason it is better on bosses, not some advantage to delaying damage. And that damage difference is already accounted for in everything I've calculated.
Jesus why did I write all that? -
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Quote:OK, we can look at it in those terms. Regular damage procs in AoEs usually do more damage, and do it now. Resist debuff procs usually do less damage, and do it later. More damage now saves more time/attacks/endurance than less damage later.Reducing the number of attacks required to take down multiple opponents is a great thing, whether those opponents are minions or bosses. It won't always work out that way, but it will sometimes and it'll be worth it at those times.
For that reason, I would argue that looking at any proc, damage or AH, in terms of maximum usage isn't the ideal. Instead, look at them in terms of time/attacks/endurance saved.