More than you EVER wanted to know: Build Up & Aim


Arcanaville

 

Posted

After seeing countless threads concerning whether or not a build should include Build Up and/or Aim, I've decided to present a couple of values that may help you in your decision making process.

First of all, if you haven't already, read these two fantastic guides by Arcanaville: Guide to Calculating Recharge and Guide to Defense

These guides both explain how to calculate two of the values we're most interested in for Aim/Build Up: their recharges when slotted (and with Hasten) as well as the impact of their +tohit values. Arcanaville's guides are handy enough that you won't regret having read them solely for the purposes of better understanding this guide.

On to the numbers:

Aim
Base attributes are as follows:
90 second recharge
5.2 endurance cost
1.17 second activation time
+37.5% Tohit for Blasters; 50% for Defenders; 42.5% for Corruptors, Dominators
+62.5% Damage for Blasters; 50% for Defenders; 42.5% for Corruptors, Dominators

Build Up
Base attributes are as follows:
90 second recharge
5.2 endurance cost
1.17 second activation time
+15% Tohit for Blasters; 20% for Scrappers, Tankers, Brutes, Stalkers; 18% for Peacebringers
+100% Damage for Blasters, Scrappers; 80% for Tankers, Brutes, Stalkers; 72% for Peacebringers

Recharge Values
Note: Hasten is the only recharge-enhancing power available to all archetypes with BU and Aim, hence I’m only showing calculations utilizing it, particularly due to its ubiquity among players; obviously, powers like Siphon Speed available to Corruptors/Defenders and Lightning Reflexes for Brutes will make these values even better, but I’m leaving it in your hands to calculate those IO Recharge values will also have quite an impact. Familiarize yourself with Arcanaville’s guide to calculating recharge, and apply what you learn to the below calculations for any differences in recharge rates to calculate your own recharge values, damage buffs, etc.
Aim and Build Up's recharge rates slotted with 3 even-level SO's, no Hasten:

3 even-level SO's provide a recharge buff of +95%;
(90 seconds)/(1 +.95) = 46.2 seconds
46.2 seconds + 1.17second activation time = 47.37 seconds
47.37-10s= 37.37 seconds of downtime, 10 seconds of uptime.

Aim and Build Up's recharge rate with 3 even-level SO's AND Hasten slotted with 3 even-level SO's:
Hasten has a cycle time of 188.43;
Aim/Build Up's cycle time while Hasten is up is 120(1 + .95 + .7) = 318;
Aim/Build Up's cycle time while Hasten is down is 68.43(1.95)= 133.4385
In one complete Hasten cycle, Aim/Build Up ticks for 318+133.4385= 451.4385 seconds.
On average, Aim/Build Up needs 90/451.4385 = cycles of Hasten, therefore Aim/Build Up recharges in .199 cycles of Hasten, or .199(188.43)= 37.50 + 1.17s activation= 38.67 seconds
38.67s-10s= 28.67 seconds of downtime, 10 seconds of uptime.

Aim's Average Damage Buff

Using the values previously obtained for Aim's recharge, Aim with 3 recharge SO's and no Hasten offers the following average damage buff:
37.37 seconds of downtime operating at 100% damage and 10 seconds of uptime operating at 162.5% damage;
(37.37s(100) + 10s(162.5))/47.37 total seconds = 113.19% average damage,
and a +13.19% average damage buff for Blasters.
For Defenders: +10.56% average damage buff
For Corruptors, Dominators: +8.97% average damage buff

Aim with 3 recharge SO's AND Hasten offers the following average damage buff:
(28.67s(100) + 10s(162.5))/38.67 total seconds = 116.16% average damage,
and a +16.16% average damage buff, or roughly a DO’s worth of damage to all powers for Blasters.
For Defenders: +12.93% average damage buff
For Corruptors, Dominators: +10.99% average damage buff

Build Up's Average Damage Buff
Using the values previously obtained for Build Up's recharge, Build Up with 3 recharge SO's and no Hasten offers the following average damage buff:
37.37 seconds of downtime operating at 100% damage and 10 seconds of uptime operating at 200% damage;
(37.37s(100) + 10s(200))/47.37 total seconds = 121.11% average damage,
and a +21.11% average damage buff, slightly less than adding a TO and a DO to all powers for Blasters and Scrappers.
For Tankers, Brutes, Stalkers: +16.89% average damage buff
For Peacebringers: +15.20% average damage buff

Build Up with 3 recharge SO's AND Hasten offers the following average damage buff:
(28.67s(100) + 10s(200))/38.67 total seconds = 125.86% average damage,
and a +25.86% average damage buff, roughly adding a TO and a DO to all powers for Blasters and Scrappers.
For Tankers, Brutes, Stalkers: +20.69% average damage buff
For Peacebringers: +18.62% average damage buff

NOTE: Damage is an ADDITIVE value. This means that even if you have an attack 3-slotted with SO damage enhancements, Aim will still provide an average damage buff of + 13.19%. If your attacks are slotted with 3 SO's of damage, they're slotted +95% damage. If they're slotted with 3 SO's of damage and you use Aim as slotted above, they are effectively slotted with +108.19% damage.

Average damage values:
Aim + Build Up 3 slotted, no Hasten = 34.3%, roughly adding a SO to all damage powers for Blasters.
Aim + Build Up 3 slotted + Hasten = 42.02%, adding more than a SO to all damage powers for Blasters.
Attack unslotted= 100%
Attack slotted with 3 damage SO's = 195%
Attack slotted with 3 damage SO's + 3 slotted Aim= 208.19% for Blasters.
For Defenders: 205.56%
For Corruptors, Dominators: 203.97%
Attack slotted with 3 damage SO's + 3 slotted Build Up= 216.11% for Blasters, Scrappers.
For Tankers, Brutes, Stalkers: 211.89%
For Peacebringers: 210.20%
Attack slotted with 3 damage SO's + 3 slotted Aim + 3 slotted Build Up (alternating between them) = 229.3% for Blasters.
Attack slotted with 3 damage SO’s + 3 slotted Aim + Hasten= 211.16% for Blasters.
For Defenders: 207.93%
For Corruptors, Dominators: 205.99%
Attack slotted with 3 damage SO’s + 3 slotted Build Up + Hasten= 220.86% for Blasters, Scrappers.
For Tanks, Brutes, Stalkers: 215.69%
For Peacebringers: 213.62%
Attack slotted with 3 damage SO’s + 3 slotted Aim + 3 slotted Build Up (alternating between them) + Hasten= 237.02% for Blasters.

For + average damage percentage comparison purposes:
An even level SO= +33.33%
An even level DO= +16.67%
An even level TO= +8.33%
Assault for relevant archetypes:
Blaster, Tanker, Scrapper, Brute, Stalker= +10.5%
Defender= +18.75%
Peacebringer= +13.5%
Corruptor= +15%
Dominator= +11.25%

Burst Damage
Average +damage is very handy, but it’s just as important to know the burst damage values of using Aim and Buildup, an attribute that gives these buffs distinct advantages over a constant buff such as Assault.

While neither buff is operating, an attack unslotted operates at 100% damage and an attack 3 slotted with damage SO’s operates at 195% damage.

While Aim is operating, for 10 seconds:
Attacks slotted with 3 damage SO’s = 257.5% damage for Blasters.
For Defenders: 245% damage
For Corruptors, Dominators: 237.5% damage

While Build Up is operating, for 10 seconds
Attacks slotted with 3 damage SO’s = 295% damage for Blasters, Scrappers.
For Tanks, Brutes, Stalkers: 275% damage
For Peacebringers: 267% damage

While both Aim and Build Up are operating, for 10-1.17=8.83 seconds
Attacks slotted with 3 damage SO’s = 357.5% damage for Blasters.

Tohit Values, General
It’s also worth noting that both Aim and Build Up have *very* sizeable buffs to accuracy, by increasing tohit. Below is analysis for their average boosts to accuracy, as well as their burst boosts to accuracy. All calculations are done assuming Aim and Build Up are unslotted for +tohit, because recharge is the enhancement of choice for these powers. The calculations assume that they are slotted with 3 Recharge SO’s. Obviously, slotting +tohit enhancements or Membranes make these values even better.

Keep in mind that some sets have greater base accuracy than others, such as Assault Rifle, Archery, and Broadsword, which are not included in these calculations. Individual powers within some sets, such as Snipe powers, also have greater than normal accuracy.

1 Accuracy SO + conventional attack:
(75%)(1.33) versus even level enemies = 95% capped chance to hit
(65%)(1.33) versus +1 level enemies = 86.67% chance to hit
(56%)(1.33) versus +2 level enemies = 74.67% chance to hit
(48%)(1.33) versus +3 level enemies = 64% chance to hit
(39%)(1.33) versus +4 level enemies = 52% chance to hit
(30%)(1.33) versus +5 level enemies = 40% chance to hit

2 Accuracy SO’s + conventional attack
(75%)(1.67) versus even level enemies = 95% capped chance to hit
(65%)(1.67) versus +1 level enemies = 95% chance to hit
(56%)(1.67) versus +2 level enemies = 93.3% chance to hit
(48%)(1.67) versus +3 level enemies = 80% chance to hit
(39%)(1.67) versus +4 level enemies = 65% chance to hit
(30%)(1.67) versus +5 level enemies = 50% chance to hit

For +tohit percentage comparison purposes:
Tactics for relevant archetypes:
Blaster, Tanker, Scrapper, Brute, Stalker= +7% unslotted, 11% 3 slotted with SO’s
Defender= +12.5% unslotted, 19.625% slotted with SO’s
Peacebringer= +9% unslotted, 14.13% slotted with SO’s
Corruptor= +10% unslotted, 15.7% slotted with SO’s
Dominator= +7.5% unslotted, 11.775% slotted with SO’s

Aim’s Tohit Values

Aim’s “burst” bonus to accuracy:
1 Accuracy SO + Aim + conventional attack, during Aim’s duration:
(65% + 37.5%)(1.33) versus +1 level enemies = 95% capped chance to hit, increase of +8.33% for Blasters, Defenders, Corruptors, and Dominators.
(56% + 37.5%)(1.33) versus +2 level enemies = 95% capped chance to hit, increase of +20.33% for Blasters, Defenders, Corruptors, and Dominators.
(48% + 37.5%)(1.33) versus +3 level enemies = 95% capped chance to hit, increase of +31% for Blasters, Defenders, Corruptors, and Dominators.
(39% + 37.5%)(1.33) versus +4 level enemies = 95% capped chance to hit, increase of +43% for Blasters, Defenders, Corruptors, and Dominators.
(30% + 37.5%)(1.33) versus +5 level enemies = 90% chance to hit, increase of +50% for Blasters.
For Defenders, Corruptors, and Dominators: 95% chance to hit, increase of +55%

Factoring Aim’s average buff to accuracy for attacks slotted with one accuracy SO:
versus +1 level enemies, [(86.67%)(37.37s) + (95%)(10s)]/47.37 total seconds = 88.43% average chance to hit, net gain of +1.76% for Blasters, Defenders, Corruptors, and Dominators.
versus +2 level enemies, [(74.67%)(37.37s) + (95%)(10s)]/47.37s = 78.96% average chance to hit, net gain of +4.30% for Blasters, Defenders, Corruptors, and Dominators.
versus +3 level enemies, [(64%)(37.37) + (95%)(10s)]/47.37 = 70.54% average, net gain of +6.54% for Blasters, Defenders, Corruptors, and Dominators.
versus +4 level enemies, [(52%)(37.37) + (95%)(10s)]/47.37 = 61.08% average, net gain of +9.08% for Blasters, Defenders, Corruptors, and Dominators
versus +5 level enemies, [(40%)(37.37) + (90%)(10s)]/47.37 = 50.56% average, net gain of +10.56% for Blasters.
For Defenders, Corruptors, and Dominators: 51.61% average, net gain of +11.61%

Factoring Aim’s average buff to accuracy for attacks slotted with one accuracy SO, WITH Hasten:
versus +1 level enemies, [(86.67%)(28.67s) + (95%)(10s)]/38.67 total seconds = 88.82% average chance to hit, net gain of +2.16% for Blasters, Defenders, Corruptors, and Dominators.
versus +2 level enemies, [(74.67%)(28.67s) + (95%)(10s)]/38.67 = 79.93% average chance to hit, net gain of +5.26% for Blasters, Defenders, Corruptors, and Dominators.
versus +3 level enemies, [(64%)(28.67) + (95%)(10s)]/38.67 = 72.02% average, net gain of +8.02% for Blasters, Defenders, Corruptors, and Dominators.
versus +4 level enemies, [(52%)(28.67) + (95%)(10s)]/38.67 = 63.12% average, net gain of +11.12% for Blasters, Defenders, Corruptors, and Dominators.
versus +5 level enemies, [(40%)(28.67) + (90%)(10s)]/38.67 = 52.93% average, net gain of +12.93% for Blasters.
For Defenders, Corruptors, and Dominators: 54.22% average, net gain of +14.22%

Aim’s “burst” bonus to accuracy:
2 Accuracy SOs + Aim + conventional attack, during Aim’s duration:
(56% + 37.5%)(1.67) versus +2 level enemies = 95% capped chance to hit, increase of +1.7% for Blasters, Corruptors, Defenders, and Dominators.
(48% + 37.5%)(1.67) versus +3 level enemies = 95% capped chance to hit, increase of +15%. for Blasters, Defenders, Corruptors, and Dominators.
(39% + 37.5%)(1.67) versus +4 level enemies = 95% capped chance to hit, increase of +30% for Blasters, Defenders, Corruptors, and Dominators.
(30% + 37.5%)(1.67) versus +5 level enemies = 95% capped chance to hit, increase of +45% for Blasters, Defenders, Corruptors, and Dominators.

Factoring Aim’s average buff to accuracy for attacks slotted with two accuracy SO’s:
versus +2 level enemies, [(93.3%)(37.37) + (95%)(10s)]/47.37 = 93.66% average, net gain of +.36% for Blasters, Defenders, Corruptors, and Dominators.
versus +3 level enemies, [(80%)(37.37) + (95%)(10s)]/47.37 = 83.17% average, net gain of +3.17% for Blasters, Defenders, Corruptors, and Dominators.
versus +4 level enemies, [(65%)(37.37) + (95%)(10s)]/47.37 = 71.33% average, net gain of +6.33% for Blasters, Defenders, Corruptors, and Dominators.
versus +5 level enemies, [(50%)(37.37) + (95%)(10s)]/47.37 = 59.5% average, net gain of +9.5% for Blasters, Defenders, Corruptors, and Dominators.

Factoring Aim’s average buff to accuracy for attacks slotted with two accuracy SO’s, WITH Hasten:
versus +2 level enemies, [(93.3%)(28.67) + (95%)(10s)]/38.67 = 93.74% average, net gain of +.44% for Blasters, Defenders, Corruptors, and Dominators.
versus +3 level enemies, [(80%)(28.67) + (95%)(10s)]/38.67 = 83.88% average, net gain of +3.88% for Blasters, Defenders, Corruptors, and Dominators.
versus +4 level enemies, [(65%)(28.67) + (95%)(10s)]/38.67 = 72.76% average, net gain of +7.76% for Blasters, Defenders, Corruptors, and Dominators.
versus +5 level enemies, [(50%)(28.67) + (95%)(10s)]/38.67= 61.64% average, net gain of +11.64% for Blasters, Defenders, Corruptors, and Dominators.

Build Up’s Tohit Values

Build Up’s “burst” bonus to accuracy:
1 Accuracy SO + Build Up + conventional attack, during Build Up’s duration:
(65% + 15%)(1.33) versus +1 level enemies = 95% capped chance to hit, increase of +8.33% for Blasters, Tanks, Brutes, Scrappers, Stalkers, and Peacebringers.
(56% + 15%)(1.33) versus +2 level enemies = 94.67% chance to hit, increase of +20% for Blasters.
For Tanks, Brutes, Scrappers, Stalkers, and Peacebringers: 95% chance to hit, increase of 20.33%
(48% + 15%)(1.33) versus +3 level enemies = 84% chance to hit, increase of +20% for Blasters.
For Tanks, Brutes, Scrappers, Stalkers: 90.67% chance to hit, increase of +26.67%
For Peacebringers: 88% chance to hit, increase of +24%
(39% + 15%)(1.33) versus +4 level enemies = 72% chance to hit, increase of +20% for Blasters.
For Tanks, Brutes, Scrappers, Stalkers: 78.66% chance to hit, increase of +26.67%
For Peacebringers: 76% chance to hit, increase of +24%.
(30% + 15%)(1.33) versus +5 level enemies = 60% chance to hit, increase of +20% for Blasters.
For Tanks, Brutes, Scrappers, Stalkers: 66.67% chance to hit, increase of +26.67%.
For Peacebringers: 64% chance to hit, increase of +24%.

Factoring Build Up’s average buff to accuracy for attacks slotted with one accuracy SO:
versus +1 level enemies, [(86.67%)(37.37s) + (95%)(10s)]/47.37 total seconds = 88.43% average chance to hit, for Blasters, Tanks, Brutes, Scrappers, Stalkers, Peacebringers.
versus +2 level enemies, [(74.67%)(37.37s) + (94.67%)(10s)]/47.37s = 78.89% average chance to hit, for Blasters.
For Tanks, Brutes, Scrappers, Stalkers, Peacebringers: 78.96% average chance to hit,
versus +3 level enemies, [(64%)(37.37) + (84%)(10s)]/47.37 = 68.22% average, for Blasters.
For Tanks, Brutes, Scrappers, Stalkers: 69.63% average
For Peacebringers: 69.07% average
versus +4 level enemies, [(52%)(37.37) + (72%)(10s)]/47.37 = 56.22% average, for Blasters.
For Tanks, Brutes, Scrappers, Stalkers: 57.63% average
For Peacebringers: 57.07% average
versus +5 level enemies, [(40%)(37.37) + (60%)(10s)]/47.37 = 44.22% average for Blasters.
For Tanks, Brutes, Scrappers, Stalkers:45.65% average.
For Peacebringers: 45.07% average.

Factoring Build Up’s average buff to accuracy for attacks slotted with one accuracy SO, WITH Hasten:
versus +1 level enemies, [(86.67%)(28.67s) + (95%)(10s)]/38.67 total seconds = 88.82% average chance to hit for Blasters, Tanks, Brutes, Scrappers, Stalkers, and Peacebringers.
versus +2 level enemies, [(74.67%)(28.67s) + (94.67%)(10s)]/38.67 = 79.84% average chance to hit.
For Tanks, Brutes, Scrappers, Stalkers, Peacebringers: 79.93% average
versus +3 level enemies, [(64%)(28.67) + (84%)(10s)]/38.67 = 69.17% average for Blasters.
For Tanks, Brutes, Scrappers, Stalkers: 70.90% average
For Peacebringers: 70.21% average
versus +4 level enemies, [(52%)(28.67) + (72%)(10s)]/38.67 = 57.17% average for Blasters.
For Tanks, Brutes, Scrappers, Stalkers: 58.90% average
For Peacebringers: 58.21% average
versus +5 level enemies, [(40%)(28.67) + (60%)(10s)]/38.67 = 45.17% average for Blasters.
For Tanks, Brutes, Scrappers, Stalkers: 46.90% average
For Peacebringers: 46.21% average

Build Up’s “burst” bonus to accuracy:
2 Accuracy SOs + Build Up + conventional attack, during Build Up’s duration:
(56% + 15%)(1.67) versus +2 level enemies = 95% capped chance to hit, increase of +1.7% for Blasters, Tanks, Scrappers, Brutes, Stalkers, and Peacebringers.
(48% + 15%)(1.67) versus +3 level enemies = 95% capped chance to hit, increase of +15% for Blasters, Tanks, Scrappers, Brutes, Stalkers, and Peacebringers.
(39% + 15%)(1.67) versus +4 level enemies = 90% chance to hit, increase of +25% for Blasters.
For Tanks, Brutes, Scrappers, Stalkers, Peacebringers: 95% chance to hit, increase of +30%
(30% + 15%)(1.67) versus +5 level enemies = 75% chance to hit, increase of +25% for Blasters.
For Tanks, Brutes, Scrappers, Stalkers: 83.33% chance to hit, increase of +33.33%
For Peacebringers: 80% chance to hit, increase of +30%

Factoring Build Up’s average buff to accuracy for attacks slotted with two accuracy SO’s:
versus +2 level enemies, [(93.3%)(37.37) + (95%)(10s)]/47.37 = 93.66% average, net gain of +.36% for Blasters, Tanks, Scrappers, Brutes, Stalkers, and Peacebringers.
versus +3 level enemies, [(80%)(37.37) + (95%)(10s)]/47.37 = 83.17% average, net gain of +3.17%. for Blasters, Tanks, Scrappers, Brutes, Stalkers, and Peacebringers.
versus +4 level enemies, [(65%)(37.37) + (90%)(10s)]/47.37 = 70.28% average, net gain of +5.28% for Blasters.
For Tanks, Scrappers, Brutes, Stalkers, Peacebringers: 71.33% average, net gain of +6.33%
versus +5 level enemies, [(50%)(37.37) + (75%)(10s)]/47.37 = 55.28% average, net gain of +5.28% for Blasters.
For Tanks, Scrappers, Brutes, Stalkers: 57.04% average, net gain of +7.04%.
For Peacebringers: 56.33% average, net gain of +6.33%

Factoring Build Up’s average buff to accuracy for attacks slotted with two accuracy SO’s, WITH Hasten:
versus +2 level enemies, [(93.3%)(28.67) + (95%)(10s)]/38.67 = 93.74% average, net gain of +.44% for Blasters, Tanks, Brutes, Scrappers, Stalkers, and Peacebringers.
versus +3 level enemies, [(80%)(28.67) + (95%)(10s)]/38.67 = 83.88% average, net gain of +3.88% for Blasters, Tanks, Brutes, Scrappers, Stalkers, and Peacebringers.
versus +4 level enemies, [(65%)(28.67) + (90%)(10s)]/38.67 = 71.47% average, net gain of +6.47% for Blasters.
For Tankers, Brutes, Scrappers, Stalkers, Peacebringers: 72.76% average, net gain of +7.76%
versus +5 level enemies, [(50%)(28.67) + (75%)(10s)]/38.67= 56.46% average, net gain of +6.46% for Blasters.
For Tanks, Brutes, Scrappers, Stalkers: 58.62% average, net gain of +8.62%
For Peacebringers: 57.76% average, net gain of +7.76%

Build Up+Aim’s Tohit Values

For either 1 accuracy or 2 accuracy enhancements slotted, using both Aim + Build Up will cap your accuracy up to +5’s and beyond.
For burst accuracy, that means you’re increasing your tohit for 10 seconds-1.17 seconds animation time for clicking the second buff=8.83 total combined seconds. (This comes at the opportunity cost of less average + damage and less average +tohit, in exchange for higher burst amount of both).

Slotting 1 accuracy, your chance to hit is increased by
8.33% versus +1 level enemies
20.33% versus +2 level enemies
31% versus +3 level enemies
43% versus +4 level enemies
55% versus +5 level enemies
for 8.83 seconds for Blasters.

If slotting 2 accuracies, your chance to hit is increase by
1.7% versus +2 level enemies
15% versus +3 level enemies
30% versus +4 level enemies
45% versus +5 level enemies
for 8.83 seconds for Blasters.

Alternating between Aim and Build Up in your attack chain offers the following average tohit buffs:

(for purposes of clarification, all calculations involving Aim’s values will be in YELLOW and Build Up’s in ORANGE.)

Average buff to accuracy for attacks slotted with one accuracy SO:
(28.54s=downtime + two activation times)
versus +1 level enemies, [(86.67%)(28.54s) + (95%)(10s) +(95%)(10s)]/48.54 total seconds = 90.10% average chance to hit, net gain of +3.44%.
versus +2 level enemies, [(74.67%)(28.54s) + (95%)(10s) + (94.67%)(10s)]/48.54s = 82.98% average chance to hit, net gain of +8.31%.
versus +3 level enemies, [(64%)(28.54) + (95%)(10s) + (84%)(10s)]/48.54 = 74.51% average, net gain of +10.51%.
versus +4 level enemies, [(52%)(28.54) + (95%)(10s) + (72%)(10s)]/48.54 = 64.98% average, net gain of +12.98%.
versus +5 level enemies, [(40%)(28.54) +(90%)(10s) + (60%)(10s)]/48.54 = 54.42% average, net gain of +14.42%.

Average buff to accuracy for attacks slotted with one accuracy SO, WITH Hasten:
(19.84s=downtime + two activation times)
versus +1 level enemies, [(86.67%)(19.84s) + (95%)(10s) + (95%)(10s)]/39.84 total seconds = 90.85% average chance to hit, net gain of +4.19%.
versus +2 level enemies, [(74.67%)(19.84s) + (95%)(10s) + (94.67%)(10s)]/39.84 = 84.79% average chance to hit, net gain of +10.12%.
versus +3 level enemies, [(64%)(19.84s) + (95%)(10s) + (84%)(10s)]/39.84 = 76.80% average, net gain of +12.80%.
versus +4 level enemies, [(52%)(19.84s) + (95%)(10s) + (72%)(10s)]/39.84 = 67.81% average, net gain of +15.81%.
versus +5 level enemies, [(40%)(19.84s) + (90%)(10s) + (60%)(10s)]/39.84 = 57.57% average, net gain of +17.57%.

Average buff to accuracy for attacks slotted with two accuracy SO’s:
versus +2 level enemies, [(93.3%)(28.54) + (95%)(10s) + (95%)(10s)]/48.54 = 94.00% average, net gain of +.7%.
versus +3 level enemies, [(80%)(28.54) + (95%)(10s) + 95%)(10s)]/48.54 = 86.18% average, net gain of +6.18%.
versus +4 level enemies, [(65%)(28.54) + (95%)(10s) + (90%)(10s)]/48.54 = 76.33% average, net gain of +11.33%.
versus +5 level enemies, [(50%)(28.54) + (95%)(10s) + (75%)(10s) ]/48.54 = 64.42% average, net gain of +14.42%.

Average buff to accuracy for attacks slotted with two accuracy SO’s, WITH Hasten:
versus +2 level enemies, [(93.3%)(19.84) + (95%)(10s) + (95%)(10s)]/39.84 = 94.15% average, net gain of +.85%.
versus +3 level enemies, [(80%)(19.84) + (95%)(10s) + (95%)(10s)]/39.84 = 87.53% average, net gain of +7.53%.
versus +4 level enemies, [(65%)(19.84) + (95%)(10s) + (90%)(10s)]/39.84 = 78.81% average, net gain of +13.81%.
versus +5 level enemies, [(50%)(19.84) + (95%)(10s) + (75%)(10s)]/39.84= 67.57% average, net gain of +17.57%.

What the hell does this mean?
Overall, Aim and Build Up can be worthwhile contributions to both damage and accuracy. Most everyone can recognize where bursts of both accuracy and damage come in handy for these powers (i.e. quickly taking down a/more difficult target[s]), but it’s important to recognize that they also add a sizeable increase to both average damage and average accuracy. If you already have a sustained attack chain, picking up Aim and/or Build Up will be a boon to your average damage, average accuracy, as well as offer you the utility of high bursts of big damage and large accuracy. And, of course, Hasten is insane in all of the little things it allows you to improve, and Build Up and Aim are no exceptions .

All numbers were obtained from http://coh.nofuture.org.uk/powersets/powersets.php or Arcanaville’s guides.


 

Posted

wow

great job

and great title.


that's alot of info


 

Posted

[ QUOTE ]
Aim's Average Damage Buff

Using the values previously obtained for Aim's recharge, Aim with 3 recharge SO's and no Hasten offers the following average damage buff:
37.37 seconds of downtime operating at 100% damage and 10 seconds of uptime operating at 162.5% damage;
(37.37s(100) + 10s(162.5))/47.37 total seconds = 113.19% average damage,
and a +13.19% average damage buff for Blasters.
For Defenders: +10.56% average damage buff
For Corruptors, Dominators: +8.97% average damage buff


[/ QUOTE ]

One point to consider: Aim (and Build Up) have activation times, and while they are activating you can't attack. So actually, in the above example, Aim is up for 10, recharging for 37.37 seconds, and activating for 1.17 seconds. The total cycle of Aim is 48.54 seconds, not 47.37 seconds. And the damage profile of Aim is actually 37.37 seconds of 100% damage, 10 seconds of 162.5% damage, and 1.17 seconds of zero damage (on average). That means the average damage buff of Aim is:

(37.37 * 100% + 10 * 162.5% + 0 * 1.17) / 48.54s = 110.47%, or 10.47% (for blasters).


Also, more importantly, this presumes unslotted attacks. If the attacks are presumed to be slotted +95% damage on average, then in actuality the damage cycle looks like this:

(37.37 * 195% + 10 * 257.5% + 0 * 1.17) / 48.54s = 203.18%

That is 203.18-195 = 8.18% base damage increase, or 203.18/195 = 1.042 = 4.2% net damage increase.

(Note: assault is +10.5% base damage increase for blasters)

In other words, the more damage you do, the greater the penalty for standing around doing nothing but glowing yellow. Of course, if you do not have a full attack chain, then there is no real penalty for using Aim: this is an average number presuming a full attack chain.


One more little complicating factor that makes these numbers actually slightly low estimates. Because actual attacks have activation times, Aim can actually "last" a little longer than ten seconds. That's because Aim doesn't have to be up when the shot *lands* but only when it activates. If 9.5 seconds after activating Aim you fire an attack that takes two seconds to activate, then that attack will be buffed, and the net benefit of Aim will actually be, in a sense, 11.5 seconds long.


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Posted

[ QUOTE ]

One point to consider: Aim (and Build Up) have activation times, and while they are activating you can't attack. So actually, in the above example, Aim is up for 10, recharging for 37.37 seconds, and activating for 1.17 seconds. The total cycle of Aim is 48.54 seconds, not 47.37 seconds. And the damage profile of Aim is actually 37.37 seconds of 100% damage, 10 seconds of 162.5% damage, and 1.17 seconds of zero damage (on average). That means the average damage buff of Aim is:

(37.37 * 100% + 10 * 162.5% + 0 * 1.17) / 48.54s = 110.47%, or 10.47% (for blasters).

[/ QUOTE ]

I took the animation times into consideration in the calculations--46.2 seconds is the actual recharge time of Aim/BU with 3 even level SO's, the activation time is 1.17s, hence the total of 47.37 seconds--but, as you pointed out, forgot to include the time period of 1.17s * 0 damage for the activation time, instead lumping that with the unbuffed damage output.

It should actually be:
(36.2s * 100% + 10s * 162.5% + 1.17s * 0%)/47.37 total seconds

[ QUOTE ]

Also, more importantly, this presumes unslotted attacks. If the attacks are presumed to be slotted +95% damage on average, then in actuality the damage cycle looks like this:

(37.37 * 195% + 10 * 257.5% + 0 * 1.17) / 48.54s = 203.18%

That is 203.18-195 = 8.18% base damage increase, or 203.18/195 = 1.042 = 4.2% net damage increase.

(Note: assault is +10.5% base damage increase for blasters)

[/ QUOTE ]

You're totally right. I was thinking that all damage is additive for some reason, and that the enhancement slotting wouldn't have an effect on the overal +increase for some reason; even then, I'm not sure why I didn't do all the calculations using 195% damage as the baseline o.O

I'll have to redo them as representative of attacks 3 slotted with SO's for damage, as, obviously, that would be far more useful.

[ QUOTE ]
One more little complicating factor that makes these numbers actually slightly low estimates. Because actual attacks have activation times, Aim can actually "last" a little longer than ten seconds. That's because Aim doesn't have to be up when the shot *lands* but only when it activates. If 9.5 seconds after activating Aim you fire an attack that takes two seconds to activate, then that attack will be buffed, and the net benefit of Aim will actually be, in a sense, 11.5 seconds long.

[/ QUOTE ]

Another valid point; it's beneficial to stick that Total Focus at the end of the buff's duration

Thanks for the input Arcana ^^


 

Posted

So basically, AIM and BUILD UP are good things?

The number crunching is almost more fun than the game too.

Seriously though, nice work. Title is appropriate though.


 

Posted

Always knew Aim and Build Up were worth it... now this thread proves it.


Good job! =^_^=b <-- minty thumbs up


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Posted

If it means the numbers will do away, I will tell people that Aim + Build Up cure cancer.





they also invented the interwebz.


 

Posted

Great guide. ^_^