My brain needs a project.


Backwardsman

 

Posted

And here it is:

I know for claws the best single target chain (without going insane on the +recharge) is FU, Slash, Focus, Strike, Repeat.

But I don't know what the best chain is for all the other damage primaries.

So here's what I request:

If you consider yourself a master of a primary, what's your single target attack chain? I'd like the brutes to weigh in on this as well.

Please reply with this format:

Brute or Scrapper
Primary
Repeatable and sustainable attack chain
How much global recharge do you need for that chain?

The sets I'm most interested in are katana, stone melee, energy melee, dark melee, super strength and fiery melee.

Thanks!


Be well, people of CoH.

 

Posted

From Siolfir:

Brute
DM
Gloom, MG, Smite, SL, repeat
255% total recharge in MG


Be well, people of CoH.

 

Posted

I'll throw in another for DM:

Scrapper
DM
Smite, MG, Smite, SL, repeat

Once I actually calculated for server ticks, the recharge needed in MG is actually only around 243% for this chain, which is actually shorter than the previous one. I guesstimated 4.25 recharge needed on the above, the actual recharge needed is 4.5 seconds (1.125 Smite, 1.25 Gloom, 2.125 Siphon Life) which is 234% recharge in Midnight's Grasp; Smite also needs ~184% for this chain.

Like the above chain, if you're aiming for permanent Soul Drain you'll need a perma-Hasten build, and both of those chains are possible with perma-Hasten (it provides 178% global).


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Posted

Scrappers
Fire melee
Repeatable and sustainable
Incinerate, Cremate, GFS.
Forgot the recharge req, sorry.


 

Posted

Scrapper
Katana
Repeatable and Sustainable (for long AV fights)

With Divine Avalanche (for melee/lethal based enemies)
Gambler's Cut > Golden Dragonfly > Gambler's Cut > Soaring Dragon > Gambler's Cut > Divine Avalanche

Without Divine Avalanche
Gambler's Cut > Golden Dragonfly > Gambler's Cut > Soaring Dragon > Gambler's Cut > Flashing Steel

The nice thing with Katana is that you don't need tons of +recharge. I forget how much +recharge is actually needed and I'm at work so I can't go look, but I remember not needing a 5th lotg, and if you want to calculate it the +recharge requirement revoles around getting Golden Dragonfly back up in time to restart the chain. If you want to know the proc slotting I can give you that too.


@Mojo-
Proud Member of Fusion Force.

 

Posted

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)


 

Posted

[ QUOTE ]
Scrappers
Fire melee
Repeatable and sustainable
Incinerate, Cremate, GFS.
Forgot the recharge req, sorry.

[/ QUOTE ]

Incinerate requires 137% +rech.
Cremate requires 84% +rech.
GFS requires 237% +rech.


 

Posted

[ QUOTE ]
Scrapper
Katana
Repeatable and Sustainable (for long AV fights)

With Divine Avalanche (for melee/lethal based enemies)
Gambler's Cut > Golden Dragonfly > Gambler's Cut > Soaring Dragon > Gambler's Cut > Divine Avalanche

Without Divine Avalanche
Gambler's Cut > Golden Dragonfly > Gambler's Cut > Soaring Dragon > Gambler's Cut > Flashing Steel

[/ QUOTE ]

GC requires 90% +recharge for the first chain and 127% for the second.
GD requires 102% +recharge for the first chain and 112% for the second.
SD requires 42% +recharge for the first chain and 48% for the second.
DA and FS require none.


 

Posted

Thanks Um, so at max you'll need 25% global recharge to sustain either of the two chains. Adding more helps against slows and the like.


@Mojo-
Proud Member of Fusion Force.

 

Posted

Sorry to break your rules, but this is just fun:

Tank
/stone
[build-up] Seismic - stone punch - heavy mallet - sp - stone mallet - sp - Seismic [build-up ends] repeat ad nausium
about 170% global rech - ill check after work, sorry - rough recharge on SS is down to 7.20sec (not Arcana-time) with
101% in Seismic: 5/6 hecatomb (proc in stone punch) and 1/6 unbreak constraint acc/rech

(working on better one for bruits with /sr, but end is *very* difficult to manage currently due to no inf.)


Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server

 

Posted

Brute
Stone Melee
Seismic Smash > Stone Fist > Gloom > SF > Heavy Mallet > SF
SS needs 216% recharge, SF needs 203%, Gloom needs 78% recharge, HM needs 93% recharge.


 

Posted

[ QUOTE ]
Sorry to break your rules, but this is just fun:

Tank
/stone
[build-up] Seismic - stone punch - heavy mallet - sp - stone mallet - sp - Seismic [build-up ends] repeat ad nausium
about 170% global rech - ill check after work, sorry - rough recharge on SS is down to 7.20sec (not Arcana-time) with
101% in Seismic: 5/6 hecatomb (proc in stone punch) and 1/6 unbreak constraint acc/rech

(working on better one for bruits with /sr, but end is *very* difficult to manage currently due to no inf.)

[/ QUOTE ]

Kractis, that's not a sustainable attack chain because you can't have Build Up back every time. An attack chain is specifically the pattern of use of your powers that you use at all times, not just when you have your build up available. Seismic>SF>HM>SF>SM>SF would be the attack string. BU doesn't factor in to it.

As to the required recharge numbers...

Seismic Smash requires ((4/1.716)-1) = 133% +recharge.
Stone Fist requires ((8/6.732)-1) = 18% +recharge.
Heavy Mallet requires ((12/6.732)-1) =79% +recharge.
Stone Mallet requires ((20/6.864)-1) = 191% +recharge.


 

Posted

1. True, build-up is not available at all times. I was mearly pointing out that this attack chain fits into a build-up cast. I appologize.

2. This is my attack chain. I wasnt sure on recharge, still at work.

[ QUOTE ]
Seismic Smash requires ((4/1.716)-1) = 133% +recharge.
Stone Fist requires ((8/6.732)-1) = 18% +recharge.
Heavy Mallet requires ((12/6.732)-1) =79% +recharge.
Stone Mallet requires ((20/6.864)-1) = 191% +recharge.

[/ QUOTE ]
3. Did you miss-represent Seismic Smash and stone mallet in your calculations? I dont think its that high.


Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server

 

Posted

Wooty. Lots of datapoints. I'll throw in the tank, but with lacking crits or fury and having the low AT mod, I kinda doubt anything tank will be in the running for highest single target attack chain.


Be well, people of CoH.

 

Posted

Just as a reference, my Katana chain is what I run because it requires very little +recharge in my build. There is a better chain out there but the amount of recharge skyrockets.


@Mojo-
Proud Member of Fusion Force.

 

Posted

[ QUOTE ]
1. True, build-up is not available at all times. I was mearly pointing out that this attack chain fits into a build-up cast. I appologize.

2. This is my attack chain. I wasnt sure on recharge, still at work.

[ QUOTE ]
Seismic Smash requires ((4/1.716)-1) = 133% +recharge.
Stone Fist requires ((8/6.732)-1) = 18% +recharge.
Heavy Mallet requires ((12/6.732)-1) =79% +recharge.
Stone Mallet requires ((20/6.864)-1) = 191% +recharge.

[/ QUOTE ]
3. Did you miss-represent Seismic Smash and stone mallet in your calculations? I dont think its that high.


[/ QUOTE ]

The required recharge time is the lowest sum of the activation times of all of the powers that will be used between any 2 applications of the power. Keep in mind that powers don't recharge until they finish activating and, yes, I'm sure I got all of them right.


 

Posted

I'm going to have to revisit my FM chart to include Gloom.


Be well, people of CoH.

 

Posted

Something you may want to keep track of, Bill, is the EPS burn of each chain too. Some chains may be awesome damage, but near impossible to sustain due to end constraints. That disparity could be quite interesting.

[edit: You just going to average out Fire Melee's dot?]


 

Posted

On FM's DoT, only the two swords have it for the chain I was using, and CoD made it seem like they were nothing but an 80% chance of all the DoT hitting. So I tacked on that damage at 80% of the actual value but didn't allow it to affect the crit value.

On endurance burn, I mentioned sustainable attack chains in the hopes that folks would only post the attack chains they use for soloing AVs/Pylons without insp usage. So either you have the end to cover your chain against a pylon or you don't.

And if ya don't, they you FAIL and your chain doesn't work! muuahahahah


But seriously, I'm only figuring out max DPS in the most optimal of situations for the most tuned and IOed to the gills builds.

However, I will go ahead and figure out the end burn and throw it into my sheet and we can figure out later if it's even possible.


Be well, people of CoH.

 

Posted

GFS->Inc->Cre->FS ---
On my FM/SD and I'm looking at 260+ DPS with max out AAO...
And now to work on the last 10 levels...


 

Posted

[ QUOTE ]
GFS->Inc->Cre->FS ---
On my FM/SD and I'm looking at 260+ DPS with max out AAO...
And now to work on the last 10 levels...

[/ QUOTE ]

Which is close to what I figured. And I did so without any thought toward damage procs.

My gut is telling me that FM/SD will win, as it should since it has no secondary effect.


Be well, people of CoH.

 

Posted


One interesting thing about attack chains:

I was working out the best MA attack chain for my main and I wanted (of course) to use Storm Kick as much as possible. So I was working on this chain to see if it was possible:

Storm Kick > Eagle's Claw > Storm Kick > Crane Kick.

The hardest thing about that chain is getting Crane Kick's recharge low enough to be smooth.

It turns out that to do that I'd have to change around my slotting, drop Assault, and virtually eliminate all my 31% global damage boost in favor of Recharge sets.

My current attack chain:

Thunder > Storm > Crippling > Thunder > Storm > Crane

With the +30% global damage is virtually identical in DPS, except Focus Chi recharges faster in the +Recharge build.

At what point does the +Recharge actually detract from your ability to get +Damage? Can people present higher attack chains based on +Damage?

Obviously this simply won't work for some builds. Claws and DB have built in damage buffs that degrade the meaningful effect of damage buffs and stack when +Recharge is added to the build. So for them recharge is king.

Also, a Regen build ultimately benefits from +Recharge, as does Soul Drain.

On the other hand +Damage would boost damage auras like /Fire, /Dark and Spines.

How about heavy hitting primaries like FM, MA, and Katana? Can you build better attack chains stacking +Damage over +Recharge?

I just started looking into it. The fact that Focus Chi cycles faster seems to indicate that +Recharge is better for MA (which makes me sad because my Natural build doesn't like the Hasten glow). I am wondering if this has to be the case.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

[ QUOTE ]

Can people present higher attack chains based on +Damage?

[/ QUOTE ]

I don't see why not! Especially considering I didn't even consider the IO global damage buffs I have on my main.

Quick questions for the masses, though, do the IO global damage buffs act in the same way as all the other buffs? Meaning all they do is add on another X% of base damage?

To put it another way, if I have 9% global damage buff and 100% from BU, it's still just Base*(1+1+.09) correct?

EDIT: Same goes for damage auras. If you want me to figure them in as well, (and the associated end suckage) it should be easy to do so.


Be well, people of CoH.

 

Posted

Hmmm...
If it's just for DPS, might go with a GFS->Inc->Cre on a fire/fire built for this purpose...


 

Posted

[ QUOTE ]

Quick questions for the masses, though, do the IO global damage buffs act in the same way as all the other buffs? Meaning all they do is add on another X% of base damage?

To put it another way, if I have 9% global damage buff and 100% from BU, it's still just Base*(1+1+.09) correct?


[/ QUOTE ]

This is correct. This is why +Damage is much less cool for primaries that use heavy damage buffs like Claws and Dual Blades.

[ QUOTE ]

EDIT: Same goes for damage auras. If you want me to figure them in as well, (and the associated end suckage) it should be easy to do so.


[/ QUOTE ]

While I am not an interested in secondary damage auras because they are irrelevant to primary balance (they would add to any primary equally), I am interested in how Spines damage aura boosts it's single target and AoE output. We should be able to figure out the base DPS of the damage aura and add it to the DPA of the spine attacks, assuming the damage bonus slotted into the aura is roughly equivalent to the attacks themselves.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563