The best DPS?


Amy_Amp

 

Posted

[ QUOTE ]
Player99, his point was that all damage buffs (such as those from defiance, buffs like Fulcrum Shift, and enhancements) are added up and then multiplied by the base damage of the attack (not the enhanced damage). A 100 base damage attack will be slotted up to around 200 damage (195ish really, but shush), but a 30% damage buff from defiance will then raise it to 230 damage, not 260 damage. If you hit Build Up (and still had the 30% defiance boost) then the 100 base dmg attack would do 330 damage.

[/ QUOTE ]

allright, but in the end, wouldnt i have to add the enhanced damage to the equation anyways?

like:

100 base x Defiance buff= 150 dam x enhanced = 300 damage.

wouldnt that be the same as:

100 x enhanced= 200 dam x def buff = 300 damage?


@Bim, you forgot to add server lag to the activation times.

the real times would be

1sec= 1.188
.83sec= .924


 

Posted

[ QUOTE ]
@Bim, you forgot to add server lag to the activation times.

the real times would be

1sec= 1.188
.83sec= .924

[/ QUOTE ]

I thought that was a quarter second not 180 miliseconds.


 

Posted

I managed to do this for "base" damage now, please point out any flaws:

109 + (62.6 x 1.055) + (102.6 x 1.121) + (109 x 1.231) + (62.6 x 1.286) + (102.6 x 1.352) + (109 x 1.462) + (62.6 x 1.517) + (102.6 x (1.583 - .055)) + ((109 x 1.638)/1.205)

109 + 66.043 + 115.0146 + 134.179 + 80.5036 + 138.7152 + 159.358 + 94.9642 + 156.7728 + 148.1676 = 1202.718 / 12.8 sec = 93.96 + 33.18 = 127.14 DPS

1202.718 x 1.255 = 1509.411 x 1.205 = 1818.84 / 12.8 = 142.1 + 33.18 = 175.27 DPS

1818.84 x 1.998 = 3634.04 / 12.8 sec = 283.91 dps + 33.18= 317.09 DPS


the 1.998 modifier is the enhanced damage I have on those powers.

This seems to be the only attempt at adding defiance into a chain Ive seen as well >.>


 

Posted

[ QUOTE ]
Has anyone actually been able to acheive a perma 300+ dps single target?

[/ QUOTE ]

Here's my attempt.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Natural Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/EndRdx/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5), Decim-Dmg/Rchg(7)
Level 1: Electric Fence -- GravAnch-Immob(A), GravAnch-Immob/Rchg(25), GravAnch-Acc/Immob/Rchg(27), GravAnch-Acc/Rchg(27), GravAnch-Immob/EndRdx(29)
Level 2: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(21), Ragnrk-Acc/Dmg/Rchg(23), Ragnrk-Acc/Rchg(23), Ragnrk-Dmg/EndRdx(25)
Level 4: Charged Brawl -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(9), Hectmb-Dam%(11), Mako-Dam%(11)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 10: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(17), Mako-Dam%(19)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 14: Super Speed -- Run-I(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 18: Blaze -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(33), Apoc-Dam%(33), Dev'n-Dmg/Rchg(33)
Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43), Mrcl-Heal(50), Numna-Heal(50)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(48), P'Shift-Acc/Rchg(48)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(50)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(34), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dmg/EndRdx/Rchg(36)
Level 28: Thunder Strike -- Amaze-Stun(A), Amaze-Stun/Rchg(37), Amaze-Acc/Stun/Rchg(37), Amaze-Acc/Rchg(37), Amaze-EndRdx/Stun(39)
Level 30: Maneuvers -- LkGmblr-Rchg+(A)
Level 32: Stealth -- LkGmblr-Rchg+(A)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 38: Shocking Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Body Armor -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(46), ImpSkn-Status(46)
Level 44: Surveillance -- RechRdx-I(A), UndDef-DefDeb/Rchg(45), UndDef-Rchg(46), UndDef-Rchg/EndRdx(48)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance


The attack string is Surveillance>Blaze>Charged>Havoc>Blaze>Charged>Fir eBlast>Blaze>Charged>Havoc

Ignoring the initial run through to generate Defiance and Surveillance stacking, the conditional effects would appear as follows (including chance to miss in Surveillance and Deci proc)...

Surveillance: (doesn't deal damage)
Blaze(1st): 33% +dam from Defiance, 26.6% -res from Surveillance
Charged(1st): 39.6% +dam from Defiance, 26.6% -res from Surveillance
Havoc(1st): 45.1% +dam from Defiance, 26.6% -res from Surveillance
Blaze(2nd): 44% +dam from Defiance, 26.6% -res from Surveillance
Charged(2nd): 44% +dam from Defiance, 13.3% -res from Surveillance
Fire Blast(1st): 34.1% +dam from Defiance, 13.3% -res from Surveillance
Blaze(3rd): 45.1% +dam from Defiance, 4.75% +dam from Deci proc, 13.3% -res from Surveillance
Charged(3rd): 45.1% +dam from Defiance, 4.75% +dam from Deci proc, 13.3% -res from Surveillance
Havoc(2nd): 45.1% +dam from Defiance, 4.75% +dam from Deci proc, 13.3% -res from Surveillance

With 24.5% +dam from set bonuses, and including slotting, that gives each of these attacks damage as such:

Surveillance: (doesn't deal damage)
Blaze(1st): ((170.46*(1+.33+.9789))+35.3) * 1.266 = 542.95
Charged(1st): ((109*(1+.396+.8992))+49.66) * 1.266 = 379.59
Havoc(1st): ((144.59*(1+.451+.9829))+14.36) * 1.266 = 463.71
Blaze(2nd): ((170.46*(1+.44+.9789))+35.3) * 1.266 = 566.69
Charged(2nd): ((109*(1+.44+.8992))+49.66) * 1.133 = 345.15
Fire Blast(1st): ((84.7*(1+.341+.8917)) + 0) * 1.133 = 214.26
Blaze(3rd): ((170.46*(1+.451+.9789+.0475))+35.3) * 1.133 = 518.45
Charged(3rd): ((109*(1+.451+.8992+.0475))+49.66) * 1.133 = 352.37
Havoc(2nd): ((144.59*(1+.451+.9829+.0475))+14.36) * 1.133 = 422.77

Total Damage = .95 * (542.95 + 379.59 + 463.71 + 566.69 + 345.15 + 214.26 + 518.45 + 352.37 + 422.77) = .95 * 3805.94 = 3615.643

Total time = 13.728 seconds; DPS = 263.377

Discounting miss chance and including Build Up and Aim (which I excluded for simplicity's sake), I'm reasonably sure that the DPS could reach 300+.


 

Posted

[ QUOTE ]
Figured I'd play around with Mid's and got this as my best dps build:

1. Flare- 1 sec activation, .93 recharge, 154 damage
2. Blaze- 1 sec activation, 2.9 recharge, 425 damage
3. Energy Punch- .83 activation, 2.9 recharge, 245 damage

Energy punch->flare->blaze->flare

[/ QUOTE ]

Mids' is actually somewhat unreliable for numbers. If you're doing calculations, you should take City of Data numbers.

If you're Fire/EM, your best DPA attacks in order are:

Code:[/color]



Fire/EM Damage Act DPA
Blaze 188.95 1 159.05
EP 109 0.83 103.22
BS 144.59 1.5 84.26



After that, your best ST (yes, ST) attack is Fireball at 66.31 DPA. Depending on your global recharge, you're more likely to use Flares as a filler, though BU/Aim could be better used in those gaps.

Calculating an exact DPS is next to impossible atm, because we don't know when the next attack begins its animation, at the next tick of the server clock after the last attack finishes its animation, or 1 tick *after* that. The best we can do are approximations and surrogate tests like pylon solo times.

No, no one has ever posted a 300 DPS chain afaik. I think a Fire/* controller could achieve an "effective" 300 DPS attack chain (Kin or Rad, maybe Storm). Highest I ever got in test w/my Fire/Rad was 281, but that wasn't 100% optimized for ST damage. BTW, by "effective" DPS, I'm including debuffs in the equation. For pure damage output, even a DM/Shields w/fully saturated AAO & SD couldn't quite get there, though they'd be well over 250. A Fire/Elec blaster could do it though.

In fact, I just threw together a build for max recharge & damage. I wouldn't play it, because of low mitigation and AoE output (relatively speaking), but if you want high DPS, try this one:

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Electric Fence -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(7), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(9), GravAnch-Immob/Rchg(9)
Level 2: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg(11), Ragnrk-Dmg/Rchg(11), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(13)
Level 4: Charged Brawl -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(15), Hectmb-Acc/Rchg(15), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Dmg/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(23)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 8: Hurdle -- Jump-I(A)
Level 10: Havoc Punch -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg(37), RechRdx-I(37)
Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(29), RechRdx-I(29)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(27), RechRdx-I(27)
Level 18: Blaze -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(19), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(21), Apoc-Acc/Rchg(21), Dev'n-Acc/Dmg/EndRdx/Rchg(23)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(40), Efficacy-EndMod/Rchg(43), Efficacy-EndMod/Acc/Rchg(50), Efficacy-Acc/Rchg(50), Efficacy-EndMod/EndRdx(50)
Level 22: Super Speed -- Zephyr-ResKB(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Flares -- Decim-Acc/Dmg(A), Decim-Build%(33), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Dmg-I(36)
Level 28: Maneuvers -- LkGmblr-Rchg+(A)
Level 30: Lightning Field -- Armgdn-Dam%(A), Oblit-%Dam(31), Sciroc-Dam%(31), Armgdn-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(33), Oblit-Dmg(33)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Sciroc-Dmg/Rchg(45)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(46), Efficacy-EndMod/Acc/Rchg(46), Efficacy-Acc/Rchg(46), Efficacy-EndMod/Acc(48), Efficacy-EndMod/EndRdx(48)
Level 38: Shocking Grasp -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg(40), RechRdx-I(40)
Level 41: Flash Freeze -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Plct%(42), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(43)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance

Perma-Hasten, Lightning Field & Assault running, even w/o Aim or BU, you should be able to get in the 300 territory. main chain is Blaze-Charged Brawl-Havoc Punch. Shocking Grasp would be used as the 4th attack if Aim or BU weren't up--if they are, use those instead. Procs also contribute a decent amount. Add in Defiance and you're well over 300 DPS. How long you'd sustain it for is a different question. Power Sink would let you fill up whenever needed, but a 3 sec animation for that would kill your DPS.


An Offensive Guide to Ice Melee

 

Posted

Nice job on that build (beat me by 20 min!). Good call on the Snipe set too--you got your recharge a bit higher than mine, and really good call on the Surveillance. I wouldn't bother w/Fire Blast as a filler though, unless you think the better defiance #s are worth it. Shocking has as high a DPA as Havoc so even though it has a slightly longer animation than Fire Blast (thus weighing down the overall DPS), Shocking has a far higher DPA to start w/that Fire Blast.


An Offensive Guide to Ice Melee

 

Posted

[ QUOTE ]
Nice job on that build (beat me by 20 min!). Good call on the Snipe set too--you got your recharge a bit higher than mine, and really good call on the Surveillance. I wouldn't bother w/Fire Blast as a filler though, unless you think the better defiance #s are worth it. Shocking has as high a DPA as Havoc so even though it has a slightly longer animation than Fire Blast (thus weighing down the overall DPS), Shocking has a far higher DPA to start w/that Fire Blast.

[/ QUOTE ]

Yeah, I'd probably actually go with Shocking Grasp rather than Fire Blast now that I think about it. The 11% defiance versus the 6.6% defiance really doesn't contribute a noticeable amount, plus it does have remarkably respectable DPA. It would also create a gap in the attack chain, waiting for Blaze to recharge for a couple clock intervals after Shocking Grasp finished. It would actually increase the DPS by a fair margin actually, but I'm not in the mood to redo all of the math.


 

Posted

Umbral can you take a look at my fire/energy's recharge build? Anything I can improve on for maximizing DPS and recharge?

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Booster Blue: Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(15), KinCrsh-Rechg/EndRdx(31), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(43)
Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(11)
Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(13), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(17), Ragnrk-Dmg/EndRdx(42)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(29)
Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(21), AdjTgt-Rchg(23)
Level 10: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(27)
Level 12: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(39), AdjTgt-Rchg(48)
Level 18: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(23), Apoc-Acc/Rchg(25), Apoc-Dmg/EndRdx(33)
Level 20: Swift -- Run-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(39)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(33), Mantic-Acc/ActRdx/Rng(34), Mantic-Dmg/ActRdx/Rchg(37), Mantic-Dmg/EndRdx/Rchg(40)
Level 28: Hover -- LkGmblr-Rchg+(A), Krma-ResKB(34)
Level 30: Conserve Power -- RechRdx-I(A)
Level 32: Inferno -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(36), Armgdn-Dmg/EndRdx(36)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Total Focus -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(42), Hectmb-Dmg/EndRdx(43)
Level 41: Shocking Bolt -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(42), UbrkCons-Acc/Hold/Rchg(43), UbrkCons-Acc/Rchg(45), UbrkCons-EndRdx/Hold(45)
Level 44: Charged Armor -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(46), ImpSkn-ResDam/EndRdx/Rchg(46), ImpSkn-Status(46)
Level 47: Surge of Power -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(48), ImpSkn-EndRdx/Rchg(48), ImpSkn-ResDam/EndRdx/Rchg(50), ImpSkn-Status(50), TtmC'tng-ResDam/Rchg(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

[ QUOTE ]
Umbral can you take a look at my fire/energy's recharge build? Anything I can improve on for maximizing DPS and recharge?

[/ QUOTE ]

The slotting doesn't look too bad. Remember that Energy Punch is better than Bone Smasher and Bone Smasher is better than Total Focus. You're going to want to drop Hecatomb into Energy Punch (which is great because it sync's its recharge with Blaze's). Another suggestion would be to put the Blessing of the Zephyr KB protection IO in Super Speed, either of the run or jump stealth IOs in Sprint (or the sprint of your choice), and replace the Karma KB prot IO with an LotGef IO. It'll net you a bit more defense and a bit more regen.

If I keep getting questions like this all the time, I'm gonna need to get "Attack String Guru" added to my forum title....


 

Posted

Wow what does your ST chain look like ?

((build up->(Flares-> fire blast->blaze)^3)->(aim->flares->fireblast -> blaze)^3)^N


 

Posted

[ QUOTE ]
Wow what does your ST chain look like ?

((build up->(Flares-> fire blast->blaze)^3)->(aim->flares->fireblast -> blaze)^3)^N

[/ QUOTE ]

He hasn't slotted for ranged def so I'm pretty sure he'd be better off going for a blapper attack string. If he gets rid of Total Focus for Energy Punch like I suggested, he'd be able to manage Blaze>Energy>Bone>Blaze>Energy>FireBall.


 

Posted

[ QUOTE ]
[ QUOTE ]
Wow what does your ST chain look like ?

((build up->(Flares-> fire blast->blaze)^3)->(aim->flares->fireblast -> blaze)^3)^N

[/ QUOTE ]

He hasn't slotted for ranged def so I'm pretty sure he'd be better off going for a blapper attack string. If he gets rid of Total Focus for Energy Punch like I suggested, he'd be able to manage Blaze>Energy>Bone>Blaze>Energy>FireBall.

[/ QUOTE ]

I was thinking on ST boss/EB/AV, If he gets into melee with most of those he is toast. Range actually give him some mitigation as they tend to have fewer ranged attacks and won't be able to hit him as often.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Wow what does your ST chain look like ?

((build up->(Flares-> fire blast->blaze)^3)->(aim->flares->fireblast -> blaze)^3)^N

[/ QUOTE ]

He hasn't slotted for ranged def so I'm pretty sure he'd be better off going for a blapper attack string. If he gets rid of Total Focus for Energy Punch like I suggested, he'd be able to manage Blaze>Energy>Bone>Blaze>Energy>FireBall.

[/ QUOTE ]

I was thinking on ST boss/EB/AV, If he gets into melee with most of those he is toast. Range actually give him some mitigation as they tend to have fewer ranged attacks and won't be able to hit him as often.

[/ QUOTE ]

They'll still eat his face rather quickly if he's solo. If he's on a team, then I'm pretty sure it's safe to assume that he can dance around in melee with little risk thanks to Tanks and buffs. The melee chain will be much better DPS for every situation except when he's soloing and, looking at the build, it's not really a designed soloing build.


 

Posted

Umbral wins the prize, this is my TF/Teaming build. I have a capped ranged defense build for soloing.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Ok, an update to my old chain:

Voltaic Sentinel / / Def Timer: 0.0 sec
C. Brawl(1st): (109*(1+.205+.255+.9749)) = 265.40 / Act: .924 / Def Timer: .924 sec / 0 sec
C. Bolt(1st): (62.6*(1+.26+.255+1.009)) = 158 / Act: 1.188 / Def Timer: 2.112 sec / 1.188
L. Bolt(1st): (102.6*(1+.326+.255+1.009)) = 265.73 / Act: 1.848 / Def Timer: 3.96 / 3.036
C.Brawl(2nd): (109*(1+.436+.255+.9749)) = 290.58 / Act: .924 / Def Timer: 4.884 / 3.96
C.Bolt(2nd): (62.6*(1+.491+.255+1.009)) = 172.46 / Act: 1.188 / Def Timer: 6.072 / 5.148
L. Bolt (2nd): (102.6*(1+.557+.255+1.009)) = 289.43 / Act: 1.848 / Def Timer: 7.92 / 6.996
C.Brawl (3rd): (109*(1+.667+.255+.9749)) = 315.76 / Act: .924 / Def Timer: 8.844 / 7.92
C. Bolt (3rd): (62.6*(1+.722+.255+1.009)) = 186.92 / Act: 1.188 / Def Timer: 10.032 / 9.108<- last attack effected by 1st CB buff
L.Bolt (3rd): (102.6*(1+(.788-.055)+.255+1.009)) = 307.49 / Act: 1.848 / Def Timer: 11.88 <-last attack effected by sparky buff.

Total Dam: 2251.77 / Total Act:11.88

DPS: 189.54 + 33.18 = 222.72

This is....a bit off of what my original formula was.
In lught of this, I have made a list of info of possible additions to make a new chain, to garner more DPS.
The only thing im iffy on is whether I should add ThunderStrike as a Starter...


havoc: (144.6*(1+.205+.255+.9749))= 352.09 / Act 1.584 / Def buff: 9.9 for 9sec / Rech: 4.76 / DPS: 55.5
ShG: (100.1*(1+.205+.255+.9749))= 243.73 / Act 1.188 / Def Buff: 6.6 for 8.5sec / Rech: 5.53 / DPS: 36.28
elecF: (62.6*(1+.205+.255+.714))= 136.09 / Act 1.32 / Def Buff: 7.7 for 8.67sec / Rech: 1.62 / DPS: 46.29
CBolt: (62.6*(1+.205+.255+1.009))= 155.56 / Act 1.188 / Def Buff: 6.6 for 8.5sec / Rech: 1.39 / DPS: 60.34
LBolt: (102.6*(1+.205+.255+1.009))= 253.32 / Act 1.848 / Def Buff: 11 for 9.17sec / Rech: 2.79 / DPS: 54.62
CBrawl: (109*(1+.205+.255+.9749))=265.4 / Act: .924 / Def Buff: 5.5 for 8.33sec / Rech: 3.4 / DPS: 61.38

TStrike: (165.7*(1+.205+.255+.963))= 401.49 / Act 3.432 / Def Buff: 7.8 for 10.8sec / Rech: 6.66 / DPS: 39.78

Sparky: +33.18 DPS to chain / Act 3.466 / Def Buff: 20.5 for 10.6 sec


 

Posted

[ QUOTE ]
[ QUOTE ]
Player99, his point was that all damage buffs (such as those from defiance, buffs like Fulcrum Shift, and enhancements) are added up and then multiplied by the base damage of the attack (not the enhanced damage). A 100 base damage attack will be slotted up to around 200 damage (195ish really, but shush), but a 30% damage buff from defiance will then raise it to 230 damage, not 260 damage. If you hit Build Up (and still had the 30% defiance boost) then the 100 base dmg attack would do 330 damage.

[/ QUOTE ]

allright, but in the end, wouldnt i have to add the enhanced damage to the equation anyways?

like:

100 base x Defiance buff= 150 dam x enhanced = 300 damage.

wouldnt that be the same as:

100 x enhanced= 200 dam x def buff = 300 damage?



[/ QUOTE ]


The buff from defiance, and any other damage buff in the game applied to you, only increase your BASE damage. Therefore it would be Defiance buff (50) + 100 base x enhanced = 250.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

[ QUOTE ]
Ok, an update to my old chain:

Voltaic Sentinel / / Def Timer: 0.0 sec
C. Brawl(1st): (109*(1+.205+.255+.9749)) = 265.40 / Act: .924 / Def Timer: .924 sec / 0 sec
C. Bolt(1st): (62.6*(1+.26+.255+1.009)) = 158 / Act: 1.188 / Def Timer: 2.112 sec / 1.188
L. Bolt(1st): (102.6*(1+.326+.255+1.009)) = 265.73 / Act: 1.848 / Def Timer: 3.96 / 3.036
C.Brawl(2nd): (109*(1+.436+.255+.9749)) = 290.58 / Act: .924 / Def Timer: 4.884 / 3.96
C.Bolt(2nd): (62.6*(1+.491+.255+1.009)) = 172.46 / Act: 1.188 / Def Timer: 6.072 / 5.148
L. Bolt (2nd): (102.6*(1+.557+.255+1.009)) = 289.43 / Act: 1.848 / Def Timer: 7.92 / 6.996
C.Brawl (3rd): (109*(1+.667+.255+.9749)) = 315.76 / Act: .924 / Def Timer: 8.844 / 7.92
C. Bolt (3rd): (62.6*(1+.722+.255+1.009)) = 186.92 / Act: 1.188 / Def Timer: 10.032 / 9.108<- last attack effected by 1st CB buff
L.Bolt (3rd): (102.6*(1+(.788-.055)+.255+1.009)) = 307.49 / Act: 1.848 / Def Timer: 11.88 <-last attack effected by sparky buff.

[/ QUOTE ]

You're still only getting the Defiance benefit only marginally right. The buff only last 7.5 seconds after the power itself ends and, thanks to your attack string, this means that it lasts for 2 full iterations of the attack string. The Charged Brawl Defiance buff lasts until you activate Charged Brawl the second time. This means that, with your attack string, after you get to the third iteration, you're packing 46.2% +dam from defiance for all of your powers (the buff drops off in the middle of the second activation but, thanks to how the game reads said effects, it uses the value whenever you activate rather than when the damage starts happening). Voltaic Sentinel would apply the 20.5% +dam to the first 2 iterations of the attack string (Charged Brawl 1 to Lightning Bolt 2). If you're trying to figure out sustained damage, since you're spending 3.3 seconds every 63.3 seconds, it's not really viable to calculate with the voltaic sentinel buff as a reliable contributor.


 

Posted

Hmn, I thought that the buff applied once the activation was done?

anywho, I use the sparky buff as a means to "get teh ball rolling", having done slightly more damage for 10sec of the chain, thus doing more damage total over the time i do it


 

Posted

[ QUOTE ]
Hmn, I thought that the buff applied once the activation was done?

anywho, I use the sparky buff as a means to "get teh ball rolling", having done slightly more damage for 10sec of the chain, thus doing more damage total over the time i do it

[/ QUOTE ]

It's not really an appreciable increase since your "getting the ball rolling" is simply countering the fact that you don't have any stacked Defiance when you start. Even when you're applying it mid combat, you're simply getting back roughly as much +dam as you lost during the huge animation time.


 

Posted

Truth, but i cast it before combat starts.

And wouldnt resummoning a free source of extra 33dps be worth it?


(just a thought, but if we can prove via this that Elec is actually far behind in DPS....think it could see a buff? )


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Wow what does your ST chain look like ?

((build up->(Flares-> fire blast->blaze)^3)->(aim->flares->fireblast -> blaze)^3)^N

[/ QUOTE ]

He hasn't slotted for ranged def so I'm pretty sure he'd be better off going for a blapper attack string. If he gets rid of Total Focus for Energy Punch like I suggested, he'd be able to manage Blaze>Energy>Bone>Blaze>Energy>FireBall.

[/ QUOTE ]

I was thinking on ST boss/EB/AV, If he gets into melee with most of those he is toast. Range actually give him some mitigation as they tend to have fewer ranged attacks and won't be able to hit him as often.

[/ QUOTE ] But melee is soooooo much more fun


 

Posted

[ QUOTE ]
Truth, but i cast it before combat starts.

[/ QUOTE ]

You'd need to cast it right as combat was starting to get the full effect. Otherwise you'd have downtime eating your defiance buff.

[ QUOTE ]
And wouldnt resummoning a free source of extra 33dps be worth it?

[/ QUOTE ]

Considering that Voltaic Sentinel is 3.3 second for 60 seconds of 33 DPS, which equates to 600 DPA, yeah, it's worth it. I've still never been much of a fan of the Voltaic Sentinel though.

[ QUOTE ]
(just a thought, but if we can prove via this that Elec is actually far behind in DPS....think it could see a buff? )

[/ QUOTE ]

Something you've got to realize is that Elec isn't an ST damage set. It completely lacks a tier 3 blast which hurts it there pretty significantly. Personally, I've always found that it works better to consider Elec Blast to be an AoE Blaptroller set. Short Circuit is amazing if you can manage to keep the targets' blue bar down and it actually deals rather respectable damage (though the DPA is atrocious because the animation is god-awful long). Ball Lightning is actually just as good as Fire Ball if you discount the Fire secondary effect (re: the bonus DoT).

If any change were needed to damage, I'd like to see either Zapp or Tesla Cage be turned into a real attack, and I wouldn't even ask for a "real" tier 3 blast. The problem with turning Zapp into a regular attack is twofold: Cottage Rule might generate some conflicts (depending on how Castle views the difference between a snipe and a regular attack) and IO sets (re: what would happen if the power no longer accepts them). Turning Tesla Cage into a real blast would involve some possibly unpopular changes to its recharge that would make Elec Blast a good bit worse at hard control, but I'd be willing to venture that most Elec Blast players would actually be willing to accept a slight loss to hard control capability if Tesla Cage shared numbers with BIB.


 

Posted

Why is it that Castle has adopted that rule? Why is it so earth shatteringly important that a power cannot be largely changed?


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

True, true.

I do sacrifice DPS for safety it seems when I play my namesake, I mean, nothing was a threat to me after lvl 35, and after shocking grasp the game was a cakewalk.

However, by itself It cant do AoE blaptrolling, unless combined with /ice, /elec/ or /eng (due to more drain, ice's utility mixed with drains, or powerboost)

and when it cant do it's job in that sense, what does it have?

It has a pet which is essentially a Pwe-Pwe machine, yet it isnt too good at ST...the heck?