looking for help from math experts!


Jordon_Justice

 

Posted

okay okay, so i understand that this is not the correct forum for me to be posting on seeing that i myself am a hybrid fortunata, but everytime i post down on that forum no one is willing to help and so i was wondering for those of you math gurus out there if you could help me find a sustainable attack chain that would allow me to take out avs rather quickly

so high dps atack chain for a hybrid fortunata is what im looking for


Jordon Justice

 

Posted

Post edited - making attack chains at a quick glance leads to stupid mistakes !


 

Posted

I would have chimed in, but my melee fortunata feels like such an outcast lately, that I haven't checked the SoA boards in forever. I thought it was all bane builds...

The highest DPA attacks are going to be your melee attacks. Yes, even swipe has better DPA than awesome powers like dominate. Dominate for me was better slotted as a hold, because it felt like I needed control to make up for my lack of defense resistance, and max HP(when compared to an SR scrapper).

I personally went for all the melee attacks, swipe, strike, lunge and follow up. My build is rather pricy, but not the priciest. All of my attacks are franken slotted with 4 makos and other stuff to get ~80% acc, 95% damage, 95% recharge, and whatever endurance reduction. I'm closing in on 70% global recharge, and still don't have a solid, no gaps, attack chain, but the DPS is unheard of with all the global damage buffs I'm packing.

You could probably have a solid attack chain with poison dart instead of swipe, since it has a longer animation, but less DPA. Most people will say it's worth it for the -regen, and a pretty darn awesome ranged attack.


 

Posted

Got a build for me to work with so I can see how much recharge you're packing the various powers?


 

Posted

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

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

Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Fitness
Power Pool: Speed

Villain Profile:
Level 1: Telekinetic Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 2: Strike -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(7), Hectmb-Dam%(34)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Rchg+(5), RedFtn-Def/EndRdx(7)
Level 6: Swift -- Run-I(A)
Level 8: Follow Up -- Mako-Dmg/EndRdx(A), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), HO:Nucle(11)
Level 10: Indomitable Will -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(46), Aegis-EndRdx/Rchg(46), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam(48)
Level 12: Psionic Tornado -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(13), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(15), Ragnrk-Dmg/EndRdx(15)
Level 14: Dominate -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(43), Apoc-Dam%(43)
Level 16: Lunge -- Mako-Dmg/EndRdx(A), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(33), HO:Nucle(33)
Level 18: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(33)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21)
Level 22: Foresight -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(23), LkGmblr-Rchg+(23), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 24: Mind Link -- HO:Membr(A), HO:Membr(25), HO:Membr(25)
Level 26: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(29), GSFC-Build%(31)
Level 28: Stamina -- EndMod-I(A), EndMod-I(42)
Level 30: Total Domination -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(34), UbrkCons-EndRdx/Hold(36), UbrkCons-Dam%(37)
Level 32: Psychic Wail -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(42)
Level 35: Mask Presence -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
Level 38: Aura of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(39), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(40), CoPers-Conf%(40)
Level 41: Confuse -- Mlais-Acc/Conf/Rchg(A), Pplx-Acc/Conf/Rchg(50), C'phny-Acc/Conf/Rchg(50), Bfdlng-Acc/Conf/Rchg(50)
Level 44: Aim -- RechRdx-I(A)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
------------
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]22.5% DamageBuff(Smashing)[*]22.5% DamageBuff(Lethal)[*]22.5% DamageBuff(Fire)[*]22.5% DamageBuff(Cold)[*]22.5% DamageBuff(Energy)[*]22.5% DamageBuff(Negative)[*]22.5% DamageBuff(Toxic)[*]22.5% DamageBuff(Psionic)[*]4.25% Defense(Smashing)[*]4.25% Defense(Lethal)[*]8.94% Defense(Fire)[*]8.94% Defense(Cold)[*]6.75% Defense(Energy)[*]6.75% Defense(Negative)[*]3% Defense(Psionic)[*]5.5% Defense(Melee)[*]10.5% Defense(Ranged)[*]10.2% Defense(AoE)[*]4% Enhancement(Confused)[*]85% Enhancement(RechargeTime)[*]69% Enhancement(Accuracy)[*]5% FlySpeed[*]144.6 HP (13.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 6.6%[*]MezResist(Stun) 2.2%[*]24% (0.42 End/sec) Recovery[*]58% (3.11 HP/sec) Regeneration[*]10.1% Resistance(Fire)[*]10.1% Resistance(Cold)[*]10% RunSpeed[*]2.5% XPDebtProtection[/list]


there it is, feel free tochange around the melee and ranged attacks, and if you think i could improve the build any suggestions would help


Jordon Justice

 

Posted

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

My script generates:
Keoie_Star_Delta,0,1,1,1,192,47.42, 4.05,23183,489,120.81,[90], Strike , Lunge ,*Psy Wai, Strike , Swipe , Lunge , Dominat, Subdue , Strike , Swipe , Lunge , Dominat, Subdue , Strike , Lunge , Dominat, Subdue , Strike , Lunge , Swipe , Subdue , Strike , Lunge , Swipe , Subdue , Strike , Lunge , Swipe , Subdue , Strike , Lunge , Swipe , Subdue , Strike , Lunge , Swipe , Subdue , Strike , Lunge , Swipe , Subdue , Strike , Lunge , Swipe , Subdue , Strike , Lunge , Swipe , Subdue , Strike , Lunge , Swipe , Subdue , Strike , Lunge , Swipe , Subdue , Strike , Lunge , Swipe , Subdue , Strike , Lunge , Swipe , Subdue , Strike , Lunge , Swipe , Subdue , Strike , Lunge , Swipe , Subdue , Strike , Lunge , Swipe , Subdue , Strike , Lunge , Dominat,*Psy Wai, Strike , Lunge , Swipe , Subdue , Strike , Lunge , Swipe , Subdue , Strike ,

In practice I tend to use the following to minimize redraw: Swipe, strike, Lunge, Swipe ... Dominate, Subdue ... repeat.
Weapon Redraw is the main obstacle in hybrid builds. If I had follow-up I could simply us that in the above chain and very likely have an all melee no-gap chain. It might be close here or there, but should work. However, I like my ranged options as well as the ease with which I can double-stack both hold and immobilize.

For 192 dps @ 4.05 EPS with a recovery of 3.54 EPS and a toggle cost of 0.91 EPS given a sum of -1.41 EPS and a burn time of 70 seconds. Not long enough to kill an AV. However, given AVs only need 95 DPS to kill, you can slow that attack rate down a bit, and/or add endurance accolades and/or blues and fight nearly indefinitely at 135-165 dps. This translates to the capability of soloing a pylon. Not using the nuke as the script did would also be beneficial, the program simply tries to spike damage as much as possible, the player should be more intelligent.

Now you post a build. Time to redo everything. bleh.

Ok, re-run given the above posted build. First thing I notice is no-immoblize, and that worries me, immobilize is often critical to AV fights. Nothing is worse than trying to chase down a chicken with it's head cut off that regenerates 95 hps.


The script doesn't handle follow-up and aim appropriately, but the player can insert them as appropriate.

Fortunata_Justice,0,1,1,1,186,40.45, 4.59,22371,553,120.57,[99], Strike , Lunge ,*Psy Wai, Strike , Dominat, Lunge , Follow , Strike , Dominat, Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike , Dominat, Follow , Lunge , Strike ,*Psy Wai, Dominat, Strike , Lunge , Dominat, Follow , Strike , Dominat,

For 185 to 210 dps @ 4.59 EPS with a recovery of 3.42 EPS and a toggle cost of 0.65 EPS given a sum of -1.82 EPS and a burn time of 55 seconds. Not nearly long enough to kill an AV. However, again, you can moderate the performance to conserve endurance and still meet the benchmark for soloing a pylon.

It should likely be noted that weapon redraw will involuntarily cause the moderation of damage neccesary to bring the EPS in line with indefinite fighting. Weapon redraw is one of those things I've never wholly gotten a handle on as far as duration and effects. It's also probably gonna be the biggest obstacle to a build that doesn't stay in either ranged or melee mode long enough, you could easily half your dps by constant redraw. I try to look for chains that minimize redraw, but I'm not sure what that would be for this build.


 

Posted

pve only btw, just looking to be a good addition to any sf team, and be able to take out avs those are my two goals


Jordon Justice

 

Posted

If you change up the build some (re: more recharge in Follow Up and Lunge), you can run a simple but deadly attack string of FU&gt;Lunge&gt;Strike&gt;Dominate. Considering the DPA of the attacks you've got, that's pretty much as good as it will get. The important thing to realize is that you're going to need to get the recharge of FU and Lunge down to 3.696 (224% +rech). The simple method would be to drop 2 of the slots off of some other power and simply add a level 50 common recharge IO to each of them, giving you all of the recharge you need to run that simple but dangerous chain.


 

Posted

[ QUOTE ]
FU&gt;Lunge&gt;Strike&gt;Dominate with 3.69 recharge

[/ QUOTE ]

That should be 200+ dps @ 4.52 EPS not counting the stacking of FU, but also not counting the delays due to redraw. I'd say that's well worth the switching of slots. The only thing I can't say is how much the redraw will hurt, but If you can maintain 165+ after redraw that's still very nice. (I estimated 165 after redraw, but that's as much a WAG as not.)

Note the script chose: Strike, Follow, Lunge, Dominate




IF anyone can tell me what the re-draw time is, and what the reduction on the next attack is, if that reduction even still applies, I'd love to hear it.


 

Posted

[ QUOTE ]
[ QUOTE ]
FU&gt;Lunge&gt;Strike&gt;Dominate with 3.69 recharge

[/ QUOTE ]

That should be 200+ dps @ 4.52 EPS not counting the stacking of FU, but also not counting the delays due to redraw. I'd say that's well worth the switching of slots. The only thing I can't say is how much the redraw will hurt, but If you can maintain 165+ after redraw that's still very nice. (I estimated 165 after redraw, but that's as much a WAG as not.)


IF anyone can tell me what the re-draw time is, and what the reduction on the next attack is, if that reduction even still applies, I'd love to hear it.

[/ QUOTE ]

AFAIK, it's a matter of 1-2 clock intervals (.132 - .264 seconds).


 

Posted

[ QUOTE ]

AFAIK, it's a matter of 1-2 clock intervals (.132 - .264 seconds).

[/ QUOTE ]

*shocked* REALLY ?!? I always thought weapon redraw felt more like about 1 second !!! I already discount 0.200 between every attack, if redraw only adds the same 0.200 average, then that's practically nothing. If I'd ever thought it was that small I'd have just (almost) ignored it.

That's only in the range of 10-15 dps (5%) reduction, not the 35-45 dps (10% to 20%) I would have assumed. That really is SIGNIFICANTLY less than I ever suspected.


 

Posted

wow so im going to be doing about 190 dps with that chain?? :O and man, i need to get into this advanced level of math like yall, i have no idea how you guys are so mart, but i thank you all to who reply


Jordon Justice

 

Posted

Yes, but you'll be sucking wind in 60 seconds without external endurance buffs. Moderate yourself a bit and you should be able to sustain something in the 165 dps range indefinitely.

Average Developer AVs regen 95 hps and Rikti Pylons 135 hps, soloing either should be possible. Custom AE MA AVs vary significantly, this does not apply to Custom Critters, some of which may be unkillable with some 8 man teams. It varies by Custom Critter and Team.

I consider any build with 135 to 165 dps after all adjustments to be more than adequate for the average team. After that point, I tend to put more resources into boosting the rest of the team to that same offensive level.