change to rage
They aren't what I'd get but then I'd do it on excel and it would be a summation of damage done until the endurance ran to 0, in short to the end bar. All sets will generally have peaks (build ups) and troughs. They will differ in damage output over different time periods some will give better AoE and some will give better ST. Fire cleans up on damage overall but then there is nothing in its way of secondary effect but damage.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
[ QUOTE ]
They aren't what I'd get but then I'd do it on excel and it would be a summation of damage done until the endurance ran to 0, in short to the end bar. All sets will generally have peaks and troughs. They will differ in damage output over different time periods some will give better AoE and some will give better ST. Fire cleans up on damage overall but then there is nothing in its way of secondary effect but damage.
[/ QUOTE ]
Stone and EM always outpace everything else on Single target damage, including non-Rage'd Superstrength.
This is due to the animation times rather than the recharge times for their heavy-damage attacks.
They will do this with a measurement period of 5 secs, they will do this with a measurement period of 5 hours.
Likewise, nothing compares to Fire Melee for AoE damage output over any given period of time.
If your Excel sheets say differently, I'd like to hear the reasoning.
-Maelwys
I've got to admit when I ran my comparison I didn't pay that much attention to animation times. Seems Stone is actually much better than I gave it credit for, where as I just wanted it for the animations and thought it was about equal. I do think hurl is an unlikely inclusion for both Stone and SS in any in combat attack chain though but reality doesn't always touch theoretical figures.
Ice Melee's lack of inclusion I assum is based on the factr it wont touch the other sets? And Mace? (would be interested to see how it ranks)
For a tank I also like to factor in the usefulness of the status effects (though this still leaves Stone Melee looking superior it makes a bit of a change to the others in ultimate ranking) I know it doesn't effect the damage but it can be the be all and end all of a set.
I guess I'm coming out of this going "Wow SM, didn't know you were so nice" though
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
I just included Axe as an example of one of the traditionally lower-damage sets, I'd only intended the post to show an idea of where Superstrength sits compared to the other "high damage" sets for ST and AoE.
I didn't include Dual Blades because I don't know how I'd have included the whole combo-effects business.
On "Hurl": Yeah. I tried to avoid it in both SS and SM's chains, but since they were using Base recharge rate, SM simply ran out of attacks to cycle during the 10-sec chain. For damage/animation, Hurl beats Tremor...
Stone's a lot better than it looks when you just consider the recharge times. Attack numbers are nothing special, but due to their animation time they can literally be chained several times faster than they recharge.
In a real-game build, when you can slot up +recharge and run Hasten, Stone Melee damage skyrockets.
(Assuming you can handle the endurance drain, of course...)
For ST high burstness action times help to win within a build up period as the more attacks you can do in that time the better however you could run out of end faster and be in need of recovery sooner. Sets that don't necessarily do a lot in a build up period will make up for it over an extended period of time because they aren't so quickly in need of a recovery and the xp/time effect could theoretically remain the same. If not then in certain areas you will have greater survivability to better avoid debt or greater aid the team. The greater you do in damage the less of a fight duration you have and so those doing less in damage will have secondary effects to remove fight duration (time target is attacking you) within the fight duration (time target spends getting attacked by you) Ofc secondary effects are basically there out of concept and to make sets diverse. Balance comes from not what we do in 10 seconds but from what we do over extended periods of time .
If power sets were very easily and as straight forward to compare as a lot of what I see in peoples methods then this would be a very different and much more basic game.
For ST I had SS with Rage close to Axe using build up for damage (decimal point close) but Axe does better AoE and lacks in (variety mainly) secondary effects.
My excel was on an old computer that went in August. I haven't tried to get it back yet because I don't see much point. The game could be balanced in most peoples eyes by us all having the same amount of damage of the same type of damage which is equally resisted all of the time but what it is, is, sometimes one set has an advantage over another and sometimes it don't. I do actually have faith in Castle but I am not keen on this change. I dare say we can find ways around it wishing we knew/realised before the change what we come to know. 15 secs of no end rec will be a long time to a lot of people in certain areas. We aren't meant to do equally as well in all areas but overall the loss of fun I think will be too great for many.
My excel would tell you what I have said on these forums in the past.
For ST -> EM
For AoE -> Fire
For overall damage out put -> Fire
The rest fall in between but are likely to have a greater variety of secondary effects. I don't run around with fight pool because I am bigger fan of secondary effects. The player base may see the game as everything needs to do damage and take damage but some of us like me who made controllers first don't.
Many a team where someone would say get a healer. But even in the most dire of circumstances a putting together of secondary effects can make the healer be as less useful than a blaster. I got 2 emps and enjoy playing them so would go on to say that indeed the setting up, timing and risk are unfavourable. So just as Tankers aren't a necessity to a team, defemders aren't but defenders help "up" the pace and depending on the player have you saying better to be with one than without. My point is though sec effects have value. If the rage change means I have def and can control...they are buffing me XD..."at times".
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
[ QUOTE ]
If Rage is pushing the levels of damage past all the other sets in terms of DPS be it in ST or AoE then none of the other sets use build up but they do.
SS is not king of ST.
SS is not king of AoE.
I think comparing one power against the next or simply looking at the bars on Mids Planner won't give anyone a true picture.
[/ QUOTE ]
[ QUOTE ]
True, however Lionsbane stating that the damage buff from Rage isn't actually a buff is probably the most ridiculous statement ever in the history of these boards.
[/ QUOTE ]
Then may I suggest you have to look elsewere for the most ludirous statement. I said and I quote:
[ QUOTE ]
Steel, it's true rage buffs damage.
I know that.
But the reason it has to do that because without rage the set is completely lame compared to trhe other powersets.
As an example of what i mean, raged up, with the 80% buff, the ss tanker damage is way behind energy melee and somewhat behind stone melee.
In a real sense it isnt a buff at all. It's a prop up for a broken set.
Whereas accuracy IS a buff and we hit (unehanced) more often than any other unenhanced set.
So I regard that as a genuine buff.
I do not regard the damage buff to be a real buff even though, in the literal context of this particular set, it is one.
[/ QUOTE ]
Get it? Can you understand the difference between me acklowledging that literally it is a real buff and me not regarding it as one because all it does is help ss keep up with damage output of other sets? (the damage buff i mean.)
I know that for some reason you think that even minus rage, Super strength is a strong melee set. So good luck, thanks for the flame and mind the wall.
Don't get into a flap. It's only my opinion and I'm thick
Arc 56763 Lord Anarchys heaven
2 mission arc. Bring friends cause Lord Anarchy means business...
wow. A great chart Mael. But you know what?
this isn't as complicated as all that.
I have a 50 Stone melee/ 50 enegy Tanker and a 40 SS.
So i can say with authority that ss with rage is not better than the other two.
Even though it's "buffed."
i mean, I don't need to know exactly what the inner engine of a car is if I can see it's faster than mine. It's faster than mine. ba boom.
And SS inspite of an 80% buff on rage doesn't perform better in damage out put than those two.
Now course i'm thinking if It doesnt out shine those two WITH an 80% buff, then what thinking is required to come to the conclusion that it's on a par with the other sets without it?
This is stuff so straightforward even I understand it.
Damn it I promised I wouldn't harp on about this anymore. That death badger...
Don't get into a flap. It's only my opinion and I'm thick
Arc 56763 Lord Anarchys heaven
2 mission arc. Bring friends cause Lord Anarchy means business...
Update
[ QUOTE ]
You'll be happy to know that the Defense Debuff will be going back in and the Recovery Debuff reverted out in an upcoming patch. Also, the Temp power thing is going the way of the Dodo.
I'll take a look at all this again in I12 to try and balance out the Def/Resist inequality.
[/ QUOTE ]
Awww I wanted something entirely different.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
[ QUOTE ]
Update
[ QUOTE ]
You'll be happy to know that the Defense Debuff will be going back in and the Recovery Debuff reverted out in an upcoming patch. Also, the Temp power thing is going the way of the Dodo.
I'll take a look at all this again in I12 to try and balance out the Def/Resist inequality.
[/ QUOTE ]
[/ QUOTE ]
He said it. I was just on test and omg.
But def/ res inequality? Does he mean, dare I say it, the overall inequality in in invul? They're not gonna up our def are they? Are they?
Or is he talking about something in rage I missed?
Don't get into a flap. It's only my opinion and I'm thick
Arc 56763 Lord Anarchys heaven
2 mission arc. Bring friends cause Lord Anarchy means business...
As much as I complain about the inability to attack or taunt for 10 seconds when Rage drops, I think that the proposed changes would kill it's use for me.
I have to say that if the proposed changes do go through to live, I doubt my tank will see much action ever again because the -recovery seriously sucks.
I would much rather Rage stays as it is and that Taunt be tweaked to be usable even during a Rage crash (similar to the new defiance ability to use tier 1 powers when mezzed for blasters).
Alternatively, increase the Gauntlet % and make it constantly firing at surrounding enemies regardless of character state to make it a worthwhile innate (although I prefer the Taunt tweak myself).
Either way, leave Rage as it is.
As for the Def/Res inequality, it would be nice to see something tweaked but I guess I12 will be when we see the next round of ideas.
The -Def is unfair on all def based sets in comparison to res based sets. The res based sets feel secondary effects more than def based anyway and so no end rec is a killer under end drain circumstances for anyone. Maybe it should be left as it is with the -def and counter the fact that res based get sec effected more.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
[ QUOTE ]
[ QUOTE ]
Update
[ QUOTE ]
You'll be happy to know that the Defense Debuff will be going back in and the Recovery Debuff reverted out in an upcoming patch. Also, the Temp power thing is going the way of the Dodo.
I'll take a look at all this again in I12 to try and balance out the Def/Resist inequality.
[/ QUOTE ]
[/ QUOTE ]
He said it. I was just on test and omg.
But def/ res inequality? Does he mean, dare I say it, the overall inequality in in invul? They're not gonna up our def are they? Are they?
Or is he talking about something in rage I missed?
[/ QUOTE ]
As possibly the most vitriolic speaker on this side of the pond about this whole thing, I have to say credit where its due.
Maybe he's not as bad as Statesman after all. Kudos for being big enough to recognise a gaff and correct it.
As for the 15 second drop, well, as long as it's not the only extra penalty for the .999% damage, I can live with it.
Don't get into a flap. It's only my opinion and I'm thick
Arc 56763 Lord Anarchys heaven
2 mission arc. Bring friends cause Lord Anarchy means business...
[ QUOTE ]
As much as I complain about the inability to attack or taunt for 10 seconds when Rage drops, I think that the proposed changes would kill it's use for me.
I have to say that if the proposed changes do go through to live, I doubt my tank will see much action ever again because the -recovery seriously sucks.
[/ QUOTE ]
Read Maels post, Star. They're reverting most of the change.
Don't get into a flap. It's only my opinion and I'm thick
Arc 56763 Lord Anarchys heaven
2 mission arc. Bring friends cause Lord Anarchy means business...
So many posts, I'm still catching up, but thanks Lionsbane, I will.
[ QUOTE ]
As for the 15 second drop, well, as long as it's not the only extra penalty for the .999% damage, I can live with it.
[/ QUOTE ]
As long as it IS. IS I meant!
My night for quoting myself I guess.
Don't get into a flap. It's only my opinion and I'm thick
Arc 56763 Lord Anarchys heaven
2 mission arc. Bring friends cause Lord Anarchy means business...
[ QUOTE ]
4) Instead of a to hit buff, give rage a -5% to-hit debuff. Remove the crash all together. All that angry flailing about sould make you less likely to hit, not more.
[/ QUOTE ]
Lol this wut hurt my tank quite a sore place but i like the idea
[ QUOTE ]
[ QUOTE ]
Update
[ QUOTE ]
You'll be happy to know that the Defense Debuff will be going back in and the Recovery Debuff reverted out in an upcoming patch. Also, the Temp power thing is going the way of the Dodo.
I'll take a look at all this again in I12 to try and balance out the Def/Resist inequality.
[/ QUOTE ]
[/ QUOTE ]
He said it. I was just on test and omg.
But def/ res inequality? Does he mean, dare I say it, the overall inequality in in invul? They're not gonna up our def are they? Are they?
Or is he talking about something in rage I missed?
[/ QUOTE ]
The defense Debuff in the statement from castle which you quoted. Obviously it points out the fact that SS tanks which have defence as a form of damage mitigation are currently penalised more by the rage drop than tanks which are resist based. (eg a fire/ss tank would suffer no ill effects from the defence debuff but a ice/ss would, therefore making it unfair on the ice tank)
[ QUOTE ]
The defense Debuff in the statement from castle which you quoted. Obviously it points out the fact that SS tanks which have defence as a form of damage mitigation are currently penalised more by the rage drop than tanks which are resist based. (eg a fire/ss tank would suffer no ill effects from the defence debuff but a ice/ss would, therefore making it unfair on the ice tank)
[/ QUOTE ]
Hmmmph. Knew it was too good to be true.
Don't get into a flap. It's only my opinion and I'm thick
Arc 56763 Lord Anarchys heaven
2 mission arc. Bring friends cause Lord Anarchy means business...
[ QUOTE ]
KO Blow WITHOUT rage is over 50% more powerful than the hardest hitting mace attack
Footstomp WITHOUT rage is 20% more powerful than the equivalent AOE from mace
[/ QUOTE ]
[ QUOTE ]
[ QUOTE ]
The defense Debuff in the statement from castle which you quoted. Obviously it points out the fact that SS tanks which have defence as a form of damage mitigation are currently penalised more by the rage drop than tanks which are resist based. (eg a fire/ss tank would suffer no ill effects from the defence debuff but a ice/ss would, therefore making it unfair on the ice tank)
[/ QUOTE ]
Hmmmph. Knew it was too good to be true.
[/ QUOTE ]
Icetanks: by the time most get Rage they would have hibernate anyway and hardly get hit by a single secondary effect to add to end problems and then there is energy absorption..icetanks don't count
[ QUOTE ]
Maybe he's not as bad as Statesman after all.
[/ QUOTE ]
Well I liked Statesman. Anyone else 'maybe' can either a) learn to play b) try to see past their toons and see the bigger picture c) bite me. d) a b and c
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
[/color]<blockquote><font class="small">En réponse à:[/color]<hr />
[/color]<blockquote><font class="small">En réponse à:[/color]<hr />
KO Blow WITHOUT rage is over 50% more powerful than the hardest hitting mace attack
Footstomp WITHOUT rage is 20% more powerful than the equivalent AOE from mace
[/ QUOTE ]
[/ QUOTE ]
Look at the recharge time and endurance cost.
[ QUOTE ]
I would much rather Rage stays as it is and that Taunt be tweaked to be usable even during a Rage crash (similar to the new defiance ability to use tier 1 powers when mezzed for blasters).
Alternatively, increase the Gauntlet % and make it constantly firing at surrounding enemies regardless of character state to make it a worthwhile innate (although I prefer the Taunt tweak myself).
[/ QUOTE ]The problem is that doing so for rage would also do so for phase shift and other intangibility powers.
It wouldn't really matter if it was just Taunt, but the whole trigger for this change was the cancellation of RttC and Inv. You couldn't make those work through phase shift without seriously breaking the game.
I really should do something about this signature.
[ QUOTE ]
Super Strength is not gimped without Rage and is in fact the best offensive tanker set with rage as it currently stands.
Please check your figures before you shout DOOM!
[/ QUOTE ]
[u]Super Strength[u]
Jab - 30.3 Damage, 2 Secs, 3.54 End
Punch - 44.5 Damage, 4 Secs, 5.2 End
Haymaker - 73 Damage, 8 Secs, 8.53 End
KO Blow - 158.4 Damage, 25 Secs, 18.5 End
Hurl (Ranged) - 73 Damage, 15 Secs, 9.36 End
Foot Stomp (AoE) - 63.2 Damage, 20 Secs, 18.5 End
Total ST Potential: (15.15 + 11.125 + 9.125 + 6.336 + 4.8667 + 3.16) = 49.76 Dam/Sec total
Total AoE Potential: 63.2 Damage/20 Secs = 3.16 Dam/Sec
Full Chain: (30.3 + 44.5 + 73 + 158.4 + 73 + 63.2) = 442.4 Damage over 11.93 Secs.
Average DPS (Animation Time): 37.08
5 Sec Chain: HM (1.5) + Punch (1.2) + KO Blow (2.23) = 4.93 Secs
Total Damage in 5 Sec Chain = 275.9
10 Sec Chain: HM (1.5) + Punch (1.2) + KO Blow (2.23) + FS (2.1) + Punch (1.2) + HM (1.5) = 9.73 Secs
Total Damage in 10 Sec Chain = 456.6
Base Damage + Normal "3x Damage SO" slotting = 195.5% Damage.
Rage = +80% Damage.
Rage's boost to "normal-slotted attacks" = 195.5/80*100 = a 40.92% increase.
[u]Stone Melee[u]
Stone Fist - 44.5 Damage, 4 Secs, 5.2 End
Stone Mallet - 73 Damage, 8 Secs, 8.53 End
Heavy Mallet - 101.4 Damage, 12 Secs, 11.9 End
Seismic Smash - 158.4 Damage, 20 Secs, 18.5 End
Hurl Boulder (Ranged) - 73 Damage, 15 Secs, 9.36 End
Tremor (AoE) - 44.5 Damage, 14 Secs, 13.5 End
Total ST Potential: (11.125 + 9.125 + 8.45 + 7.92 + 4.8667 + 3.18) = 44.67 Dam/Sec total
Total AoE Potential: 44.5 Damage/14 Secs = 3.18 Dam/Sec
Full Chain: (30.3 + 44.5 + 73 + 158.4 + 73 + 63.2) = 494.8 Damage over 11.54 Secs
Average DPS (Animation Time): 48.88
5 Sec Chain: SF(0.57) + SM(1.17) + HM(1.17) + SS(1.5) + SF(0.57) = 4.98 Secs
Total Damage in 5 Sec Chain = 421.8
10 Sec Chain: SF(0.57) +SM(1.17) +HM(1.17) + SS(1.5) +SF(0.57) +HB(3.3) +SM(1.17) +SF(0.57) = 10.02 Secs
Total Damage in 10 Sec Chain = 612.3
[u]Energy Melee[u]
Barrage - 30.3 Damage, 2 Secs, 3.54 End
Energy Punch - 44.5 Damage, 4 Secs, 5.2 End
Bone Smasher - 73 Damage, 8 Secs, 8.53 End
Total Focus - 158.4 Damage, 20 Secs, 18.5 End
Energy Transfer - 202.9 Damage, 20 Secs, 10.2 End
Whirling Hands (AoE) - 44.5 Damage, 14 Secs, 13.5 End
Total ST Potential: (15.15 + 11.125 + 9.125 + 7.92 + 10.145 + 3.18) = 56.65 Dam/Sec total
Total AoE Potential: 44.5 Damage/14 Secs = 3.18 Dam/Sec
Full Chain: (30.3 + 44.5 + 73 + 158.4 + 202.9 + 44.5) = 553.6 Damage over 9.37 Secs
Average DPS (Animation Time): 59.08
5 Sec Chain: EP (0.57) + ET (1) + TF (3.3) = 4.87 Secs
Total Damage in 5 Sec Chain = 405.8
10 Sec Chain: BS (1.5) + EP (0.57) + ET (1) + TF (3.3) + EP (0.57) + WH (1.67) + BS (1.5) = 10.11 Secs
Total Damage in 10 Sec Chain = 640.8
[u]Firey Melee[u]
Scorch - 48.1 Damage, 3 Secs, 4.37 End
Fire Sword - 73 Damage, 6 Secs, 6.86 End
Breath of Fire (Cone) - 74.7 Damage, 10 Secs, 10.2 End
Greater Fire Sword - 144.2 Damage, 12 Secs, 13.5 End
Incinerate - 111.2 Damage, 10 Secs, 6.86 End
Fire Sword Circle (AoE) - 83.6 Damage, 20 Secs, 18.5 End
Combustion (AoE) - 57.8 Damage, 15 Secs, 13 End
Total ST Potential: (16.1333 + 12.1667 + 7.47 + 12.0417 + 11.12 + 4.18 + 3.8533) = 66.97 Dam/Sec total
Total AoE Potential: 83.6 Damage/20 Secs + 57.8 Damage/15 Secs + 74.7 Damage/10 Secs= 15.50 Dam/Sec
Full Chain: (48.1 + 73 + 74.7 + 144.2 + 111.2 + 83.6 + 57.8) = 592.6 Damage over 14.37 Secs
Average DPS (Animation Time): 41.22
5 Sec Chain: GFS (2.03) + Inc (1.67) + FSC (1.5) = 5.2 Secs
Total Damage in 5 Sec Chain = 339 (note: will actually be lower due to DoT nature of attacks)
10 Sec Chain: FS (1.83) + Scorch (1.67) + GFS (2.03) + Inc (1.67) + FSC (1.5) + Scorch (1.67) = 10.37 Secs
Total Damage in 10 Sec Chain = 508.2 (note: will actually be lower due to DoT nature of attacks)
[u]Battle Axe[u]
Gash - 44.5 Damage, 4 Secs, 5.2 End
Chop - 73 Damage, 8 Secs, 8.53 End
Beheader - 87.2 Damage, 10 Secs, 10.2 End
Cleave (NARROW Cone) - 122.8 Damage, 15 Secs, 14.4 End
Swoop - 101.4 Damage, 12 Secs, 11.9 End
Whirling Axe (AoE) - 44.5 Damage, 14 Secs, 13 End
Pendulum (Cone) - 84.5 Damage, 15 Secs, 14.4 End
Total ST Potential: (11.125 + 9.125 + 8.72 + 8.1867 + 8.45 + 3.1786 + 5.6333) = 54.42 Dam/Sec total
Total AoE Potential: 44.5 Damage/14 Secs + 84.5 Damage/15 Secs = 8.81 Dam/Sec. (17.00 with Cleave)
Full Chain: (44.5 + 73 + 87.2 + 122.8 + 101.4 + 44.5 + 84.5) = 557.9 Damage over 15.91 Secs
Average DPS (Animation Time): 35.07
5 Sec Chain: Gash (1.83) + Beheader (1.37) + Chop (1.83) = 5.03 Secs
Total Damage in 5 Sec Chain = 204.7
10 Sec Chain: Chop (1.83) + Beheader (1.37) + Cleave (2.87) + Pendulum (2.27) + Chop (1.83) = 10.17 Secs
Total Damage in 10 Sec Chain = 440.5
[u]Rankings[u]
- Damage per second (Animation time) -
Energy Melee - 59.08
Superstrength (Rage) - 52.25 (140.92% of Normal SS)
Stone Melee - 48.88
Firey Melee - 41.22
Superstrength (Normal) - 37.08
Battle Axe - 35.07
- Maximum Damage output in 5 Seconds -
Stone Melee - 421.8
Energy Melee - 405.8
Superstrength (Rage) - 388.80 (140.92% of Normal SS)
Firey Melee - 339
Superstrength (Normal) - 275.9
Battle Axe - 204.7
- Maximum Damage output in 10 Seconds -
Superstrength (Rage) - 643.44 (140.92% of Normal SS)
Energy Melee - 640.8
Stone Melee - 612.3
Firey Melee - 508.2
Superstrength (Normal) - 456.6
Battle Axe - 440.5
How's them for figures?
Note also that every Set except SS can go much higher than their above figures for 10 seconds using Build Up.
Given Hasten and "+Recharge" Set Bonuses, "Damage per second (Animation time)" is probably the most useful way of ranking damage output for min-maxxed builds, since it completely ignores attack recharge time.
The "Total ST Potential" and "Total AoE Potential" values are 'damage divided by recharge time' for each attack in the set, combined. So they should give an idea of a set's damage output over a long period of time.