Attack chain help...for my brute.


Deus_Otiosus

 

Posted

I'm looking for assistance in figuring out the best ST attack chain option available to my SS brute.

I wanted to run K.O. Blow/Gloom/Haymaker/Punch/Gloom/Haymaker (which is the chain Bill Z used in his "The Results are in" thread) but Gloom won't have enough recharge, and I won't be able to squeeze any more rech into the build without losing other aspects of the build that I don't want to compromise.

Figuring out attack chains simply isn't my forte, so I've turned to the one place on the forums where this basically old hat.


Some info.

65% Rech from sets, +70% from hasten. Hasten has 14.7s of downtime.


I have the following single target attacks:

Punch: 1.36s rech, 1.2s standard cast time (59.84% Rech Rdx Enh)
Haymaker: 2.48s rech, 1.5s standard cast time (87.09% Rech Rdx Enh)
KO Blow: 7.76s rech, 2.23s standard cast time (87.09% Rech Rdx Enh)
Gloom: 3.69s rech, 1.1s standard cast time (89.92% Rech Rdx Enh)


Bill Z explained to me in a PM that the chain he used had 250% rech for Gloom, whereas I only have 224.92% rech for Gloom - which doesn't include hasten's downtime.


So any help in figuring out the best option for this character would be appreciated.


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
Punch: 1.36s rech, 1.2s standard cast time (59.84% Rech Rdx Enh)
Haymaker: 2.48s rech, 1.5s standard cast time (87.09% Rech Rdx Enh)
KO Blow: 7.76s rech, 2.23s standard cast time (87.09% Rech Rdx Enh)
Gloom: 3.69s rech, 1.1s standard cast time (89.92% Rech Rdx Enh)
Well, first things first, we've got to rid of those useless standard cast times. Converting them into Arcanatime, we get 1.452 seconds for Punch, 1.716 seconds for Haymaker, 2.376 seconds for KO Blow, and 1.32 seconds for Gloom. I'm assuming that the precedence of DPA (highest to lowest) is going to be the standard KO Blow>Gloom>Haymaker>Punch since you didn't post damage or any of the derivative information thereof. Also, I'm going to assume you don't really care about Fury generation, but, then again, SS isn't the set to try to generate Fury with (because its attacks are all slow...).

Now, because KO Blow is the high damage power, its recharge is going to be the fundamental operating period we're going to base the rest of the chain around. Essentially, we're going to be using KO Blow and then spend the next 7.76 seconds trying to do as much damage as possible without overstepping our bounds too much. Gloom is, by far, the highest of the DPAs of the remaining powers, so we're going to use Gloom every chance we get. All we have to do now is make sure that we can use Gloom as often as possible within that time period. So, with a little paper work, we get...

KO Blow>Gloom>Haymaker>Punch>Wait(.528 seconds)>Gloom>Haymaker

It's all pretty obvious as to what you choose (the first 4 are just running through the powers according to their DPA) until you get to the last couple of decisions. That short wait is preferential to using Punch again (which would necessitate reordering the attack string segment to Punch>Haymaker>Punch) because Gloom, even increasing its animation time by .528 seconds, still has better DPA than Punch (39.7 compared to 28.7). Haymaker is used rather than Punch because, even though it forces you to wait slightly longer before using KO Blow again, Punch just has such incredibly horrible DPA.


 

Posted

I personally use Haymaker, Punch, Gloom.

Better for Fury generation, better for end-efficiency and not too much recharge required. You can also do Haymaker, Punch, Gloom, Punch which is even easier rech-wise


 

Posted

Quote:
Originally Posted by Umbral View Post
Well, first things first, we've got to rid of those useless standard cast times. Converting them into Arcanatime, we get 1.452 seconds for Punch, 1.716 seconds for Haymaker, 2.376 seconds for KO Blow, and 1.32 seconds for Gloom.
Hi Umbral, thanks for the help.

I had Arcanatimes worked out, but it's my first time using Arcanatime, so I wasn't confident in my numbers. (Good thing too, my numbers were wrong.)


Quote:
Originally Posted by Umbral View Post
I'm assuming that the precedence of DPA (highest to lowest) is going to be the standard KO Blow>Gloom>Haymaker>Punch since you didn't post damage or any of the derivative information thereof.
Woops!

DPA as calculated by mids (254% Global Damage bonus from 85% Fury, single stacked Rage, and set bonuses. All individual attack damage bonuses are ED capped at 95% or so, except Gloom which is at 89.92%, I think I'm going to rework Gloom's slotting and sacrifice END to get to the DAM cap)

*note: I often hover around 85%~90% Fury, but went with the lower number.

Punch 187.6
Haymaker 308
KO Blow 668.5
Gloom 361.2


Those numbers are definitely higher than I'm used to seeing in game when solo, I'm going to assume SM/L resistances are the culprit.


Quote:
Originally Posted by Umbral View Post
Also, I'm going to assume you don't really care about Fury generation, but, then again, SS isn't the set to try to generate Fury with (because its attacks are all slow...).
That's correct. My Fury generation comes primarily from taking alpha strikes, at which point my attack chain becomes Fury maintenance.

When I did my first pylon test, I kept myself surrounded to saturate RttC and help maintain fury.



Quote:
Originally Posted by Umbral View Post
Now, because KO Blow is the high damage power, its recharge is going to be the fundamental operating period we're going to base the rest of the chain around. Essentially, we're going to be using KO Blow and then spend the next 7.76 seconds trying to do as much damage as possible without overstepping our bounds too much. Gloom is, by far, the highest of the DPAs of the remaining powers, so we're going to use Gloom every chance we get. All we have to do now is make sure that we can use Gloom as often as possible within that time period. So, with a little paper work, we get...

KO Blow>Gloom>Haymaker>Punch>Wait(.528 seconds)>Gloom>Haymaker

It's all pretty obvious as to what you choose (the first 4 are just running through the powers according to their DPA) until you get to the last couple of decisions. That short wait is preferential to using Punch again (which would necessitate reordering the attack string segment to Punch>Haymaker>Punch) because Gloom, even increasing its animation time by .528 seconds, still has better DPA than Punch (39.7 compared to 28.7). Haymaker is used rather than Punch because, even though it forces you to wait slightly longer before using KO Blow again, Punch just has such incredibly horrible DPA.
Excellent information, thank you.

Rather than punch, would there be value in adding Footstomp to fill in the gap?

I'm assuming no, since footstomp has such a long cast time and lower DPA than Gloom, but figured I'd ask anyway.



Quote:
Originally Posted by Silverado
I personally use Haymaker, Punch, Gloom.

Better for Fury generation, better for end-efficiency and not too much recharge required. You can also do Haymaker, Punch, Gloom, Punch which is even easier rech-wise
I should have mentioned that I have a net recovery of 3.5 e/s, or 3.13 with Darkest Night running, so the endurance isn't really a concern.

But thanks for the input.