The BEST Single Target Damage?
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Troller's DPS against Pylon is pretty biased because 1. Pylon is perma-immb which means Troller always get Containment 2. all pets attack the same target and Phantom won't die.
Generally the Rikti pylon test is used. How much time it takes to take down a Rikti pylon...
(38343.75/time)+127.8125=DPS 38,343.75 is the amount of HP a Rikti pylon has (adjusted for resists) and 127.8125 is their regen rate (adjusted for resists). So, your DPS rate using this measure is actually your dpsx0.8 (Rikti Pylons have 20% resistance I believe) adjusted for -res procs and -reg procs. So, a troller with high -reg or -res will be able to beat a Rikti pylon fast enough that their equivalent DPS is about 400. In other words, they can down a pylon in 2m20s... |
In reality, an AV is not going to be perma held. Perma immb may be possible but Illusion has no immb (unless getting it from patron?) and all your pets may not focus on the same target during regular fights.
Using pet's DPS in Crab/Bane also kinda weird because those pets will not survive long against Pylon. In fact, even with double maneuver, my Reinforcement still die within 20s.
I am not saying Troller and Bane/Crab don't have good DPS but that 400 dps is pretty exaggerated.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Resistance debuffs can go negative. They cap at -400%. Resistance debuffs are very potent.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
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I was under the impression that the resistance could not go negative. Meaning that if your target has 20% resistance, then a 20% resistance debuff will do the same as a 30%, 40% or 258,786% resistance debuff.
Therefore, in your example. Let us say the target has 20% resistance. i) 156 ii) 172 iii) 195 You would cap out at 195, no matter how high you stacked debuffs, but you could always pack more damage on... Please correct me if my understanding is wrong. |
In addition to what StatoNexus said (resistance can go into the negitives) There's also the fact that resistance is resistance to resistance debuffs, so therefore in your example, a 20% resistance debuff vs something with 20% resistance would only debuff it by 16%, down to 4% res, 30% res debuff would debuff it by 24%, down to -4%, et cetera. Also, negitive resistance makes the debuff stronger, so it something has -10% res, than a 20% resistance debuff it's would debuff resistance by 22%. so it'd then have -32% res.
I am however unsure res debuffs are increased/decreased based on the resistance checks of the damage type they check against (ie, a sonic attack only checking smash and energy to see if it's increased/decreased) or if every resistance is checked individualy (never have had time to check the calculations mid battle).
And sorry about the wall o' text.
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That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.
Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with. |
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Troller's DPS against Pylon is pretty biased because 1. Pylon is perma-immb which means Troller always get Containment 2. all pets attack the same target and Phantom won't die.
In reality, an AV is not going to be perma held. Perma immb may be possible but Illusion has no immb (unless getting it from patron?) and all your pets may not focus on the same target during regular fights. Using pet's DPS in Crab/Bane also kinda weird because those pets will not survive long against Pylon. In fact, even with double maneuver, my Reinforcement still die within 20s. I am not saying Troller and Bane/Crab don't have good DPS but that 400 dps is pretty exaggerated. |
Right on the money.
Also, the damage results should be taken with a grain of salt and used as food for "thought." They should not be taken as law. In every situation where someone has reached the "top-10" of the damage charts, they are ALL under complete and total OPTIMUM conditions. That's Shield Defense with a fully saturated AAO (plus mobs that can't hurt him), or Dark Melee with a fully saturated Soul Drain 100% of the time, people using recovery serums or outside recovery boosters for endurance (most dps'rs will admit that without those they couldn't sustain their attack chains for more than a dozen seconds or so), perma Immobs/Mez'ing, perfected (expensive) IO slotting, and a good/perfect run where they happend to not take more damage than they could survive (which doesn't always happen in a basic/general scenario). These damage charts are very useful to see what "IS" achievable with a perfect build, in the perfect settings, with the perfect conditions, with the perfect run, but it's by no means gospel and should only be used to help you determine what you might want out of a set.
In fact, some of the sets which make the top 10 or 15 don't really have that great of "overall" dps without all of these conditions in place. Which means you might build one, not have the money to spend a fortune on it, run on into a TF with a basic pick-up group, and be sorely dissapointed with your results...
I liken these damage comparisons to a Drag Race Car. Under "OPTIMAL" conditions, that Drag Racer is going to severly beat just about any car down a perfect stretch of flat open road, but good luck trying to park it, drive it down a road with curves, or hit corners on it. In comparison that new Corvette Stingray isn't going to match the Dragsters zero to 100 speed, but is going to be much better as an everyday driver that can park, handle curves, and can still kick MUCH rear in speed if it ever needs to against 90% of what you'll ever actually face on the road
Think of it that way.
Also, when asking for single target damage, I think that myself and others are sometimes reffering to: "who can put out the most single target damage in about 30-45 seconds during 'average' conditions" and not really "who can put out the most single target damage over a time period extending over 5-10 minutes". Because for most of what we do in this game, the "30 seconds" worth of major damage output is much more important than what is possible to achieve over a ten to fifteen minute period. Even when on a team that is fighting an AV, in most cases, it isn't going to take your team more than 4 minutes to defeat that single AV. For most, that 30-40 seconds worth of gratification, which can happen with every fight, is alot more gratification than a tedious 10-15 minute slow kill which only happens once-in-a-blue-moon lol. Furthermore, you will rarely find a time where you'll find 6 people that wanna "sit-out" for 5 to 10 minutes or more and watch you take the empathy for recovery aura and slowly solo that AV...just not gonna happen in most cases. Even if they did let you do that just to see if you could, it would only ever happen once lol, they don't wanna watch that tediousness a second time
Anyways, it's damage output between "30-40 seconds under normal conditions" is usually what I refer to when talking "most damage".
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First, I gave you the wrong chain Swap the position of Venomnade and Shatter armor; there is a bit more redraw but the debuffs should work out better. Second, I calculated the redraw as less than you are, as I calc'ed the chain to be a bit above 19 seconds. Third, my bane (just the bane, no pets) puts out about 141 "raw" dps doing that chain, and ~232 "inflicted," I believe (old calcs).
Concerning the build, perhaps I'm factoring in too much redraw time, but I make that chain you quoted a hair under 21 seconds, which means that Venom Grenade's debuff in particular would have expired a good 5 seconds before it ends. The Chain I was looking at was Pulverise --> Shatter Armor --> Crowd Control --> Poisonous Ray --> Venom Grenade --> Surveillance --> Poisonous Ray which works out at a hair over 16 seconds... on the grounds that my build's Crowd Control at 141 DPA + Proc was better than Shatter at 153 DPA without a Proc. All together my Bane build puts out around 107 "Raw" DPS (before res debuffs) and 190 "Inflicted" DPS (after res debuffs).
With your chain using my build I make it 120 "Raw" DPS total from the Bane itself. Assuming you managed to get your resistance debuffs up slightly more often than mine (mine's in the high -70%'s), that's an average of about -80% Resistance debuffs constantly applied, meaning 120 "Raw" DPS becomes 215 "inflicted DPS" from the Bane. Call Reinforcements Pets each inflict a little over 11 unslotted DPS in melee range (or 9 DPS at range), Summon Blaster inflicts a hair over 15 unslotted DPS at range (12 DPS in melee). Assuming optimum conditions (-80% res applied, +30% damage from tactics, +96% Damage from pet slotting, Call Reinforcements Pets in melee, Blaster Pet at Range, No pause to resummon pets) that would rise to a total of 92 DPS from the Call Reinforcements Pets, and 61 DPS from the Blaster. In my own build I assumed Pets would get less benefit from the Resistance debuffs as they inflict no Toxic Damage... but I'll assume they get the full -80% here for simplicity's sake. That gives 215+92+61= about 368 "inflicted DPS" under optimal conditions. |
You're right on about how difficult it is to calculate the pet DPS. Our pet calculations are very different, which is causing the major disparity (and do you have the soulbound proc in any of those pets?). I compared calcs with Frosticus a long time ago, and since he got almost exactly the same numbers as I did, I just went with it. There is no way that I know of, outside of hundreds of sample runs in game, to determine pet DPS accurately, and I don't have the patience to do those sample runs. Your crab calcs make me want to recheck some old crab builds though
Part of the reason I've scrapped the bane (and crab) is that keeping the pets alive long enough against a pylon is just a ridiculous pain. The controller should have no problem with that at all.
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Against a pylon, the pets will die. Against a normal AV, they should not. No one has clocked a bane at that dps (as far as I know) against a pylon for this reason, but assuming it is capable of 400 dps for the rest of the game is valid, and actually less artificial than a pylon run.
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And the pylon test is also a measure of survivablity against a hard target, as well as for DPS. Its about seeing how much damage you could do, while making sure you don't die.
Against a pylon, the pets will die. Against a normal AV, they should not. No one has clocked a bane at that dps (as far as I know) against a pylon for this reason, but assuming it is capable of 400 dps for the rest of the game is valid, and actually less artificial than a pylon run.
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If we wanted a pure DPS test, someone else could tank the Pylon at range with taunts.
"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton
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I'm not sure what you mean. The bane should not die in that scenario with softcapped defenses. Survivability is a non issue. The pets die due to artificially high aoe damage that does nothing more than tickle the bane. Against almost any other AV type opponent, the pets should be fine (cept maybe crab's spiderlings, which is why I don't give them much credit in dps calcs) and so would the bane, making the high dps actually more normal.
And the pylon test is also a measure of survivablity against a hard target, as well as for DPS. Its about seeing how much damage you could do, while making sure you don't die.
If we wanted a pure DPS test, someone else could tank the Pylon at range with taunts. |
Edit: What Jib said about the containment thing is true, but the amount of damage actually coming from the controllers personal attacks is relatively small so it doesn't skew the dps that much. I consider -regen more of an artificial component than the false containment.
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Interesting. I will need to give this a try.
Generally the Rikti pylon test is used. How much time it takes to take down a Rikti pylon...
(38343.75/time)+127.8125=DPS 38,343.75 is the amount of HP a Rikti pylon has (adjusted for resists) and 127.8125 is their regen rate (adjusted for resists). So, your DPS rate using this measure is actually your dpsx0.8 (Rikti Pylons have 20% resistance I believe) adjusted for -res procs and -reg procs. So, a troller with high -reg or -res will be able to beat a Rikti pylon fast enough that their equivalent DPS is about 400. In other words, they can down a pylon in 2m20s... |
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There are many builds that people would like to try with the pylong test but don't because it would take too much work to build for survivability while maintaining as much dps as possible OR you have to build for survivability while building for DPS (namely recharge). If builds could ignore survivability, like getting to the softcap while adding some way to regen damage taken from the pylon, while outputting dps.
I'm not sure what you mean. The bane should not die in that scenario with softcapped defenses. Survivability is a non issue. The pets die due to artificially high aoe damage that does nothing more than tickle the bane. Against almost any other AV type opponent, the pets should be fine (cept maybe crab's spiderlings, which is why I don't give them much credit in dps calcs) and so would the bane, making the high dps actually more normal.
Edit: What Jib said about the containment thing is true, but the amount of damage actually coming from the controllers personal attacks is relatively small so it doesn't skew the dps that much. I consider -regen more of an artificial component than the false containment. |
Which is why you dont see certain sets in the pylon tests, like Fire Armor, especially with the new changes, because people haven't made a build that can survive it while outputting max dps.
The same could be said for Banes, most players haven't tried a pet based build that can maintain max dps with survivability.
IE. Also softcapped defenses is actually NOT just what you need to survive a pylon, you cannot reliability survive with just defense, you need some way to mitigate the damage that you will end up taking, either by having a heal or building for regen along with defense and recharge. Just softcapped scrappers can and have died during a pylon test due to RNG, especially if you want to do the test constantly, and not just that one time when you didn't get screwed over by RNG.
"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton
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Thank you.
In addition to what StatoNexus said (resistance can go into the negitives) There's also the fact that resistance is resistance to resistance debuffs, so therefore in your example, a 20% resistance debuff vs something with 20% resistance would only debuff it by 16%, down to 4% res, 30% res debuff would debuff it by 24%, down to -4%, et cetera. Also, negitive resistance makes the debuff stronger, so it something has -10% res, than a 20% resistance debuff it's would debuff resistance by 22%. so it'd then have -32% res.
I am however unsure res debuffs are increased/decreased based on the resistance checks of the damage type they check against (ie, a sonic attack only checking smash and energy to see if it's increased/decreased) or if every resistance is checked individualy (never have had time to check the calculations mid battle). And sorry about the wall o' text. |
btw, the formula is
Ro+Rd-(RoRd/100)=R
Ro is original res
Rd is res debuff
R is resultant res.
Therefore base 20 hit with a -30 debuff would get you 20-30-(20x-30/100)=-4
Hitting again would be -4-30-(-4x-30/100)=-35.2
If you get the third debuff, -35.2-30-(-35.2x-30/100)=-75.76
I'm going to have to look into a fire/cold/mace corrupter...
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The -regen is the equivalent of adding 127.8125 dps... That is pretty big, but v AVs it is actually bigger. I don't see how that is more artificial than -res debuffs. That is why it is called equivalent DPS or one of a number of other terms...
I'm not sure what you mean. The bane should not die in that scenario with softcapped defenses. Survivability is a non issue. The pets die due to artificially high aoe damage that does nothing more than tickle the bane. Against almost any other AV type opponent, the pets should be fine (cept maybe crab's spiderlings, which is why I don't give them much credit in dps calcs) and so would the bane, making the high dps actually more normal.
Edit: What Jib said about the containment thing is true, but the amount of damage actually coming from the controllers personal attacks is relatively small so it doesn't skew the dps that much. I consider -regen more of an artificial component than the false containment. |
It just feels more artificial to me than -res. Completely subjective. I could say (and people have) that the -res is artificial too, but that doesn't bother me.
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What's funny about this is I changed my NW's build around a few times to tackle a pylon and the best I've been able to achiev is 9:45 (@ 195 DPS give or take). I checked a few weeks later and a crab spider posted as putting out 270 dps vs a pylon (that's what, 5 minutes?).
Against a pylon, the pets will die. Against a normal AV, they should not. No one has clocked a bane at that dps (as far as I know) against a pylon for this reason, but assuming it is capable of 400 dps for the rest of the game is valid, and actually less artificial than a pylon run.
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I questioned this on the pylon thread and asked how he was able to pull this off because 1) crabs have less than stellar single target damage and 2) I've experience firsthand on my bane that the 2 pets croak after the second pylon AE.
His reponse to my inquiry was "My crab spider build is far from standard. I run Double Assault, Double Maneuvers and Darkest Night with a single target chain of Single Shot>Gloom" so I assumed he had a way of keeping his pets alive.
But I really don't see how this is possible... mine ran right up to the pylon to melee it and then croaked on two attempts. So is there a way to keep the pets out of the AE or is he just BSing everyone?
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I saw that too, and pretty sure he's not bsing. He's using a ranged chain, so he can keep distance between himself and the pets so they don't get all the splash damage.
But I really don't see how this is possible... mine ran right up to the pylon to melee it and then croaked on two attempts. So is there a way to keep the pets out of the AE or is he just BSing everyone?
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Oh, and the above statement about softcapping not being enough: I agree, but banes have more than softcapping so I don't think that's valid in this case. They have some +hp and regen as well as some resistance. Mine has the same defense as my /shield scrapper, lower hp/regen, but higher s/l resistance. It is not quite the same as, say, an /sr which is completely reliant on the RNG outside of Aid Self. (DDR is another story, but that's irrelevant for a pylon).
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Some people have used tankers to spam taunt when testing builds against pylons, maybe the crab did that? Just guessing.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
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using a ranged chain and generating enough threat is enough.
Good to know, thanks!
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
It hits a foe for 100 Damage.
(i) You slot the attack, with three SOs, granting +95% Damage.
The Attack now hits a foe for 195 Damage.
(ii) You now get a +20% Damage Buff.
The Attack now hits the foe for (95+20=115) 215 Damage.
(iii) You lose the Damage Buff, and inflict a -20% Resistance debuff.
The Attack now hits the foe for (195*1.2) 234 Damage.
As you can see: Resistance Debuffs are multiplicative, and Damage Buffs are additive.
And Resistance Debuffs also affect your teammates' or pets' damage output.
Altogether this means that stacking a lot of Resistance Debuffs goes a long way to ramping up your damage output. A Rad Defender can put out -30% resistance. A Cold Defender with enough recharge can theoretically put out -120%. (Plus a bit more with Procs... but let's keep this simple) That's the equivalent of multiplying all damage inflicted against a foe by 2.2
Therefore, in your example. Let us say the target has 20% resistance.
i) 156
ii) 172
iii) 195
You would cap out at 195, no matter how high you stacked debuffs, but you could always pack more damage on...
Please correct me if my understanding is wrong.