Top primaries for ST damage?
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KM doesn't have great DPA attacks - it has relatively short animations on the low damage attacks but the medium and heavy hitters are slow and/or don't critical - so I don't imagine that a sustained chain would be in those top three, but if I read the patch notes correctly being able to reliably bring BU back may bring it close overall and it still has a good PBAoE in Burst. For a "well-rounded" set it's a nice option, although for general PvE I still like ElM better.
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Energy Melee
Barrage -> Recharge 6 seconds, damage 80.75, animation time 1.584s, DPA is 50.98
Crits for 154.15 damage, crit DPA is 97.32
Energy Punch -> Recharge 4seconds, damage 61.17, animation time 1.056s, DPA 57.93
Crits for 116.78 damage, crit DPA is 110.59
Bone Smasher -> recharge 8seconds, damage 100.32, animation time 1.716s, DPA 58.46
Crits for 191.52 damage, crit DPA is 111.61
Energy Transfer -> recharge 20seconds, damage 253.58, animation time 2.904, DPA 87.32
Does not Crit, just doesn't cause the self damage of 166.83
Total Focus -> recharge 20seconds, damage 203.53, animation time 3.432, DPA 59.30
Crits for 259.14 damage, crit DPA is 75.51
Kinetic Melee
Quick Strike -> recharge 3seconds, damage 51.38, animation time 1.056, DPA 48.66
Crits for 98.1 damage, crit DPA is 92.90
Body Blow -> recharge 5seconds, damage 70.96, animation time 1.32, DPA 53.76
Crits for 135.47 damage, crit DPA is 102.63
Smashing Blow -> recharge 7seconds, damage 90.53, animation time 1.452, DPA 62.35
Crits for 172.84 damage, crit DPA is 119.04
Burst -> recharge 15seconds, damage 76.46, animation time 2.904, DPA 26.33
Crits for 145.98 damage, crit DPA is 50.27
Focused Burst -> recharge 8 seconds, damage 100.32, animation time 2.244, DPA 44.71
Crits for 191.52 damage, crit DPA is 85.35
Concentrated Strike -> recharge 20seconds, damage 197.97, animation time 3.036, DPA 65.21
Does not have additional crit damage, but each successful crit (from hide, following a placate, or the 10% base chance outside of hide, which scales with more teammates) refreshes Build Up, allowing higher uptime of the Build Up effect.
All in all, Kinetic Melee seems to out perform Energy Melee in just about every way, and with the lower recharge times and higher DPA Kinetic Melee should pull ahead for single target damage. Especially when you factor the higher uptime of Build Up, due to CS crits.
Granted, Energy Transfer is pretty nice burst, but i feel the increased up time of Build up, and the AoE and ranged powers in Kinetic Melee allow it to pull ahead in other aspects as well.
Can't beat DM as a ST primary, in my opinion.
My DM/Nin is a beast. Slotting Caltrops with Procs and tossing them around while enemies are under the effect of Blinding Powder and Touch of Fear? You're pretty safe while you take out those bosses and Lt's. It also has two heals, and Immob in its strongest attack, and high DPS, enough that I solo'd an AV or two on mine. The only problem I had was whether to slot Touch of Fear for -ToHit debuff or Fear duration.
Too many alts to list.
Quick question for the pros...what primaries are currently at the top reference ST damage? Thanks in advance.
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1. Martial Arts
2. Energy Melee
3. Dark Melee
More Detailed Answer:
1. Dark Melee: Because all attacks can critical and it deals some Negative Energy which is less resisted than all Smashing in MA.
2. Martial Arts: I still rank it higher than EM because when you factor in team critical, MA pulls ahead of EM easily.
3. Energy Melee: Still has two big punches but Total Focus only deals a small portion of critical and Energy Transfer does not do critical damage (but still hits hard).
Preference?
1. Dark Melee: Even if DM has a tiny bit less ST dps than EM/MA, it has very useful utilities in healing, tohit debuffs, immb, fear and it has a small cone!
2. Martial Arts: It has style but it's secondary effects are scattered. You can stack stuns but Cobra Strike has reduced chance. Eagle Claw allows you to forget about Assassin Strike later on because it critical HARD.
3. Energy Melee: I actually don't like EM because it's just too slow for my taste but it stacks stuns well. It at least does one thing more focused than MA and energy damage is always good against many things especially ghosts. I think EM is best suited for PvP.
Final Words! All Single-Target damage is very overrated even when you solo. It is still nice to have some aoe even if it's a small cone like Shadow Maul. If you want a good mix of ST and AoE, Ninja Blade, Dual Blade and Kinetic Melee are good choice.
I hope you like my answers. :P
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.
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.
I was never real clear on this, so I guess this would be as good a place to ask as any.
Since gambler's cut hits twice, is that 2 cances to proc -res or just 1 for the attack itself?
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Just 1 for the attack.
Gamblers doesn't really hit twice though.
It makes 1 attack roll that if successful deals it's damage in two parts.
the Dual Blades powers are the same way, as is Shadow Maul in Dark Melee.
Basically it's 1 check per attack roll.
That's why things like Waterspout,Caltrops and Rains are Proc monsters.As they are constantly making attack rolls, they constantly get to check for Procs. Although there is a built in once per 10 Seconds clause on those powers for PROCing.
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DB on Stalkers is all mixed up compared to other versions. It's best chain should be Attack Vitals, but you can only put one purple proc and no -res procs into that. The Scrapper version can do very well, but I'm thinking the Stalker version falls faaar behind because of the combo mix up.
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So far, the best DPS I see for Stalker DB, doesn't use any combos.
And Empower, BU > AS > THEN PLACATE! Gaaaah...
Maybe if it was Placate > BU > AS, it would be a worthwhile combo (imo anyways)
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What kills me more than anything else is that two combos are tied up at Build-Up>AS>finisher
Such a terrible design decision.
Placate ending Empower is fine,
A combo ending off of As is also fine
But Both?
Why do I have to choose between using Sweep and Empower with about a 30 second delay before I can use the other?
WHY??!!!
The sweep combo is especially nonsensical; there are no AoE's in it and they had to change Ablating strike to have the AoE affect. That's just weird.
And yes, the lack of Blinding Feint is not at all helpful.
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Finally back to the thread...
Though Siolfir seems to have run the numbers as well, and doesn't have Ninja Blade in the top 3, perhaps they didn't account for Procs either or maybe the Procs don't move up SB as much as I think it would.
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I'm not sure where you figure this out from, as Kinetic Melee has better DPA in most of its attacks then energy melee, with about the same, or faster recharge times.
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- Neither Concentrated Strike nor Energy Transfer critical and of those ET hits much harder with a shorter animation and the same recharge.
- The numbers you provided for DPA included criticals over time already, since you used the average numbers from Mid's
- Build Up will be up more often for KM but the instant recharge only happens when the best attack in the set has just been used and has the longest possible recharge time and +dam affects both sets equally
- KM's 4th best DPA attack is Assassin's Strike - which is EM's worst, even with a longer animating version
However, using your own numbers:
EM:
Bg: 50.98
EP: 57.93
BS: 58.46
ET: 87.32
TF: 59.30
KM:
QS: 48.66
BB: 53.76
SB: 62.35
Bs: 26.33
FB: 44.71
CS: 65.21
Now, unless your attack chain consists of CS->SB only, EM is going to win out. ET is considerably higher than CS, TF and BS - or, for that matter, EP - aren't that far behind SB, and nothing else in KM is even competitive. I never bothered to create a chain based on those observations since there wasn't a need to - you're welcome to make one, though I think unless you proc it out (which is the only reason NB and DB can even enter the discussion) it's just going to show a worse chain.
All in all, Kinetic Melee seems to out perform Energy Melee in just about every way, and with the lower recharge times and higher DPA Kinetic Melee should pull ahead for single target damage. Especially when you factor the higher uptime of Build Up, due to CS crits.
Granted, Energy Transfer is pretty nice burst, but i feel the increased up time of Build up, and the AoE and ranged powers in Kinetic Melee allow it to pull ahead in other aspects as well. |
* - like I said, I haven't run chains for KM. What can I say, I'm lazy and haven't cared to...
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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However, using your own numbers: EM: Bg: 50.98 EP: 57.93 BS: 58.46 ET: 87.32 TF: 59.30 KM: QS: 48.66 BB: 53.76 SB: 62.35 Bs: 26.33 FB: 44.71 CS: 65.21 Now, unless your attack chain consists of CS->SB only, EM is going to win out. ET is considerably higher than CS, TF and BS - or, for that matter, EP - aren't that far behind SB, and nothing else in KM is even competitive. I never bothered to create a chain based on those observations since there wasn't a need to - you're welcome to make one, though I think unless you proc it out (which is the only reason NB and DB can even enter the discussion) it's just going to show a worse chain. |
Here's a quick comparison. Your best Energy melee chain is ET->BS->TF->BS, which would require about 216% global recharge to pull off (in order to get TF to recharge in the required 6.336 seconds)
Assuming you do that, the chain will take a total of 9.768 seconds, for a total of 657.75 damage, or about 67.33 DPS. This is assuming base damage.
Now, a decent chain for Kinetic Melee would be CS->SB->BB->QS->SB which would require about 279% global recharge to pull off (in order to get CS to recharge in the required 5.28 seconds)
The above chain would take a total of 8.316 seconds to animation, for a total of 501.37 damage, or about 60.29DPS. This is again assuming base damage.
Its about a 7 DPS lead for energy melee, but with more attacks in the KM chain, in a shorter duration, you'll get more fuel out of BU, and possibly more use out of damage procs.
I'm not sure how to go a step further with those numbers, but i feel they are close enough (7 DPS really isn't much on paper) that with decent slotting of damage enhancements affecting the crit damage of KM more-so then it would affect the crit damage of EM as only bone smasher crits for 100% damage, TF is about 50% extra damage, and ET doesn't crit at all, where Smashing blow, body blow, quick strike all have 100% crit damage, CS doesn't crit at all, but the refresh on BU could factor into higher uptime and allow for more damage over time as well (especially with the recent change that allows forced crits with CS, either via hide, or from placate, to refresh BU as well)
Thanks to everyone for the responses. I'm still playing around with a couple of the suggested sets in Mids to figure out which I want to go with.
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DB on Stalkers is all mixed up compared to other versions. It's best chain should be Attack Vitals, but you can only put one purple proc and no -res procs into that. The Scrapper version can do very well, but I'm thinking the Stalker version falls faaar behind because of the combo mix up.
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I actually have not tried Dual Blade on other ATs. I thought Stalker can chain Attack Vital faster but too bad they put a little delay timer right after Vengeful so if you click Power Slice again, it doesn't que up combo. It would be nice if you can keep doing Power, Nimble and Vengeful with no "pause".
I also think that when they increased melee range from 5' to 7', they should have increased Stalker's 1K Cut from 10' to 12' too.
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.
What kills me more than anything else is that two combos are tied up at Build-Up>AS>finisher
Such a terrible design decision. Placate ending Empower is fine, A combo ending off of As is also fine But Both? Why do I have to choose between using Sweep and Empower with about a 30 second delay before I can use the other? WHY??!!! |
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.
This odd... I thought Stalker's Ablating can take -defense set. Weird. I guess it does not. I know I've tested Mako damage proc in it and when it proc, it hurts everyone within Sweeping Combos' radiuis (which is what? 10' or 8'?).
I actually have not tried Dual Blade on other ATs. I thought Stalker can chain Attack Vital faster but too bad they put a little delay timer right after Vengeful so if you click Power Slice again, it doesn't que up combo. It would be nice if you can keep doing Power, Nimble and Vengeful with no "pause". I also think that when they increased melee range from 5' to 7', they should have increased Stalker's 1K Cut from 10' to 12' too. |
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This odd... I thought Stalker's Ablating can take -defense set. Weird. I guess it does not. I know I've tested Mako damage proc in it and when it proc, it hurts everyone within Sweeping Combos' radiuis (which is what? 10' or 8'?).
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Edit: Oops, BrandX explained it above me
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So use Ablating->attack vitals for the stalker chain. It won't be as good as Blinding Fient->Attack vitals, but with placate/BU/AS adding to it, it should be able to atlest keep up.
ET is only higher at base, with critical, from both placate and hide included, ET actually falls behind pretty quickly due to not having additional damage.
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And if you're talking from Hide on a single target and using anything but Assassin's Strike then you're either not level 6 yet or don't understand that a full critical on Assassin's Strike is far higher DPA than anything else a Stalker has access to.
The 7 DPS you mention as not being much on paper is also an 11.7% disparity which holds through as the slotting is accounted for (see below); while KM's BU is going to be around a little more often I don't see it providing enough overall +damage to make up the difference without interfering due to cast times. It's also a lot easier to hit 216% global recharge than it is to hit 279%; in other words Energy Melee does more damage while also being cheaper and easier to build.
Here's a quick comparison. Your best Energy melee chain is ET->BS->TF->BS, which would require about 216% global recharge to pull off (in order to get TF to recharge in the required 6.336 seconds)
Assuming you do that, the chain will take a total of 9.768 seconds, for a total of 657.75 damage, or about 67.33 DPS. This is assuming base damage. Now, a decent chain for Kinetic Melee would be CS->SB->BB->QS->SB which would require about 279% global recharge to pull off (in order to get CS to recharge in the required 5.28 seconds) The above chain would take a total of 8.316 seconds to animation, for a total of 501.37 damage, or about 60.29DPS. This is again assuming base damage. Its about a 7 DPS lead for energy melee, but with more attacks in the KM chain, in a shorter duration, you'll get more fuel out of BU, and possibly more use out of damage procs. I'm not sure how to go a step further with those numbers, but i feel they are close enough (7 DPS really isn't much on paper) that with decent slotting of damage enhancements affecting the crit damage of KM more-so then it would affect the crit damage of EM as only bone smasher crits for 100% damage, TF is about 50% extra damage, and ET doesn't crit at all, where Smashing blow, body blow, quick strike all have 100% crit damage, CS doesn't crit at all, but the refresh on BU could factor into higher uptime and allow for more damage over time as well (especially with the recent change that allows forced crits with CS, either via hide, or from placate, to refresh BU as well) |
Just to show the math here, since I actually have a KM chain to work with:
The base damage of the chain, taking numbers from in-game, is:
82.30 (base SB damage) * 2 = 164.60 +
64.51 (base BB damage) = 229.11 +
46.71 (QS) = 275.82 +
197.97 (CS) = 473.79
For EM:
91.20 (base BS damage) * 2 = 182.40 +
253.58 (ET) = 435.98 +
197.97 (TF) = 633.95
KM: 473.79 / 8.316 = 56.973 base DPS
EM: 633.95 / 9.768 = 64.901 base DPS
So, let's look at 100% damage slotting (because it's easy). The base damage for each is multiplied by 2.0, while the animation times remain the same.
KM: 473.79 * (1.0 base + 1.0 slotting) = 947.58 / 8.316 = 113.947 DPS
EM: 633.95 * (1.0 base + 1.0 slotting) = 1267.90 / 9.768 = 129.801 DPS
As you can see, that "small on paper" DPS lead grows along with damage slotting because it was working with base damage. It's at 15.854 DPS difference here. Now, since criticals are annoying with both of these sets - if all of the powers had a full critical you could simply multiply by the critical rate - but still relevant, let's go ahead and look at them. The easiest way is to recalculate the chain's overall damage based on the effect of the criticals.
A 10% critical rate at a full critical provides 10% more damage after all damage buffs. Since Total Focus has a partial critical, we'll multiply that 10% boost by the amount of the critical. Here's what it looks like:
KM:
SB: (1.1) * (82.30 * (1.0 base + 1.0 slotting)) = 181.06 (each)
BB: (1.1) * (64.51 * (1.0 base + 1.0 slotting)) = 141.922
QS: (1.1) * (46.71 * (1.0 base + 1.0 slotting)) = 102.762
CS: (1.0) * (197.97 * (1.0 base + 1.0 slotting)) = 395.94
EM:
BS: (1.1) * (91.20 * (1.0 base + 1.0 slotting)) = 200.64 (each)
TF: (1.0 + (10% critical rate * 28.09% critical amount)) * (197.97 * (1.0 base + 1.0 slotting)) = 407.062
ET: (1.0) * (253.58 * (1.0 base + 1.0 slotting)) = 507.16
Adding everything back up, we get:
KM: 181.06 * 2 + 141.922 + 102.762 + 395.94 = 1002.744 / 8.316 = 120.580 DPS
EM: 200.64 * 2 + 407.062 + 507.16 = 1315.502 / 9.768 = 134.675 DPS
Now yes, having Build Up more often will help KM out, but Build Up isn't free - it has its own animation time during which you aren't doing damage. With the chain listed for KM, you would need (134.675 DPS * 8.316 sec = ) 1119.9573 damage to hit EM's DPS numbers. Remember that 11.7% from before? 1119.9573 / 1002.744 = 1.116892... or roughly an 11.7% difference.
For fun:
Not that it's likely to happen but just for giggles, let's say that Build Up recharges every time you use Concentrated Strike (note that either chain will fit into a BU window)
KM + BU: add 1.320 (BU's animation time adjusted for Arcanatime) for a total chain time of 9.636. Since SB is the next attack, it'll start with a stacked BU.
SB: (1.1) * (82.30 * (1.0 base + 1.0 slotting + 0.8 BU)) = 253.484
SB: (1.1) * (82.30 * (1.0 base + 1.0 slotting + 1.6 BU)) = 325.908
BB: (1.1) * (64.51 * (1.0 base + 1.0 slotting + 0.8 BU)) = 198.6908
QS: (1.1) * (46.71 * (1.0 base + 1.0 slotting + 0.8 BU)) = 143.8668
CS: (1.0) * (197.97 * (1.0 base + 1.0 slotting + 0.8 BU)) = 554.316
Total damage: 253.484 + 325.908 + 198.6908 + 143.8668 + 554.316 = 1476.2656 / 9.636 = 153.203 DPS while accounting for criticals, 100% damage slotting, and with BU recharging every time you hit CS - essentially a perma-BU situation.
So there you go, in a best-case scenario KM can do significantly more damage than EM*, and do it while not damaging itself with ET. So what does this prove? EM needs to be buffed. Bring back old Energy Transfer!
* - although on the average EM is going to do more damage than KM, and MA and DM with similar investments will put out similar results
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Old ET would make EM the single target king again.
Looking over the numbers, which i'm glad you did, i haven't looked them over in game, which is where i shoulda looked first, instead of just using mids, EM does need a nerf, as KM basically does everything EM can do, and provides better AoE (burst is amazing) and has a ranged attack for runners (focused burst doesn't have horrible DPA either)
Still though, that puts KM in the running for top 3 or 4 on single target, and pretty high on ulitity as well.
Old ET would make EM the single target king again.
Looking over the numbers, which i'm glad you did, i haven't looked them over in game, which is where i shoulda looked first, instead of just using mids, EM does need a nerf, as KM basically does everything EM can do, and provides better AoE (burst is amazing) and has a ranged attack for runners (focused burst doesn't have horrible DPA either) Still though, that puts KM in the running for top 3 or 4 on single target, and pretty high on ulitity as well. |
I would disagree with the comment about Focused Burst not having horrible DPA, though. It's a scale 1.64 attack with a 2.244 sec animation, along with Hack (1.584 sec), Bone Smasher (1.716 sec), and Vengeful Slice (2.640 sec - the only one it beats). It's DPA is lower than Assassin's Strike, roughly the same as Power Slice, a significant drop even from Quick Strike within the set, and lower than Mu Bolts and Dark Blast from the Patron Pools which can also be used to pick off runners with twice the range. It would compare favorably with Impale, which also does 1.64 scale damage on the initial hit, but the DoT for Impale pushes it past... and I don't think many people would consider Impale to be great DPA.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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This is why I like using slotted powers for figuring out DPS. KM and EM look close without slotting, but that all changes drastically with slotting.
That said...
EP - BS - ET - EP - BS - TF is only 4 DPS lower than the BS - ET - BS - TF chain. Of course, the use of BU will favor the smaller chain more.
Even with KM, CS - BS - BB - QS - BS - BB is only a couple points under CS - BS - BB - QS - BS.
Sadly, I'm still having a hard time figuring in the added DPS using a successfull uninterrupted Placate > BU > Assassin Strike would add to the DPS of either chain.
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Hmmm...I keep toying with the idea of a DB/Nin Stalker...the lack of TE however keeps me away (I just love the animation!)...but I'm curious to all this.
Figure you can get 139 DPS not counting in misses and the -Resist Procs. Which I'm thinking would end up (off the top of my head just guessing here) roughly 150 DPS.
Can't really add Empower Combo to this sadly, since Placate is the last in that chain :/
Would throwing out caltrops be detrimental to DPS, as there is redraw to consider, so it doesn't get that bonus of Electrical Melee.
This isn't terrible DPS, but with lethal resistant AVs (I say AVs as this is the only place I'd say DPS really matters) this doesn't seem to get far. :/ 40% Resist to Lethal and you're shut down from even ticking away at them.
And the others with just say 25% Resist will slow it to more of a crawl.
That said, it seems it would be better at it than my KM Stalker who couldn't get all those added procs.
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