A fun test: Claws/FA and AE


AllYourBase

 

Posted

Quote:
Originally Posted by Dr_Brainbottle View Post
Can you do a quick recap of that argument? Because I can see how spin has better damage and faster recharge than footstomp, but that's before you take double stacked rage into account. Does the impressive-looking damage bonus of rage get ED-ed into irrelevancy when you pop enough red inspirations, or something?
The math I did showed damage over time but even I am beginning to see the irrelevance of the argument due to the way people farm these missions.

Most folks aren't even dealing with real time. If the test is only the 2 minutes it takes to hit 750 tickets, hit the glowy and exit the mission, then SS with double stacked rage probably does win. With single stacked rage, the player is clicking the glowy during the crash. With double stacked, he's either only double stacked for the second half of the two minutes or he's it rage outside the mission, doublestacked in the mission and has to deal with a crash at the 1 minute mark.

Does that sound correct? Let's go with 300% total recharge. Really cranked to the walls IO/Purple builds.

SS uses footstomp, electric fences and ball lightning.
Claws will use followup, spin, electric fences, ball lightning.

First, we'll ignore insp usage. Then we'll do damage cap of +750%.
All aoes will hit 9 enemies to take into account 5% miss rate.
Attacks will assume 95% damage enhancement and 150% from fury.

The following isn't perfect. If you see a glaring error, tell me and I'll fix it.


Base DPS of SS chain: 18.655 (*9 = 167.895)
Base DPS of Claws chain: 22.199 (*9 = 199.791)

SS enhanced with single rage = 167.895 * (1+.8+.95+1.5) = 713.554
Claws double stacked FU = 199.895 * (1+.6+.95+1.5) = 809.575
SS double rage = 167.895 * (1+1.6+.95+1.5) = 847.87

Total for two minutes: Total*120 seconds
SS single rage, no crash = 85626.48 total damage output
Claws = 97149 total damage output
SS single rage minute 1, double rage minute 2, no crash = 42813.24+50872.2 = 93685.44
SS double rage, single crash = 847.87 * 110 = 93265.7

Claws should win.

EDIT: Oh *I* see a glaring error! Forgot burn and blazing aura.... doh. I'll come back to this tonight.

EDIT2: No, really... how the hell did I leave off burn? It changes everything, gets rid of pauses.... geeez.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Dr_Brainbottle View Post
Does the impressive-looking damage bonus of rage get ED-ed into irrelevancy when you pop enough red inspirations, or something?
I believe, but could be wrong, that many of the folks farming with ss/fa are skipping rage, partially because of the red insp macros, and partially due to the crash.


 

Posted

Does anyone know off hand the AE map for "Frontload" is?


 

Posted

Id like to mention ball lighting has a target cap on 16, did you account for this? And of course burn, but you noticed that.

Id also like to mention i for one generally use ball before i use fences.


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Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

Bill, I also don't see FE factored in at all as well.


 

Posted

Quote:
Originally Posted by Amy_Amp View Post
Bill, I also don't see FE factored in at all as well.
Oh, i actually forgot about that too haha.


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

Aye, Amy, FE went into the same warp hole as burn and blazing aura.

Speaking of which, does anyone have the real numbers handy on the new burn and fiery embrace?

Ultrawatt, nope, I didn't notice the higher enemy cap on ball lightning. I'll correct for that as well.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Aye, Amy, FE went into the same warp hole as burn and blazing aura.

Speaking of which, does anyone have the real numbers handy on the new burn and fiery embrace?

Ultrawatt, nope, I didn't notice the higher enemy cap on ball lightning. I'll correct for that as well.
Bill, what's the re-draw like on a Claws build? I remember reading you say that re-draw kills the use of Gloom in an optimal Claws chain - wondering if this hurts Claws or not.

One thing I can say about these missions is that I am almost always at the damage cap ... I rarely use Rage on my SS/FA these days (although I did leveling up via AE). Inspiration combining macros changed my CoH life. You might want to run these simulations without Rage and Follow Up, as I think at the very top level of minion slaughter, they aren't as necessary. But I could be wrong about that.


 

Posted

dangit.... see what 7 months off does to a man's brain? Yes, redraw time has to be added in as well.

Just as an example, in the chain I posted above, there's 3 redraws. At .63 seconds each, you have to add 1.89 seconds, which drops even that chain from Base DPS of Claws chain: 22.199 (*9 = 199.791) to 180.315 and the big total from 97149 to 87633.09 which has it only beating single stacked rage SS.

That's not good.


Be well, people of CoH.

 

Posted

So redraw does actually slow things down?


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
dangit.... see what 7 months off does to a man's brain? Yes, redraw time has to be added in as well.

Just as an example, in the chain I posted above, there's 3 redraws. At .63 seconds each, you have to add 1.89 seconds, which drops even that chain from Base DPS of Claws chain: 22.199 (*9 = 199.791) to 180.315 and the big total from 97149 to 87633.09 which has it only beating single stacked rage SS.

That's not good.
Haha! After all this Billz math says exactly the oposite of what he was trying to prove.

I still say equally "good" builds anything /fire can be awesome. Play what you want to play.


 

Posted

Quote:
Originally Posted by ultrawatt View Post
So redraw does actually slow things down?
Yes. It didn't once upon a time because the redraw time was baked into all the attacks. BAB and Castle worked together on fixing this. It sped up weapon users and increased our overall DPS but it also made redraw into a real penalty. It also led to claws getting its own damage tweak cuz it was just too damn good without it.


Quote:
Originally Posted by MajorTractor View Post
Haha! After all this Billz math says exactly the oposite of what he was trying to prove.
This is what happens when you let facts override beliefs. It's a good thing!

But I'll call it a done deal once I get all the corrected info in there.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
dangit.... see what 7 months off does to a man's brain? Yes, redraw time has to be added in as well.

Just as an example, in the chain I posted above, there's 3 redraws. At .63 seconds each, you have to add 1.89 seconds, which drops even that chain from Base DPS of Claws chain: 22.199 (*9 = 199.791) to 180.315 and the big total from 97149 to 87633.09 which has it only beating single stacked rage SS.

That's not good.
Try adding red insps on top of that.


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Posted

Quote:
Originally Posted by Auroxis View Post
Try adding red insps on top of that.
Yea, if you're gonna stay at the damage cap via red insps (some people saying it's better not to use rage at all), then the one with the highest base dps will win, which looks to still be claws, even with redraw.


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Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Yes. It didn't once upon a time because the redraw time was baked into all the attacks. BAB and Castle worked together on fixing this. It sped up weapon users and increased our overall DPS but it also made redraw into a real penalty. It also led to claws getting its own damage tweak cuz it was just too damn good without it.




This is what happens when you let facts override beliefs. It's a good thing!

But I'll call it a done deal once I get all the corrected info in there.
Heh heh, sorry to mess up your calculations.


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Yes. It didn't once upon a time because the redraw time was baked into all the attacks. BAB and Castle worked together on fixing this. It sped up weapon users and increased our overall DPS but it also made redraw into a real penalty. It also led to claws getting its own damage tweak cuz it was just too damn good without it.
I see, I read that awhile a go but couldnt remember who said it (could have been the king of wrong). So i wasn't sure...pretty sure i can trust YOU with that info though. Glad i finally know.

Quote:
Originally Posted by Microcosm View Post
Yea, if you're gonna stay at the damage cap via red insps (some people saying it's better not to use rage at all), then the one with the highest base dps will win, which looks to still be claws, even with redraw.
I find it quite hard to actually stay at the dmg cap 100% of the time even with stacked rage. Esepcially if you team and they dont feed you reds as veng only makes up about about 1 small red while you loose a ton of insps. But it is possible claws could pull ahead at higher levels of +dmg.


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

Quote:
Originally Posted by ultrawatt View Post
I find it quite hard to actually stay at the dmg cap 100% of the time even with stacked rage. Esepcially if you team and they dont feed you reds as veng only makes up about about 1 small red while you loose a ton of insps. But it is possible claws could pull ahead at higher levels of +dmg.
Well, since follow up is already part of the higher-base-dps chain he's got there, he won't have to keep up as much +dmg from insps. On my SS, I get enough reds to drop solo or with up to two teammates that I can keep myself capped for a whole farm easily. More teammates than that and the insps don't drop fast enough.


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Posted

Quote:
Originally Posted by ultrawatt View Post
So redraw does actually slow things down?
Unless you're Spines, it always has before, and Brutes don't have Spines.

<_<

That just sounds bad when I read it.


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Posted

I'm kinda stuck. Mids seems to have the updated values on Burn but neither in game description nor Mids has any info on the new fiery embrace. Anybody got those numbers?


Be well, people of CoH.

 

Posted

If I'm remembering correctly, it's 45% additional damage from FE. Not sure if there are any applicable corner cases or exceptions that would apply to your comparison.


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Posted

I thought the new version added fire DoT to all attacks...sorta like the incarnate reactive.


Be well, people of CoH.

 

Posted

Not always a DoT, according to mids at least. Spin gets 35.5 bonus damage in mids, which makes me confident as 35.5/78.8=.45050.

Though, like I said i'm not sure if burn or fireball or any of those powers get extra damage on top of that for being fire base.


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Posted

The new FE adds extra fire damage to every attack, which supposedly equates to about 45%.

Quote:
Originally Posted by ultrawatt View Post
I find it quite hard to actually stay at the dmg cap 100% of the time even with stacked rage. Esepcially if you team and they dont feed you reds as veng only makes up about about 1 small red while you loose a ton of insps. But it is possible claws could pull ahead at higher levels of +dmg.
It really depends on what map and if you're fighting bosses or not. On the Fuzzy Kittens map I can pretty much stay damage capped or close to it when I'm not fighting bosses.

If I'm PL'ing or something, I have no choice but to fight bosses so I can't stay capped the entire time. This is when I use Rage, when I'm solo, I don't.


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Posted

Quote:
Originally Posted by Bill Z Bubba View Post
I thought the new version added fire DoT to all attacks...sorta like the incarnate reactive.
Pretty sure its just a straight proc like effect that does damage equivalent to 45% of the damage of the attack you are using.

So if Foot Stomp hits for 200 points of damage you also get a proc of 90 points of fire damage on top of that.


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
Pretty sure its just a straight proc like effect that does damage equivalent to 45% of the damage of the attack you are using.

So if Foot Stomp hits for 200 points of damage you also get a proc of 90 points of fire damage on top of that.
And like a Proc, it allows you to go over the damage cap, if I remember correctly.


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