Dps question.


Arbegla

 

Posted

Not sure if this has been explained in detail, or if I should just ask in the scrapper forum, but I'll try here first anyway.
Can someone explain how to do the DPS calculation? Keeping in mind that numbers are a foreign language to me. They seriously hurt my friggin head.
If not, then would someone mind doing a dps calculation for me?


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

It is as simple as Damage / Time.
Add up all the damage in your chain and divide it by the amount of time that chain takes to complete.


 

Posted

Hey, thanks!

I think my ears are bleeding. Nope, it's CSF, I broke something.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

Well it shouldn't be over simplified.

Personally I've never bothered to do a dps calc, but it would need to account for certain probabilities, such as to-hit (which should hopefully be .95), criticals, how often Build-Up (or other +Dmg buff) is up. Then it gets tricky accounting for AAO or Soul Drain, which have variable buffs based on mob size. Then for advanced DPS calcs there's Kinetic Melee...


Global = Hedgefund (or some derivation thereof)

 

Posted

Just basic dps.
Here, I'll just post the build.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Solarstreak: Level 50 Magic Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Scorch

  • (A) Touch of Death - Damage/Endurance/Recharge
  • (3) Touch of Death - Damage/Endurance
  • (3) Touch of Death - Damage/Recharge
  • (5) Touch of Death - Accuracy/Damage/Endurance
  • (5) Touch of Death - Accuracy/Damage
  • (7) Touch of Death - Chance of Damage(Negative)
Level 1: Focused Fighting
  • (A) Luck of the Gambler - Recharge Speed
  • (40) Luck of the Gambler - Defense
  • (40) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense/Endurance/Recharge
Level 2: Cremate
  • (A) Hecatomb - Damage/Recharge
  • (7) Hecatomb - Accuracy/Damage/Recharge
  • (13) Hecatomb - Accuracy/Recharge
  • (15) Hecatomb - Damage/Endurance
  • (15) Hecatomb - Chance of Damage(Negative)
  • (17) Touch of Death - Chance of Damage(Negative)
Level 4: Agile
  • (A) Red Fortune - Endurance
  • (42) Red Fortune - Defense
  • (43) Red Fortune - Defense/Endurance
  • (46) Red Fortune - Defense/Endurance/Recharge
  • (50) Red Fortune - Defense/Recharge
Level 6: Focused Senses
  • (A) Red Fortune - Defense/Endurance
  • (17) Red Fortune - Defense/Recharge
  • (19) Red Fortune - Endurance/Recharge
  • (19) Red Fortune - Defense/Endurance/Recharge
  • (21) Red Fortune - Defense
  • (21) Red Fortune - Endurance
Level 8: Incinerate
  • (A) Touch of Death - Accuracy/Damage
  • (9) Touch of Death - Damage/Endurance
  • (9) Touch of Death - Damage/Recharge
  • (11) Touch of Death - Accuracy/Damage/Endurance
  • (11) Touch of Death - Damage/Endurance/Recharge
  • (13) Touch of Death - Chance of Damage(Negative)
Level 10: Practiced Brawler
  • (A) Empty
Level 12: Boxing
  • (A) Empty
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 16: Dodge
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Endurance
Level 18: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (37) Luck of the Gambler - Defense
Level 20: Evasion
  • (A) Red Fortune - Defense/Endurance
  • (25) Red Fortune - Defense/Recharge
  • (25) Red Fortune - Endurance/Recharge
  • (31) Red Fortune - Defense/Endurance/Recharge
  • (31) Red Fortune - Defense
  • (34) Red Fortune - Endurance
Level 22: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (23) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
  • (36) Luck of the Gambler - Defense/Endurance/Recharge
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (46) Recharge Reduction IO
Level 26: Fire Sword Circle
  • (A) Armageddon - Chance for Fire Damage
  • (27) Armageddon - Damage/Endurance
  • (27) Armageddon - Accuracy/Recharge
  • (29) Armageddon - Accuracy/Damage/Recharge
  • (29) Armageddon - Damage/Recharge
  • (31) Eradication - Chance for Energy Damage
Level 28: Lucky
  • (A) Luck of the Gambler - Recharge Speed
  • (43) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance
Level 30: Super Speed
  • (A) Winter's Gift - Slow Resistance (20%)
Level 32: Greater Fire Sword
  • (A) Crushing Impact - Damage/Endurance/Recharge
  • (33) Crushing Impact - Accuracy/Damage/Endurance
  • (33) Crushing Impact - Accuracy/Damage/Recharge
  • (33) Crushing Impact - Damage/Recharge
  • (34) Crushing Impact - Damage/Endurance
  • (34) Touch of Death - Chance of Damage(Negative)
Level 35: Quickness
  • (A) Run Speed IO
Level 38: Build Up
  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO
  • (39) Recharge Reduction IO
Level 41: Superior Conditioning
  • (A) Performance Shifter - Chance for +End
  • (46) Performance Shifter - EndMod
Level 44: Physical Perfection
  • (A) Performance Shifter - Chance for +End
  • (45) Performance Shifter - EndMod
  • (45) Numina's Convalescence - Heal
  • (45) Numina's Convalescence - Heal/Endurance
Level 47: Maneuvers
  • (A) Red Fortune - Endurance
  • (48) Red Fortune - Defense
  • (48) Red Fortune - Defense/Endurance
  • (48) Red Fortune - Defense/Endurance/Recharge
  • (50) Red Fortune - Defense/Recharge
Level 49: Elude
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 50: Reactive Radial Flawless Interface
Level 50: Spiritual Radial Paragon
------------
Level 1: Brawl
  • (A) Empty
Level 1: Fury
Level 1: Sprint
  • (A) Endurance Reduction IO
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (37) Numina's Convalescence - Heal
  • (37) Miracle - +Recovery
  • (39) Regenerative Tissue - +Regeneration
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (36) Performance Shifter - EndMod
  • (36) Performance Shifter - EndMod/Recharge


Code:
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Forgot to turn build up off. Of course it recharges in 22 seconds, with its 10 second duration, so it will be up pretty frequently.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

Using the attack chain of GFS-Incinerate-Cremate, here is a basic breakdown...

GFS(2.508)+INC(1.848)+CR(1.716)+0.23(pause due to GFS recharge)
comes out to chain cycle time of 6.088 seconds.

At 65% fury (your 70% is too high to be realistic probably), damage is...

GFS = 468.8
INC = 364.9
CR = 329.4
Total = 1163.1

Rough DPS = 1163.1 / 6.088 * 0.95 = 181.5
(assuming 95% acc, which you aren't even close to against +4 mobs)

This doesn't take into account many things (varying accuracy, build-up, hasten downtime, etc.), but it's a quick, rough look.

edit: PS, you'd probably be better off with the Perfect Zinger - Chance for Psionic proc in all 3 attacks. 20% chance vs 15% chance (same dmg).


 

Posted

Quote:
Originally Posted by Caulderone View Post
Using the attack chain of GFS-Incinerate-Cremate, here is a basic breakdown...

GFS(2.508)+INC(1.848)+CR(1.716)+0.23(pause due to GFS recharge)
comes out to chain cycle time of 6.088 seconds.

At 65% fury (your 70% is too high to be realistic probably), damage is...

GFS = 468.8
INC = 364.9
CR = 329.4
Total = 1163.1

Rough DPS = 1163.1 / 6.088 * 0.95 = 181.5
(assuming 95% acc, which you aren't even close to against +4 mobs)

This doesn't take into account many things (varying accuracy, build-up, hasten downtime, etc.), but it's a quick, rough look.

edit: PS, you'd probably be better off with the Perfect Zinger - Chance for Psionic proc in all 3 attacks. 20% chance vs 15% chance (same dmg).
First, thanks for the recommendation on the taunt set procs, I didn't realize that they had a higher chance to proc.

Perhaps I misread, or maybe even misunderstood the first respons. But isn't the time frame that you use supposed to be the cast time, and not the recharge time?

Hasten is permanent with this build.

Now, with the accuracy, I have plus 60% just from set bonuses. I also added in the kismet set.

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Solarstreak: Level 50 Magic Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Scorch
  • (A) Touch of Death - Damage/Endurance/Recharge
  • (3) Touch of Death - Damage/Endurance
  • (3) Touch of Death - Damage/Recharge
  • (5) Touch of Death - Accuracy/Damage/Endurance
  • (5) Touch of Death - Accuracy/Damage
  • (7) Touch of Death - Chance of Damage(Negative)
Level 1: Focused Fighting
  • (A) Luck of the Gambler - Recharge Speed
  • (40) Luck of the Gambler - Defense
  • (40) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense/Endurance/Recharge
Level 2: Cremate
  • (A) Hecatomb - Damage/Recharge
  • (7) Hecatomb - Accuracy/Damage/Recharge
  • (13) Hecatomb - Accuracy/Recharge
  • (15) Hecatomb - Damage/Endurance
  • (15) Hecatomb - Chance of Damage(Negative)
  • (17) Perfect Zinger - Chance for Psi Damage
Level 4: Agile
  • (A) Red Fortune - Endurance
  • (42) Red Fortune - Defense
  • (43) Red Fortune - Defense/Endurance
  • (46) Red Fortune - Defense/Endurance/Recharge
  • (50) Red Fortune - Defense/Recharge
Level 6: Focused Senses
  • (A) Red Fortune - Defense/Endurance
  • (17) Red Fortune - Defense/Recharge
  • (19) Red Fortune - Endurance/Recharge
  • (19) Red Fortune - Defense/Endurance/Recharge
  • (21) Red Fortune - Defense
  • (21) Red Fortune - Endurance
Level 8: Incinerate
  • (A) Crushing Impact - Damage/Endurance/Recharge
  • (9) Crushing Impact - Accuracy/Damage/Endurance
  • (9) Crushing Impact - Accuracy/Damage/Recharge
  • (11) Crushing Impact - Damage/Recharge
  • (11) Crushing Impact - Damage/Endurance
  • (13) Perfect Zinger - Chance for Psi Damage
Level 10: Practiced Brawler
  • (A) Empty
Level 12: Boxing
  • (A) Empty
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 16: Dodge
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Endurance
Level 18: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (37) Luck of the Gambler - Defense
Level 20: Evasion
  • (A) Red Fortune - Defense/Endurance
  • (25) Red Fortune - Defense/Recharge
  • (25) Red Fortune - Endurance/Recharge
  • (31) Red Fortune - Defense/Endurance/Recharge
  • (31) Red Fortune - Defense
  • (34) Red Fortune - Endurance
Level 22: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (23) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
  • (36) Luck of the Gambler - Defense/Endurance/Recharge
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (46) Recharge Reduction IO
Level 26: Fire Sword Circle
  • (A) Armageddon - Chance for Fire Damage
  • (27) Armageddon - Damage/Endurance
  • (27) Armageddon - Accuracy/Recharge
  • (29) Armageddon - Accuracy/Damage/Recharge
  • (29) Armageddon - Damage/Recharge
  • (31) Eradication - Chance for Energy Damage
Level 28: Lucky
  • (A) Luck of the Gambler - Recharge Speed
  • (43) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance
Level 30: Super Speed
  • (A) Winter's Gift - Slow Resistance (20%)
Level 32: Greater Fire Sword
  • (A) Crushing Impact - Damage/Endurance/Recharge
  • (33) Crushing Impact - Accuracy/Damage/Endurance
  • (33) Crushing Impact - Accuracy/Damage/Recharge
  • (33) Crushing Impact - Damage/Recharge
  • (34) Crushing Impact - Damage/Endurance
  • (34) Perfect Zinger - Chance for Psi Damage
Level 35: Quickness
  • (A) Run Speed IO
Level 38: Build Up
  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO
  • (39) Recharge Reduction IO
Level 41: Superior Conditioning
  • (A) Performance Shifter - Chance for +End
  • (46) Performance Shifter - EndMod
Level 44: Physical Perfection
  • (A) Performance Shifter - Chance for +End
  • (45) Performance Shifter - EndMod
  • (45) Numina's Convalescence - Heal
  • (45) Numina's Convalescence - Heal/Endurance
Level 47: Maneuvers
  • (A) Kismet - Accuracy +6%
  • (48) Kismet - Defense/Endurance
  • (48) Kismet - Defense/Endurance/Recharge
  • (48) Kismet - Defense/Recharge
  • (50) Kismet - Endurance/Recharge
Level 49: Elude
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 50: Reactive Radial Flawless Interface
Level 50: Spiritual Radial Paragon
------------
Level 1: Brawl
  • (A) Empty
Level 1: Fury
Level 1: Sprint
  • (A) Endurance Reduction IO
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (37) Numina's Convalescence - Heal
  • (37) Miracle - +Recovery
  • (39) Regenerative Tissue - +Regeneration
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (36) Performance Shifter - EndMod
  • (36) Performance Shifter - EndMod/Recharge
------------
Set Bonus Totals:
  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 4.88% Defense(Smashing)
  • 4.88% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.75% Defense(Melee)
  • 8% Defense(Ranged)
  • 3% Defense(AoE)
  • 62% Enhancement(Accuracy)
  • 86.3% Enhancement(RechargeTime)
  • 15% FlySpeed
  • 134.9 HP (9%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • MezResist(Confused) 1.65%
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 13.8%
  • 9.5% (0.16 End/sec) Recovery
  • 74% (4.62 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 8.82% Resistance(Fire)
  • 8.82% Resistance(Cold)
  • 15% RunSpeed
  • 1.5% XPDebtProtection
------------
Set Bonuses:
Touch of Death
(Scorch)
  • MezResist(Immobilize) 2.75%
  • 22.5 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Luck of the Gambler
(Focused Fighting)
  • 10% (0.62 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Hecatomb
(Cremate)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Red Fortune
(Agile)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Red Fortune
(Focused Senses)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Crushing Impact
(Incinerate)
  • MezResist(Immobilize) 2.2%
  • 16.9 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Steadfast Protection
(Tough)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Luck of the Gambler
(Dodge)
  • 10% (0.62 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.62 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Evasion)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Luck of the Gambler
(Weave)
  • 10% (0.62 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Armageddon
(Fire Sword Circle)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Lucky)
  • 10% (0.62 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Winter's Gift
(Super Speed)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Crushing Impact
(Greater Fire Sword)
  • MezResist(Immobilize) 2.2%
  • 16.9 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Performance Shifter
(Superior Conditioning)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Performance Shifter
(Physical Perfection)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Numina's Convalescence
(Physical Perfection)
  • 12% (0.75 HP/sec) Regeneration
Kismet
(Maneuvers)
  • 1.5% (0.03 End/sec) Recovery
  • MezResist(Confused) 1.65%
  • 1.5% XPDebtProtection
  • 3.75% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
  • 12% (0.75 HP/sec) Regeneration
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 28.1 HP (1.88%) HitPoints



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Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

Quote:
Originally Posted by Gobbledygook View Post
First, thanks for the recommendation on the taunt set procs, I didn't realize that they had a higher chance to proc.

Perhaps I misread, or maybe even misunderstood the first respons. But isn't the time frame that you use supposed to be the cast time, and not the recharge time?

Hasten is permanent with this build.

Now, with the accuracy, I have plus 60% just from set bonuses. I also added in the kismet set.
Well, I forgot to turn the accolades and alpha slot on the first time. Oops.

I was using the cast times, factoring in Arcanatime. Open up Options->Configuration, go to the Effects&Math tab, then check the box for Use Arcanatime. This gives more true to life "cast" times.

Under this tab, you can also change the default 75% to-hit amount. The chance to hit +4s is 39%. I have 39% as my default setting nowadays.

So, that 0.23 gap I had in there goes away, thanks to the Alpha recharge buff (as well as the small Hasten gap goes away, too). Plus, the final to-hit of each power looks much better, now. The lowest one is 90% on Incinerate (and that's only at +4).

So, now you get:

GFS(2.508 arcanatime) + INC (1.848 arcana) + CR (1.716 arcana) = 6.072 seconds chain time

Dmg (at 65% fury):
GFS = 516.5
INC = 413.2
CR = 378.3 (this may be off, it's in such small print on my display)

Total Dmg = 1308

Rough DPS = 1308 / 6.072 * 0.95 (max tohit)= 204.6


 

Posted

Oddly enough, I just discovered the more advanced settings today.

Thanks again for explaining things in details simple enough for my non math focused brain to understand.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

Welll...

For DPS calculations that are actualy truthful....mew uses a program called: Hero Stats

It keeps track of that and kills and Kill ratios and numbers of things killed, exp gained, average exp gained etc, etc....can even graph it all.


 

Posted

Just go beat on a pylon for 10 minutes. Or however long it takes you. See scrapper forum for details.

I'd be impressed if brute fire melee was hitting 205dps with that chain, that's for sure.


 

Posted

Quote:
Originally Posted by Granite Agent View Post
Just go beat on a pylon for 10 minutes. Or however long it takes you. See scrapper forum for details.

I'd be impressed if brute fire melee was hitting 205dps with that chain, that's for sure.
This, its really the simplest and easiest way to figure out just how much STdps you can put out. Of course, i find brute tend to run at slightly lower than normal levels of fury with a pylon then they normally do.


"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
This, its really the simplest and easiest way to figure out just how much STdps you can put out. Of course, i find brute tend to run at slightly lower than normal levels of fury with a pylon then they normally do.
Surround yourself with L53-54 Rikti.


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
Surround yourself with L53-54 Rikti.
Oh, yes. I tend to start off with a few monkeys myself. Once you build up fury from being attacked it can be maintained pretty easily.


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

@Caucasiafro

 

Posted

I know this hasn't been said yet, but once thing you may want to think about is that DPS is not king in this game. While having a build that can pump out large DPS numbers is pretty nifty, its not required, and ATs like Corruptors and Defenders will actually boost DPS numbers much more then a brute or a scrapper would, due to buff/debuffs affecting entire teams.

In other games, DPS is really king. If you don't have the DPS to kill said mob, it will enrage, then kill everyone. Here, if you don't have the DPS to kill said mob, you debuff it down and kill it way before any timer drops down making you fail.


 

Posted

Quote:
Originally Posted by Granite Agent View Post
Just go beat on a pylon for 10 minutes. Or however long it takes you. See scrapper forum for details.

I'd be impressed if brute fire melee was hitting 205dps with that chain, that's for sure.
Why Pylons? Am I correct in assuming because they don't regen?


Teams are the number one killer of soloists.

 

Posted

Quote:
Originally Posted by SerialBeggar View Post
Why Pylons? Am I correct in assuming because they don't regen?
They do regen.

I think it is more that there are several of them and that they don't move.


 

Posted

Quote:
Originally Posted by MajorTractor View Post
They do regen.

I think it is more that there are several of them and that they don't move.
This for sure, and most (melee at least) ATs should have very little trouble surviving them as well.


"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
This for sure, and most (melee at least) ATs should have very little trouble surviving them as well.
And their resistance is even across the board.


 

Posted

Quote:
Originally Posted by Arbegla View Post
I know this hasn't been said yet, but once thing you may want to think about is that DPS is not king in this game. While having a build that can pump out large DPS numbers is pretty nifty, its not required, and ATs like Corruptors and Defenders will actually boost DPS numbers much more then a brute or a scrapper would, due to buff/debuffs affecting entire teams.

In other games, DPS is really king. If you don't have the DPS to kill said mob, it will enrage, then kill everyone. Here, if you don't have the DPS to kill said mob, you debuff it down and kill it way before any timer drops down making you fail.
In my defense(/sr toon, defense, get it.)I don't like any of the non melee AT's.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?