Street Justice could be the highest single target DPS set in game when taken by Scrappers


all_hell

 

Posted

Quote:
Originally Posted by Obitus View Post
(For what it's worth, my own at-a-glance calcs at this early date show that StJ's single-target DPS is mediocre on a Scrapper, well behind Martial Arts.

(More to the point, Crushing Uppercut is awesomesauce, but one great-DPA attack doesn't necessarily make for great DPS.)
It looks to me like it a chain of rib cracker -> heavy blow -> shin breaker -> heavy blow -> crushing uppercut would not be outside the realm of possibility. If you use initial strike instead of heavy blow it should be easier without much of a dps sacrifice. This is obviously not going to be a cheap build either way, but without doing the math I dare guesstimate that its dps is very respectable. Shin breaker with an achilles' heel, initial strike or heavy blow with procs if that's possible. Maybe only for initial strike.

Actually I guess it wouldn't be impossible to run rib cracker -> shin breaker -> initial strike -> crushing uppercut. That's a lot of global recharge but people do stranger things. I wonder if the rib cracker debuff stacks from the same target.


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
It looks to me like it a chain of rib cracker -> heavy blow -> shin breaker -> heavy blow -> crushing uppercut would not be outside the realm of possibility. If you use initial strike instead of heavy blow it should be easier without much of a dps sacrifice. This is obviously not going to be a cheap build either way, but without doing the math I dare guesstimate that its dps is very respectable. Shin breaker with an achilles' heel, initial strike or heavy blow with procs if that's possible. Maybe only for initial strike.

Actually I guess it wouldn't be impossible to run rib cracker -> shin breaker -> initial strike -> crushing uppercut. That's a lot of global recharge but people do stranger things. I wonder if the rib cracker debuff stacks from the same target.
I'm pretty sure...

Rib Cracker - Shin Breaker - Initial Strike (or Heavy Blow) is just impossible to run, with the recharge cap. Both of those chains would require Crushing Uppercut to recharge in under 5 seconds. With a 25 second recharge on CU, I don't think you can get it that low.

Now something for Brutes to possibly consider is an attack chain that goes Gloom -> 3 Combo Builders -> CU -> Repeat. Getting Gloom's high DPA without sacrificing a combo builder point.

Also, something else one would likely want to do is go the route of...

3 Combo Builders -> (we'll just use...) CU (...as an example) -> Repeat UNTILL Combat Readiness is recharged, and throw in Combat Readiness -> Sweeping Cross or Spinning Strike before returning to the regular attack string.

You don't want to waste the 3 Combo Builder points CR is giving you, howeverr Sweeping Cross or Spinning Strike both have higher DPA's than every combo builder attack EXCEPT Shin Breaker.

And the +Damage Buff will last into at least the second attack of the attack string after it's been run once.

Now Sweeping Cross is the better DPS attack, but not by a lot, and Spinning Strike might pull a head in use as it's more AOE, and less likely to be skipped than Sweeping Cross in tight builds.

Either way, when you obtain that ST DPS string, it looks like you'll want to throw in one of the other finishers when you hit CR, to not waste the Build Combo points, and I think that increases your DPS as well, since you're throwing in a better DPS attack into the chain.

Still haven't figured out the best DPS chain though myself, and I'm thinking it will use 4 Combo attacks before using CU in it...likely...

RC -> HB -> SB -> HB -> CU -> Repeat (placing the RC with the CR -> Sweeping Cross, when CR recharges, as I don't think it's 7.5% -Resist will be that much of a factor, but if it is, HB-RC-HB-SC-CU and replace the first HB.).

But that chain requires CU to recharge in 5.808 seconds...which is possible, but not an easy feat at all, and not very likely...sooo...

SB -> RC -> HB -> SB -> HB -> CU -> Repeat (replacing HB or RC with CR + #2 Finisher, depending onhow much a factor the -Resist in RC is).

SB would need to recharge in 2.904 seconds, which is easy enough to achieve. This also make is so CU needs to recharge in 7.392 Seconds (which is easy enough to achieve).

This is roughly (with 99% DMG slotting) 151 DPS, not accounting for Procs or CR's -Resist, and with the use of replacing HB or RC with CR + 2nd Finisher...the DPS will be a bit more than 151 of course, I just don't know how much more.

-Resist Proc in SB for sure, and likely with the Purple Proc as you can five slot that set into the attack.

...all in all, I believe MA still has better ST DPS with just SK-CS-SK-EC sans the procs...with the procs in effect, harder for me to say.

[EDIT] My math could be completely off...I just don't think it is.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Ah you're right about CU's recharge. Obviously my brain fell out.

Certainly HB -> SB -> HB -> SC -> HB -> RC -> HB -> CU would be easier to run, if perhaps not the best single target chain? That does have the advantage of integrating a cone (or SS if you'd prefer the taoe) into the ST chain which of course doesn't matter against an ideal single target but in practice will help cull the big guy's helpers.

I don't find it surprising that MA does better DPS, those last buffs were pretty excellent and you'd hope MA would be good after this many adjustments!

Giving it more thought, I'd definitely use SS instead of SC as the "single target auxiliary finisher" because then you're getting the fear effect as well as the increased area. Hecatomb would be lovely in HB, kinetic combats in RC and SB, and any old junk in CU. I think I have my attack chain, thanks for the help!


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
Ah you're right about CU's recharge. Obviously my brain fell out.

Certainly HB -> RC -> HB -> SC -> HB -> SB -> HB -> CU would be easier to run, if perhaps not the best single target chain? That does have the advantage of integrating a cone (or SS if you'd prefer the taoe) into the ST chain which of course doesn't matter against an ideal single target but in practice will help cull the big guy's helpers.

I don't find it surprising that MA does better DPS, those last buffs were pretty excellent and you'd hope MA would be good after this many adjustments!

Giving it more thought, I'd definitely use SS instead of SC as the "single target auxiliary finisher" because then you're getting the fear effect as well as the increased area. Hecatomb would be lovely in HB, kinetic combats in RC and SB, and any old junk in CU. I think I have my attack chain, thanks for the help!
That chain you posted is about 144 DPS. Replacing RC with SB will increase DPS to 147. And figuring a -Resist Proc in SB, you might be better off without RC, as it's -Resist is only 7.5%, BUT it is an always thing (I believe), so it might be worth keeping in.

However with that chain, if possible might be worth replacing HB-RC-HB with Combat Readiness, when it's up.

Obviously not a big loss on the DPS, and the string you posted has a much easier time on the RCH requirement.

[EDIT] But remember what I said, Combo Level 3 Finishers for Sweeping Cross and Spinning Strike all OUT DPS Heavy Blow, Initial Strike, and Rib Cracker.

130 (Spinning Strike) and 136 (Sweeping Cross) VS Heavy Blow with the best DPA of 120.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Hrm. If your dps calculation isn't factoring in the -res from RC, I'd have to imagine that it would increase dps by more than three against most targets. However, if you are already counting it, that is a tougher call. Dropping RC would improve dps slightly, but it would eliminate a very easy 3.75% s/l defense. Not that soft capping that is going to be "hard," but... Something to think about.


 

Posted

Rib Cracker -> Shin Breaker -> Heavy Blow -> Crushing Uppercut -> Shin Breaker -> Heavy Blow -> repeat is your best sustainable attack chain.
Two Combo points are essentially being wasted but one combo point plus SC does less DPA than Heavy Blow and adding another builder in there lowers your DPS more than boosting another finisher increases it.
Brutes can do better by chucking Gloom in there.


 

Posted

Quote:
Originally Posted by Obitus View Post
"Crushing Uppercut's crit breaks a rule I don't remember set by a developer who's been gone for years."

(More to the point, Crushing Uppercut is awesomesauce, but one great-DPA attack doesn't necessarily make for great DPS.)
Hmm Energy Melee with pre nerf ET?


 

Posted

Quote:
Originally Posted by Ultimus View Post
Hmm Energy Melee with pre nerf ET?
To be fair, Energy melee has decent DPA in Total Focus, ET (even post nerf) and Energy punch. Bonesmasher and barrage aren't horrible DPA either, especially with the buff to barrage.


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
It looks to me like it a chain of rib cracker -> heavy blow -> shin breaker -> heavy blow -> crushing uppercut would not be outside the realm of possibility. If you use initial strike instead of heavy blow it should be easier without much of a dps sacrifice. This is obviously not going to be a cheap build either way, but without doing the math I dare guesstimate that its dps is very respectable. Shin breaker with an achilles' heel, initial strike or heavy blow with procs if that's possible. Maybe only for initial strike.

Actually I guess it wouldn't be impossible to run rib cracker -> shin breaker -> initial strike -> crushing uppercut. That's a lot of global recharge but people do stranger things. I wonder if the rib cracker debuff stacks from the same target.
Well I haven't spent a lot of time on it; I've just been kinda unimpressed by the numbers I'm seeing when I plug various attack chains in for my StJ builds. But for the sake of clarifying (both for myself and for anyone else who's interested) let's look at a typical high-end MA attack chain versus StJ's attacks (using Mids' numbers @ level 50):



Martial Arts:
  • Storm Kick - 82.58 damage, 1.056s cast, 6s recharge, 7 end, 78.2 DPA
  • Cobra Strike - 122.6 damage, 1.848s cast, 10s recharge, 10.19 end, 66.34 DPA
  • Crippling Axe Kick - 132.6 damage, 1.848s cast, 11s recharge, 11.02 end, 71.75 DPA
Attack chain is Storm-Cobra-Storm-Crippling @ 72.37 DPS. That's base DPS, before considering enhancements, crits, procs, or what-have-you. With ~99% damage enhancement (3 level 50 IOs), the chain jumps to 141.12 DPS. With a 10% average crit rate, you're looking at 155.2 DPS, which is lower than I was getting the other day -- hm, ok, looks like Mids' is giving Storm Kick a 25% crit rate, which is almost certainly not correct. AFAIK, Storm has a 10% chance to crit on minions, and a 15% chance to crit on lieuts/bosses/etc. Anyway, if we take 15% for Storm Kick and 10% for the others, our average crit for the whole chain becomes 12.5%. 141.12 * 1.125 = 158.76 DPS.

(I was getting something like 178 DPS the other night w/ Mids' Storm Kick crit number, so my statement in the previous post may be totally off-base; we'll see!)

In order to run that chain, you'd need ~325% total recharge in Storm Kick (and less in the other two), which is pretty easy to do on an IO build, leaving you room to do all sorts of things with defensive bonuses.



Street Justice:
  • Initial Strike - 52.55 damage, 1.056s cast, 3s recharge, 4.37 end, 49.7 DPA
  • Heavy Blow - 72.57 damage, 1.32s cast, 5s recharge, 6.03 end, 54.9 DPA
  • Sweeping Cross - 93.84 damage, 1.848s cast, 8s recharge, 8.53 end, 50.77 DPA
  • Rib Cracker - 82.58 damage, 1.584s cast, 6s recharge, 6.86 end, 52.1 DPA
  • Shin Breaker - 102.6 damage, 1.584s cast, 8s recharge, 11.86 end, 64.7 DPA
  • Crushing Uppercut - 198.9 damage, 2.376s cast, 25s recharge, 14.35 end, 83.7 DPA
Now personally, I've been debating a couple of different attack chains for this set, but I'm not going to go into all of that because it's boring; suffice to say that normally attack chains are pretty straight-forward: you pick out the best DPA attacks available and try to make them chain together. With StJ, you're pulled in a number of different directions because of the combo system, the RES debuff in Rib Cracker, and the perhaps unusually diverse proc selection (Achilles' Heel in Shin Breaker, Armageddon and/or Fury of the Gladiator in Sweeping Cross).


Then you have the utter primacy of Crushing Uppercut, which means that you want ideally to structure the attack chain so that CU is cast almost as soon as it recharges; in other words, ideally the the length of the attack chain should be roughly equal to CU's cycle time (recharge + cast).

Anyway, what we see immediately is that the second chain you suggest is impossible: Rib-Shin-Initial-Crushing would require Crushing Uppercut to recharge in 1.584+1.584+1.056 = 4.224 seconds, which is lower than the minimum achievable cooldown of 5 seconds (25/5 = 5; the recharge cap is 500%).

The first chain you suggest, Rib-Heavy-Shin-Heavy-Crushing, is possible, but very very unlikely for any build to achieve on its lonesome. Crushing Uppercut will have to recharge in 5.808 seconds, which corresponds to 430% recharge in the power. The first 100% is free, and let's say the power's enhanced for 100%. Hasten's 70%. So you're gonna need to get about 160% in global recharge bonuses from IOs (and/or Spiritual Alpha, which at best will account for ~32% in a fully enhanced Crushing Uppercut).

The above chain would give you 153.71 DPS w/ ED-compliant damage slotting, the 10% crit rate, and the bonus combo damage for CU. Factoring in one copy of the Rib Cracker RES debuff would raise that value to 165.24 DPS.

My rule of thumb is that 400% recharge in any given power is about the practical limit I can expect to reach on most any IO build. YMMV, but just for argument's sake, my practical limit would put Crushing Uppercut at a recharge timer of 6.25 seconds. So if we take 400% recharge as the standard, and go with the above criteria of making CU available as often as possible (combo points be damned), we end up with something like:

Rib-Shin-Heavy-Rib-Crushing-pause 0.178 secs -> 148.3 DPS, 159.5 w/ Rib debuff.

If we cut out the pause by adding an extra Heavy Blow, we end up with Rib-Shin-Rib-Heavy-Crushing-Heavy -> 147.3 DPS, 158.3 DPS w/ RES debuff.

If we go with Giant2005's attack chain, we end up with Rib-Shin-Heavy-Crushing-Shin-Heavy -> 151.8 DPS, 163.2 w/ RES debuff. The caveat is that the chain's too long for (AFAIK) the Rib Cracker debuff to be permanent. It is 5 seconds long, isn't it? If we say the debuff has approximately half uptime, then we're looking at 151.8 * 1.0375 = 157.5 debuffed DPS.

Please's recharge-friendly chain gives us Heavy-Rib-Heavy-Sweeping-Heavy-Shin-Heavy-Crushing -> 147 DPS, with the same caveat as above, so about 3% higher with the Rib debuff.

Conclusion (also known as TL;DR): So, um, yeah. Looks like Street Justice is very ... er, modular for lack of a better word. All manner of different approaches end in basically the same place, unless I'm doing my math wrong (which is not at all unlikely).

And because I was using the wrong number for Storm Kick earlier, I had an inflated idea of what MA was capable of. My suspicion is that the greater availability of high-end procs on Street Justice will push it farther ahead; MA really only has one uber proc option (Hecatomb), whereas Street Justice could potentially have three purple damage procs in a singe-target chain (Armageddon, Hecatomb, Unbreakable Constraint) and two RES-debuff procs.

Regardless, I think it's fair to say that the Original Poster's estimation that Scrapper Street Justice would blow the doors off of everything else is highly exaggerated. It appears to be competitive among Scrapper Primaries for single-target DPS, but it isn't as good as the OP may think from just looking at Crushing Uppercut's ZOMG crit number.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Yeah sorry I messed up my recharge consideration of CU, would have saved you and BrandX some time heh. RC's debuff lasts eight seconds, which means it only just fails to cover my own much longer attack chain. You could use more purple procs but I'm not sure that's worth the investment and the slot compared to simply putting hecatomb into heavy blow and bookending every other attack with it. That actually produces more proc opportunities than MA's chain of SK -> CS -> SK -> EC because RC and SB are so quick to animate. I'm not positive that HB -> SB -> HB -> SC -> HB -> RC -> HB -> CU would be better than any other given chain, but I suspect it would be pretty competitive from all the proc chances and the pretty evenly sustained -res.


 

Posted

Wow didn't realize Rib Cracker's debuff was so short lived - I made the mistake of looking at the taunt duration in Mids for Brutes...
That attack isn't nearly as good as I had once thought..
I worked out the Brute's optimal attack chain (Well it might not be, it suffers from Rib Cracker not lasting the duration again) and it seems that Brutes are the way to go for StJ with the attack chain of: Shin Breaker -> Rib Cracker -> Gloom -> Shin Breaker -> Crushing Uppercut -> Gloom -> Repeat
It does require significantly more recharge to get Gloom recharging in 3.168s though.


 

Posted

One thing that hasn't been mentioned about StJ is the combo system isn't as constricting as Dual Blades but it still does have some significant drawbacks.
If you miss an attack in your prime attack chain, you either have to sub in a weaker attack to keep your combo level up or you have to use Crushing Uppercut with one less combo point. Either way, a miss results in a loss of DPS greater than what other sets have to deal with.


 

Posted

Quote:
Originally Posted by Obitus View Post
Please's recharge-friendly chain gives us Heavy-Rib-Heavy-Sweeping-Heavy-Shin-Heavy-Crushing -> 147 DPS, with the same caveat as above, so about 3% higher with the Rib debuff.
Just wanted to note that I typoed this chain in my spreadsheet (forgot the second Heavy Blow), so the quoted DPS number should be 144.2.

Quote:
Originally Posted by PleaseRecycle
Yeah sorry I messed up my recharge consideration of CU, would have saved you and BrandX some time heh. RC's debuff lasts eight seconds, which means it only just fails to cover my own much longer attack chain.
NP. I started typing that monstrous reply before BrandX and Giant responded to you, and then got distracted by other stuff and only came back to finish much later, so apologies if it seemed like I was piling on with the correction.

The Mids' database shows both the damage and RES debuffs for Rib Cracker at 5 seconds, but hey, these things can be wrong. I haven't checked, but I'm assuming City of Data doesn't have Street Justice yet. Did you pull that 8 second figure out of the in-game info?

Quote:
Originally Posted by Giant2005
Wow didn't realize Rib Cracker's debuff was so short lived - I made the mistake of looking at the taunt duration in Mids for Brutes...
That attack isn't nearly as good as I had once thought..
Yeah, whether the debuff is 5 seconds or 8 seconds (see above), I think Rib Cracker is designed as a proactive defensive attack. The damage debuff is really really nice if you spam the power as often as you can, at least in theory (have to double-check to see if it stacks with itself).

The option to go into defensive mode is nice, but the number of viable attack options in the set are apt to give the powergamer fits; skipping Initial Strike wasn't a difficult decision for me, but I'm really struggling for something else to skip. Stylistically, I'm leaning towards Shin Breaker, but it does have the best non-finisher DPA available. Course, spammed Heavy Blow with procs is pretty good too.

Decisions, decisions. At least now I'm reasonably sure that I'm not going to hurt my DPS too terribly much if I tinker with the attack chain. Seems the set's real strength lies in situational burst damage anyway.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Oops, you're right. I could have sworn I saw eight seconds for rib cracker! Evidently not, as the in-game number I am looking at is quite clearly five. Well that does make it easier to contemplate skipping. Maybe they designed the set specifically to baffle prospective chain-makers.


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
Maybe they designed the set specifically to baffle prospective chain-makers.
It certainly seems like it.


 

Posted

Quote:
Originally Posted by Giant2005 View Post
Wow didn't realize Rib Cracker's debuff was so short lived - I made the mistake of looking at the taunt duration in Mids for Brutes...
That attack isn't nearly as good as I had once thought..
I worked out the Brute's optimal attack chain (Well it might not be, it suffers from Rib Cracker not lasting the duration again) and it seems that Brutes are the way to go for StJ with the attack chain of: Shin Breaker -> Rib Cracker -> Gloom -> Shin Breaker -> Crushing Uppercut -> Gloom -> Repeat
It does require significantly more recharge to get Gloom recharging in 3.168s though.
Not using CU at lvl 3 on the Combo system, makes it a better DPS?


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
Not using CU at lvl 3 on the Combo system, makes it a better DPS?
Yeah a lot of this thread isn't making much sense to me either.


 

Posted

Quote:
Originally Posted by Emberly View Post
Yeah a lot of this thread isn't making much sense to me either.
I'm sure throwing Gloom into the attack chain on Brutes and Tankers is a good idea. But not if it means lowering the combo level.

Maybe HB-SB-HB-CU-Gloom. And I'd still think throwing in a CR-SC back intot he attack chain is probably better for dps, as lvl 3 SC is better DPS than HB.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
Maybe they designed the set specifically to baffle prospective chain-makers.
I'm not sure they did that directly on purpose, but I would have. My own philosophy on game design is to give people all the numbers, and then make them impossible to min/max around without a supercomputer and a PhD in game theory. You'd be surprised how easy that is to do: there is *still* no general consensus as to just how strong the SR passives are, my own analysis on the subject notwithstanding.

To me, that's brilliant. Not deliberately so in that case, but still brilliant.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by BrandX View Post
Not using CU at lvl 3 on the Combo system, makes it a better DPS?
It is at combo level 3 in the chain I proposed (unless soemthing misses and screws it up) SB + SB + RC = 3


 

Posted

Quote:
Originally Posted by Giant2005 View Post
It is at combo level 3 in the chain I proposed (unless soemthing misses and screws it up) SB + SB + RC = 3
You're right. When I posted that, at the time I was under the impression that using another attack would ruint he combo points, but after playing today and actually paying attention to it (was using Iron Blade as I attacked Red Caps) I saw it didn't stop the combo points.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Arcanaville View Post
You'd be surprised how easy that is to do: there is *still* no general consensus as to just how strong the SR passives are, my own analysis on the subject notwithstanding.
On average, I think its around 30%, with all 3 passives on my SR. So each passive is about 10% . What I did was get to 1 hp, record every resistance level with every regen tick then divide the sum of them by the number of regen ticks until my resistance was back to 0. With 59% being max 30% was median anyway.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by New Dawn View Post
On average, I think its around 30%, with all 3 passives on my SR. So each passive is about 10% . What I did was get to 1 hp, record every resistance level with every regen tick then divide the sum of them by the number of regen ticks until my resistance was back to 0. With 59% being max 30% was median anyway.
I think she meant how strong they are in terms of their overall value in the grand defensive scale of things. I happen to think they're really good. Some may find them unsuitable to defend the louse that sits atop the mouse in their outhouse. Who's to say?


 

Posted

Quote:
Originally Posted by Arcanaville View Post
I'm not sure they did that directly on purpose, but I would have. My own philosophy on game design is to give people all the numbers, and then make them impossible to min/max around without a supercomputer and a PhD in game theory. You'd be surprised how easy that is to do: there is *still* no general consensus as to just how strong the SR passives are, my own analysis on the subject notwithstanding.

To me, that's brilliant. Not deliberately so in that case, but still brilliant.
So not to go off topic, please share what your thoughts on the SR passives are? Or just PM me, I am curious. I never play the set I am just curious.


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
I think she meant how strong they are in terms of their overall value in the grand defensive scale of things. I happen to think they're really good. Some may find them unsuitable to defend the louse that sits atop the mouse in their outhouse. Who's to say?
Water straight from the spring is often the purest.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.