What are currently the best scrapper secondaries?


Arcanaville

 

Posted

Quote:
Originally Posted by Combat View Post
DPS wise my calculations show a theoretical DPS for the build above at around 306, counting the -res in the set. While CR is active that jumps to a spike of 370ish.
I'd be fascinated to see those calculations.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

In simple form, HB does 253.6 average damage, RC 276.3, SB 321.7, combo 3 CU 750.6 on the build that I am planning, with musculature t4 and t4 interface. Combo is SC-RC-HB-SC-RB-CU, which takes 9.3952 seconds counting arcanatime.

Total damage 2211.9, divided by time gives you 230 dps.

THAT'S NOT 300!

Of course it isn't. Between interface's -res, rib cracker, and the proc in SB I am averaging about 30% -res, (a little less, but not a ton less).

223*1.3 = 306

With CR active the numbers for each power go up to HB-315.2, RC-331.5, SB-397.6, CU-918.5. DPS before res-286. DPS after-372.


Damage for each power will vary with build of course, and these numbers are just taken using the stats from mids (I do the calculations myself but use mids numbers for things like enhancement percentage, +dam% from IOs and proc damage.


Yes, the -res makes that much difference.


TW/Elec Optimization

 

Posted

Quote:
Originally Posted by Combat View Post
In simple form, HB does 253.6 average damage, RC 276.3, SB 321.7, combo 3 CU 750.6 on the build that I am planning, with musculature t4 and t4 interface. Combo is SC-RB-HB-SC-RB-CU, which takes 9.3952 seconds counting arcanatime.
I suppose you're counting the full value of the Reactive DoT on each of those attacks? I was surprised to learn the other day that it only stacks twice.

Also, if "SC" is Sweeping Cross, I'm not sure how you're getting three combo points on that Crushing Uppercut, because Sweeping Cross will clear your combo credit before you hit that Rib Cracker and Crushing Uppercut. (You'll have one combo point for CU with that chain.) I'm going to assume that SC is really SB, or Shin Breaker.

Quote:
Total damage 2211.9, divided by time gives you 230 dps.

THAT'S NOT 300!

Of course it isn't. Between interface's -res, rib cracker, and the proc in SB I am averaging about 30% -res, (a little less, but not a ton less).
Rib Cracker is 7.5% -RES for 5 seconds. Interface is 10% at max stacks, but depending on which Reactive Alpha you take, you may have a very slim chance of averaging that much. (You're attacking ~0.64 times per second. If you took Reactive Radial Flawless, as I assume you must have given your damage numbers above, then on average you're going to have 0.64*0.25 = 0.16 Interface -RES debuff procs per second. Over the 10.3 second duration of the -RES proc debuff, that's 1.648 stacks you'll have on average, or about 4.12% -RES from Interface.)

The proc in Shin Breaker ... eh. A 20% chance for a 10.25 second, 20% -RES debuff that doesn't self-stack. I'm not smart enough to have come up with my own way of dealing with that problem, so I'll just quote A-Ville:

Quote:
Originally Posted by Arcanaville View Post
Now the two resistance debuffs. Achilles Heel is a 20% chance for 20% debuff for ten seconds. But you can't stack it. That means its going to have some downtime: after it fires once, nothing matters until it wears off. When it does, at that point you have to fire it to get it back. It'll take, from that moment, on average five firings to get it back (20%), but the first time you roll the dice will be just about as the previous one was wearing off. So it'll actually take on average four attack cycles to get it back (i.e. "fenceposting"). That's about 16 seconds. Its up for ten, and then on average going to be down for 16, more or less. That is 38.5% uptime. We can thus estimate the debuff as being 0.2 * 0.385 = 0.077, or about a 7.7% debuff continuously.

In your case, the calculation is a little more complicated, because you use the relevant attack (Shin Breaker) twice during your attack string. For simplicity's sake, I guess we can just average your Shin Breaker use to once per 9.3952/2 = 4.6976 seconds, which would put four attack "cycles" in your case at about 18.7 seconds. Your uptime is 10/28.7 = 38.4%, for a 6.9% average -RES debuff.

Long story short, I'm seeing no more than about 20% in sustainable -RES, total, for your attack chain.

And since Mids' adds about 67 damage to each attack for Reactive Radial Flawless' DoT effect, we're looking at a fairly large potential reduction in the calculated damage that all that -RES is supposed to multiply. The build should still do some monster DPS, but my eyebrows shot way up when you quoted over 300. They shot up a little higher when I realized you weren't even including Combat Readiness' average contribution in that number.

(Edit: BTW, I happen to agree with your reasoning about Energy Aura. I rolled an StJ/EA Scrapper myself. It's only because I've been tinkering with various StJ/EA builds lately that your numbers caught my attention. Street Justice is awesome in a lot of ways, but I haven't been bowled over by its on-paper DPS. If I'm wrong about that, then I'd be happy to hear it.)


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Obitus View Post
I suppose you're counting the full value of the Reactive DoT on each of those attacks? I was surprised to learn the other day that it only stacks twice.

Also, if "SC" is Sweeping Cross, I'm not sure how you're getting three combo points on that Crushing Uppercut, because Sweeping Cross will clear your combo credit before you hit that Rib Cracker and Crushing Uppercut. (You'll have one combo point for CU with that chain.) I'm going to assume that SC is really SB, or Shin Breaker.



Rib Cracker is 7.5% -RES for 5 seconds. Interface is 10% at max stacks, but depending on which Reactive Alpha you take, you may have a very slim chance of averaging that much. (You're attacking ~0.64 times per second. If you took Reactive Radial Flawless, as I assume you must have given your damage numbers above, then on average you're going to have 0.64*0.25 = 0.16 Interface -RES debuff procs per second. Over the 10.3 second duration of the -RES proc debuff, that's 1.648 stacks you'll have on average, or about 4.12% -RES from Interface.)

The proc in Shin Breaker ... eh. A 20% chance for a 10.25 second, 20% -RES debuff that doesn't self-stack. I'm not smart enough to have come up with my own way of dealing with that problem, so I'll just quote A-Ville:




In your case, the calculation is a little more complicated, because you use the relevant attack (Shin Breaker) twice during your attack string. For simplicity's sake, I guess we can just average your Shin Breaker use to once per 9.3952/2 = 4.6976 seconds, which would put four attack "cycles" in your case at about 18.7 seconds. Your uptime is 10/28.7 = 38.4%, for a 6.9% average -RES debuff.

Long story short, I'm seeing no more than about 20% in sustainable -RES, total, for your attack chain.

And since Mids' adds about 67 damage to each attack for Reactive Radial Flawless' DoT effect, we're looking at a fairly large potential reduction in the calculated damage that all that -RES is supposed to multiply. The build should still do some monster DPS, but my eyebrows shot way up when you quoted over 300. They shot up a little higher when I realized you weren't even including Combat Readiness' average contribution in that number.

(Edit: BTW, I happen to agree with your reasoning about Energy Aura. I rolled an StJ/EA Scrapper myself. It's only because I've been tinkering with various StJ/EA builds lately that your numbers caught my attention. Street Justice is awesome in a lot of ways, but I haven't been bowled over by its on-paper DPS. If I'm wrong about that, then I'd be happy to hear it.)
You are right, those numbers are highly preliminary. I hadn't taken the time to fully calculate -res uptime or reactive, which skewed the numbers up. However, I also forgot that sweeping cross can take a -res proc, which shifts the numbers slightly higher. I want to see a CU crit with all the -res affects going, should be glorious.

I'm going to take some time today and tomorrow to calculate more definitively. Street justice really doesn't do all that great DPS ordinarily, as it only has one amazing DPA attack in CU. Its builders are decent, but not great. However, add in -res and it turns into a monster. I am also doing a Shield/Stj or Fire/Stj tanker just because I can have an attack chain where every attack except CU can deal -res (IS-RC-SB-CU-RC-SB-SC), and have extra offense from the primary. Should be VERY high damage for a tank.

I'm expecting to come up with about 270ish all told, but adding in CR's average benefit may move average DPS over 300 for a scrapper. Tanker should get over 200, but I'm not certain how far over.

Back to excel!


TW/Elec Optimization

 

Posted

You should add Brute into your calculations. They get recharge a little easier by having a decent ranged attack to add into the chain and another opportunity for a +10% purple.
I was able to get enough recharge on a StJ/Energy Brute for the following attack chain: Shin Breaker -> Rib Cracker -> Gloom -> Shin Breaker -> Crushing Uppercut
for 215.51 dps. That isn't including reactive procs nor -resistance. Also Gloom and Rib Cracker are only 5 slotted, they could add another proc in there for more damage but I actually intend to use this build and don't really have any slots to spare...

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|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Combat View Post
You are right, those numbers are highly preliminary. I hadn't taken the time to fully calculate -res uptime or reactive, which skewed the numbers up. However, I also forgot that sweeping cross can take a -res proc, which shifts the numbers slightly higher. I want to see a CU crit with all the -res affects going, should be glorious.

I'm going to take some time today and tomorrow to calculate more definitively. Street justice really doesn't do all that great DPS ordinarily, as it only has one amazing DPA attack in CU. Its builders are decent, but not great. However, add in -res and it turns into a monster. I am also doing a Shield/Stj or Fire/Stj tanker just because I can have an attack chain where every attack except CU can deal -res (IS-RC-SB-CU-RC-SB-SC), and have extra offense from the primary. Should be VERY high damage for a tank.

I'm expecting to come up with about 270ish all told, but adding in CR's average benefit may move average DPS over 300 for a scrapper. Tanker should get over 200, but I'm not certain how far over.

Back to excel!
Using your previous chain, and given my assumptions (Reactive Radial Flawless, only two stacks of the Dot sustainable, ~20% in total RES debuffage), I estimate about 240 DPS for the StJ/EA Scrapper.

(Subtract the ~42 DPS that Mids would give you for Reactive and your pre-RES-debuff DPS drops from 230 to 188. Add back about 14 DPS for the two sustainable DoTs, and you're at 202 DPS. 202 * 1.2 RES debuff = 242 DPS.)

240ish DPS is still awesome, but I'd say it's comfortably in the sane category for high-end Scrapper damage builds with high recharge and Musculature Alpha. Tossing in the average benefit of Combat Readiness will probably add quite a bit, but quantifying CR's over-time benefit is a bit of a headache; ideally you'd want to use CR just as CU is both recharged and at zero combo points. Satisfying those requirements in the midst of your attack chain with minimal delay is going to be close to impossible.

So Combat Readiness essentially becomes (for the purpose of averaging its over-time benefit in a DPS chain) a gimpy version of Build Up. In practice, against anything less than an Elite Boss, CR is obviously much more valuable than that. The more I play and analyze StJ, the more it seems the strength of the set seems to lie in situational burst damage. CR+CU as an opener makes a StJ Scrapper a true boss killer.

Don't have time to comment intelligently on your new attack chain or the possibilities with the PvP -RES proc in Sweeping Cross on a Tanker/Scrapper. My gut says the PvP -RES proc isn't worth it, though, except perhaps on the Fire Tanker -- because Sweeping Cross is only going to come up once in a fairly lengthy attack chain. The Fire Tanker can, of course, slot the proc in Burn, which is probably a better option than Sweeping Cross.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

I thought I read somewhere that the resistance debuff portion in reactive was broken right now?

Has that been fixed now?

I never really go for the debuff in the first place, so I can't check for myself without building a new power, and I'm not THAT interested.


 

Posted

I've changed the build I was using, adding in more damage procs and assault.

Total built +dam % is 17.5%. Chain is RC-SB-HB-CU-RC-SB-SC.

Enhancement percentage after musculature is:
RC- 127%, purple proc, glad proc and mako's bite proc for average of 64
SB- 132%, -res proc
HB- 127%, mako's bite proc for average of 14
CU- 138%, purple proc
SC- 138%, -res glad proc, purple proc

Total damage is 2350, total time is 10.92, average DPS without reactive or -res is 215. 229 with interface.

Average -res from the two procs + rib cracker, without considering that they can't double stack, is 22%. Adding interface -resistance, and it goes up to 26%. I'm using the equation 10/10.92*.25*2.5*7 to equate the -resistance portion. 10/10.92 is the time of the proc over time of the chain, .25 is activation chance and 2.5 is magnitude, 7 is for 7 chances to proc in the chain.

So that we do not count procs in our equation (as they aren't affected by -res), we take out the procs gives you 198 DPS times 1.27 which gives 268, or 2929 damage over 10.92 seconds. Adding in procs for 213 damage and you get 3107/10.92, giving you 288 damage per second. Finally, multiply by .95 for accuracy, and you get 274 DPS.

This is all on a character that doesn't have FE, a damage aura, or AAO, is incarnate capped with 1 unit in Energy Drain range for smashing/lethal, and regenerates 80 hps. If you can find something horribly wrong with my math, please help. I am going to run a simulation for about 100 runs of the chain, activating CR whenever it is up and then immediately starting the chain at either CU or SC depending on which is recharged, to find the contributation of CR. My expectation is for it to increase DPS by about 40.

Again, if you are /Fire or /Shield and have similar enhancement values/proc usage you will even higher results. If FE increases damage by 40% on average, the DPS assuming everything else is the same, the DPS will be over 390. A shielder with 10 units in range will be looking at over 360. And that ISN'T counting in CR's +damage or combo points, though it doesn't assume you will have the same enhancement values, the same chain, assault, and the same procs, as well as a little extra DPS because I am just using the equation mag*chance in chain to activate for the -res procs, which doesn't account for the chance for double procs not being counted.

The set is similar to DM if DM could slot 2 -res procs. It is insanely good at what it does, though it doesn't have a heal in the set like DM does (it does, however, debuff damage by 11%, which will work even on AVs/GMs).


TW/Elec Optimization

 

Posted

Quote:
Originally Posted by mauk2 View Post
I thought I read somewhere that the resistance debuff portion in reactive was broken right now?
I've heard the same thing, and I'm inclined to believe it based on the source (Nihilii). Still, for the purpose of figuring out a build's damage output, we're more concerned about how the debuff should and probably soon will work.

It's reasonable to assume that the Interface bugginess will be fixed at some point. If you wanna be cynical, you can even argue that the new business model will make any bug fixes to Incarnate powers more urgent; Incarnate content is, after all, one of a very few things left in the game that are VIP-exclusive.

Quote:
Originally Posted by Combat View Post
So that we do not count procs in our equation (as they aren't affected by -res), we take out the procs gives you 198 DPS times 1.27 which gives 268, or 2929 damage over 10.92 seconds. Adding in procs for 213 damage and you get 3107/10.92, giving you 288 damage per second. Finally, multiply by .95 for accuracy, and you get 274 DPS.
Not sure exactly what you mean here. Are you saying that damage procs aren't affected by -RES debuffs on the target? Cause I thought -RES debuffs on the target were the only thing that could modify the damage of damage procs.

Quote:
The set is similar to DM if DM could slot 2 -res procs. It is insanely good at what it does, though it doesn't have a heal in the set like DM does (it does, however, debuff damage by 11%, which will work even on AVs/GMs).
Eh, still not sure the numbers support the claim that StJ is insanely good at single-target DPS. Looking forward to hashing it out further later.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Obitus View Post
Eh, still not sure the numbers support the claim that StJ is insanely good at single-target DPS. Looking forward to hashing it out further later.
The problem with StJ is: It has one awesome attack, one good attack and a bunch of mediocre attacks.
That is why it seems to work so much better on a Brute by being able to stick an extra awesome attack in there in the form of Gloom.
The problem with this attack chain: RC-SB-HB-CU-RC-SB-SC is it is too long and doesn't accentuate the awesome that is CU. CU should be used on cooldown.
Take for example this simple attack chain: SB-RC-HB-SB-CU. That attack chain has 7.45% more raw damage than Combat's but it sacrifices the Fury of the Gladiator Proc for it.
The thing is, Combat's attack chain is over 10s long. Even if that proc had a 100% chance to fire, it wouldn't be permanent. To compensate for a 7.45% loss of DPS, it needs to be up one third of the time but it is going to be up less than one fifth of the time.

There looks to be a whole lot of complicated ways to go with StJ and all it's proc potential, the problem is that they all seem less efficient than simply beating down your opponent like you would with any other set.


 

Posted

Quote:
Originally Posted by Combat View Post
multiply by .95 for accuracy
Thought I would comment on this specifically. This is actually one of the weaknesses of StJ - multiplying by 0.95 for accuracy doesn't work, you may miss 5% of the time but missing costs you more than the damage of that one attack, it also costs you a combo point. The DPS loss for missing with StJ is more than the usual 5% just don't ask me to figure out what it is exactly...


 

Posted

Quote:
Originally Posted by Giant2005 View Post
Thought I would comment on this specifically. This is actually one of the weaknesses of StJ - multiplying by 0.95 for accuracy doesn't work, you may miss 5% of the time but missing costs you more than the damage of that one attack, it also costs you a combo point. The DPS loss for missing with StJ is more than the usual 5% just don't ask me to figure out what it is exactly...
That's what you save Combat Readiness for. Missed a combo builder...hit CR! Now only if you can get it's recharge down low enough to make up for any misses.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Obitus View Post
Not sure exactly what you mean here. Are you saying that damage procs aren't affected by -RES debuffs on the target? Cause I thought -RES debuffs on the target were the only thing that could modify the damage of damage procs.
Yeah, I was confusing the behavior of procs with the way they behave in PvP, in which they are irresistible and unaffected by enemy resistance (or is that just PvP procs?). Anyway, I'll redo that, it will be easy to fix.

I think that extra attacks between CU and SC may hurt the dps. It may be better to do a chain similar to RC-SB-HB-CU-SC, which would make better use of EA's recharge. Should require 340% recharge if I'm calculating right. If CU is enhanced by 96% (as it is in my build slotting Hecatomb), it would require 244% recharge to run that chain, which is possible with spiritual, but impossible with musculature without losing somewhere else. The build I am using currently has 180% with 1 target in EA, 212.5% with 10. So instead, I'll run with RC-SB-HB-CU-RC-SC, which would also make use of RC's heavy proccage. That chain only requires a total of 250% recharge, easily done. For the benefits of this thread, I'll also try the other chain with Spiritual to see what the difference is. I'll also add in the average damage lost by missing, though I'll also assume that you just use CU or SC at a lower combo level, rather than using another builder, because that will be easier to calculate, and probably will deal more damage. And finally, I'll subtract the chance of the -res proc activating twice in one chain so that the number is more accurate.

With the RC-SB-HB-CU-RC-SC, using musculature and the procs/enhancement percentages described above, the total damage is 2111, time is 9.42, DPS is 223. The chance for the achilles's heel proc to activate twice is negligible (total average -res counting interface would be 25.95 instead of 26.00), so we will continue using 26 as our average -res. With those numbers, we get an average DPS of 299.

The chance for 1 builder to miss is .05*4, or .2. I'll break that into a 15% (that is a simplification for my sake) chance of CU having a base damage of 242.6 instead of 268.8, plus a 5% chance of SC having a base damage of 103.2 instead of 107.9. However, CU also has a chance for multiple attacks missing, so it also has a 5% chance for a base damage of 228.8 and a 1.25% chance of a base damage of 218.8. I subtract these chances to find the average base damage of CU, which it turns out is 244.25. Using this as our new base, we get a total chain damage of 2048, 216 DPS, 290 after -res.

Doing the same to find the chance for SC to have a lower base is fairly simple. It has a .05 chance of having a base of 103.2 instead of 107.9. That gives an average base of 107.7, which is negligible. Total DPS drops to 288.

Check in later after I run my simulation of 100 runs of the chain and figure out how much missing will affect the procs! Also the numbers for running with the RC-SB-HB-CU-SC chain.

edit: Oh, and on average you will miss 1 attack in the CU part of my chain at least every 5 runs of the chain (21.25% chance of missing at least one attack per chain * 5 = a little over 100), so the required recharge for CU should easily be low enough to account for misses. At 154% global recharge and no enhancement it would recharge 35 seconds, which would mean that you could use CR for most of your misses. In my build it is sitting at a minimum 27.2 seconds with just rectified reticle for slotting and 10 in Entropic Aura.


TW/Elec Optimization

 

Posted

[QUOTE=Combat;3926964I think that extra attacks between CU and SC may hurt the dps. It may be better to do a chain similar to RC-SB-HB-CU-SC, which would make better use of EA's recharge. Should require 340% recharge if I'm calculating right. If CU is enhanced by 96% (as it is in my build slotting Hecatomb), it would require 244% recharge to run that chain, which is possible with spiritual, but impossible with musculature without losing somewhere else. The build I am using currently has 180% with 1 target in EA, 212.5% with 10. So instead, I'll run with RC-SB-HB-CU-RC-SC, which would also make use of RC's heavy proccage. That chain only requires a total of 250% recharge, easily done. For the benefits of this thread, I'll also try the other chain with Spiritual to see what the difference is. I'll also add in the average damage lost by missing, though I'll also assume that you just use CU or SC at a lower combo level, rather than using another builder, because that will be easier to calculate, and probably will deal more damage. And finally, I'll subtract the chance of the -res proc activating twice in one chain so that the number is more accurate.

With the RC-SB-HB-CU-RB-SC, using musculature and the procs/enhancement percentages described above, the total damage is 2111, time is 9.42, DPS is 223. The chance for the achilles's heel proc to activate twice is negligible (total average -res counting interface would be 25.95 instead of 26.00), so we will continue using 26 as our average -res. With those numbers, we get an average DPS of 299.
[/QUOTE]

Well, running that chain will at least boost SC above Initial Strike in DPA, as it would have 1 combo point (sans the times CU misses, inwhich it will be level 3), but would allow for the slotting of a Purple Proc and the -Resist PvP IO, to help make up for that.

I'm also guessing RB = SB (Shin Breaker).


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Actually, RB is RC, Rib Cracker. My bad.

And no, I do not want to do the math yet for the chance of SC doing more damage when CU misses, as I believe it would be basically negligible.

Also, taking initial strike makes a tighter build, so I am trying to avoid it regardless. At least a power slot and a couple of IOs extra, which isn't worth the cost.

Base DPA of 0 combo SC, with purple proc- 76.61
Base DPA of IS- 61.68

Of course, that would become different once they have some +damage, as the proc shifts it considerably at base damage (sc has 57 DPA before the proc. SC is basically in the mix for the purple proc, glad proc, and slight chance to make up for a CU miss.

Numbers for a spiritual Stj/EA:

193 base dps, 260 after -resistance. So musculature will still do more damage, and have higher DPE. So that particular chain won't increase DPS. Perhaps if I replace SC with RC. That chain gives roughly 200 (counting in the additional chance to increase combo), and about 272 DPS. Still better. Now, if I switching my slotting for RC and HB, it goes up to 205 base DPS and 280 after -resistance. Still slightly less than with musculature. However, RC can also take another proc (a purple proc, 3*normal procs, and ToD). If I change the build around just slightly, than it can happen. Hasten was slotted with 3 level 50 rechargers, but on this build that is highly unnecessary. It actually only needed one. Our slotting is now a +3 Dam/Acc HO, a 55 damage IO, and 4 procs. That gives us 91.3% enhancement, and an average proc benefit of 78 damage, for a grand total of 214 base DPS, 287 DPS after -resistance.

So, if you have a maxed out crazy build and plan for spiritual, it can do almost as good as musculature. However, the total recharge for that chain is 420%, impossible. It also burns more endurance, meaning you need more Energy Drain's to run it, and would be completely unfeasible for any set other /SR and /EA. So I would recommend going musculature.

I would like to mention that we can get 30% extra recharge from base bonuses and the time lord day job accolade, allowing a Stj/EA to use a faster chain with musculature. Doing that would get you over 300 dps.


TW/Elec Optimization

 

Posted

Quote:
Originally Posted by mauk2 View Post
Vague question is vague....

Ok, WTF does 'best' mean, TO YOU.

Do you want MOAR DAMAGE? Fire aura.

Do you want to live through the sky falling on you? Invuln.

Do you want to be the freakin' energizer bunny and never ever stop? Willpower.

Do you want to be OH SO FAST? Electric armor.

Do you want to be the delicate but deadly king of the battlefield? Super Reflexes.

Etc, etc, etc.

There is no 'best.' There are only 'good' at various different things.
It helps if you try to sound more like an ******* when answering threads.


 

Posted

Quote:
Originally Posted by Combat View Post
I've changed the build I was using, adding in more damage procs and assault.

Total built +dam % is 17.5%. Chain is RC-SB-HB-CU-RC-SB-SC.

Enhancement percentage after musculature is:
RC- 127%, purple proc, glad proc and mako's bite proc for average of 64
SB- 132%, -res proc
HB- 127%, mako's bite proc for average of 14
CU- 138%, purple proc
SC- 138%, -res glad proc, purple proc

Total damage is 2350, total time is 10.92, average DPS without reactive or -res is 215. 229 with interface.
Ok, been meaning to come back and go through this step-by-step, not because I want to nitpick you, but because I want to understand exactly where you're coming from (and maybe we can catch each other's mistakes, if there are any).

With that in mind, here's the base damage of the relevant Street Justice attacks (conveniently already typed up in a post in a different thread):

Quote:
Originally Posted by Obitus View Post
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
So using your enhancement numbers, we get:
  • Heavy Blow - 72.57*(1+1.27) = 164.73 damage, 124.7 DPA (before procs)
  • Sweeping Cross - 93.84*(1+1.38) = 223.3 damage, 120.8 DPA (before procs, before combo points)
  • Rib Cracker - 82.58*(1+1.27) = 187.45 damage, 118.3 DPA (same deal)
  • Shin Breaker - 102.6*(1+1.32) = 238 damage, 150.25 DPA (same deal)
  • Crushing Uppercut - 198.9*(1+1.38) = 473.38 damage, 199.23 DPA (before procs, combo points)

So before we get into the various modifers, your attack chain of Rib-Shin-Heavy-Crushing-Rib-Shin-Sweeping would give us 1712.31 damage, over 11.88 seconds, for a DPS of 144.13.

(Already seeing a time discrepancy.)

With a 10% crit rate, our DPS jumps to 144.13*1.1 = 158.543

We calculate crits before we get to the rest because crits ignore proc and bonus combo damage. In your chain, we're looking at Crushing Uppercut at combo level 3, and Sweeping Cross at combo level 2. Combo level 3 represents a 25% boost to the base damage of Crushing Uppercut, and combo level 2 represents a 12% boost to the base damage of Sweeping Cross. Each power is only used once in your attack string.

Our total combo-point damage can therefore be estimated at (473.38*0.25)+(223.3*0.12) = 145.141 damage. Over the course of 11.88 seconds, that works out to an extra ~12.2 DPS, bringing our total up to 158.543+12.2 = 170.7 DPS.

Now, you're also firing ... let's see:
  • one purple proc @ ~35.3 average damage, and two regular damage procs @ 14.35 average damage each in Rib Cracker, which you use twice in your attack string (total damage over chain = 128)
  • one regular damage proc @ 14.35 average damage in Heavy Blow, which you use once in your attack string (total damage over chain = 14.35)
  • one purple proc @ ~35.3 average damage in Crushing Uppercut, which you use once in your attack string (total damage over chain = 35.3)
  • one purple proc @ ~35.3 average damage in Sweeping Cross, which you use once in your attack string (total damage over chain = 35.3)

Total proc damage: 128 + 14.35 + 35.3 + 35.3 = 212.95. Over the course of 11.88 seconds, that works out to an extra ~17.9 DPS, bringing our total up to 188.6 DPS.

Those are the easy parts. The hard parts are estimating the contribution of the Reactive DoT and the contribution of your average -RES debuff (to say nothing of Combat Readiness). On the subject of the Reactive DoT, I have some doubt now that my earlier information was correct.

For the sake of argument though, and in an effort to maintain the context within which you wrote out your calcs, let's say the Reactive DoT adds the same 14 DPS. If so, our total jumps to 188.6+14 = 202.6 DPS.

For -RES, you're looking at basically 7.5% from Rib Cracker (for simplicity's sake), plus another 3.8% from Reactive Interface, plus ...

Achilles Heel and Fury of the Gladiator: Using A-Ville's fence-posting method, we get an average uptime on Achilles' Heel of 10 / ((11.88/2)*4+10) seconds = 29.6%, for an average -RES of 5.92%. Your uptime on FoG is 10 / (11.88*4+10) = 17.4%, for an average -RES of 3.48%.

Average -RES, total: 7.5+3.8+5.92+3.48 = 20.7%

202.6 DPS * 1.207 RES modifier = 244.5 DPS, ignoring the 5% miss rate.

All of those probably messy calcs out of the way:

Quote:
Originally Posted by Combat View Post
Y
The chance for 1 builder to miss is .05*4, or .2. I'll break that into a 15% (that is a simplification for my sake) chance of CU having a base damage of 242.6 instead of 268.8, plus a 5% chance of SC having a base damage of 103.2 instead of 107.9. However, CU also has a chance for multiple attacks missing, so it also has a 5% chance for a base damage of 228.8 and a 1.25% chance of a base damage of 218.8. I subtract these chances to find the average base damage of CU, which it turns out is 244.25. Using this as our new base, we get a total chain damage of 2048, 216 DPS, 290 after -res.
I think these ToHit calcs are a little too involved, and not just because they make my head hurt. Technically, if you miss one of your -RES debuff powers it will also lower the damage of the rest of your chain for a given period. Technically, if Crushing Uppercut misses, then Sweeping Cross jumps up to Combo level 3. Etc.

(And apparently, we don't know exactly how Reactive Interface's DoT works, for that matter.)

In other words, I don't think these calculations should be regarded as an exact predictor of in-game performance. It's certainly worth noting that Street Justice has a slight disadvantage with respect to missing, but it's not worth tying yourself up in knots to figure out exactly what that relatively small disadvantage amounts to.

YMMV, but for my money, the use of these attack-chain calcs is to compare sets' DPS capabilities. And on that note, I haven't yet seen anything to convince me that Street Justice is the king. If you go all out, you can get some pretty great numbers, but those numbers aren't (so far, that I've seen) clearly superior to DM's or MA's. As always, though, it's possible I've missed something.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

It is possible that my equation for arcanatime is wrong. That would explain the time discrepancy. I am using ROUNDUP((activation/.132)+1)*.132 and I am getting

Heavy Blow 1.07->1.20
Rib Cracker 1.33->1.46
Shin Breaker 1.33->1.46
Crushing Uppercut 2.17->2.3
Sweeping Cross 1.67->1.80

If the equation was wrong, then that would explain why the numbers are so different. Are we sure CU is a 10% crit rate? It is also likely that the numbers on mid's are just wrong. I haven't checked the in-game real numbers on each power.

If I artificially change my time to be 11.88 seconds, then I get 233 DPS for the musculature chain (177 before -res), the discrepancy coming from the tohit calculations for the combo points. Oh, and if I didn't make it clear, the build has 17.5% +damage from assault and the ranged purple set, which also changes the numbers you had. I'm getting a base DPS of 161 before combo, before procs. Adding everything, I get 263. That is still pretty amazing considering that EA adds virtually nothing to your offense except recharge and endurance efficiency.

The main difference for street justice is the mechanics. The combo system is multiplicative, and multiplies by the amount of +damage and -res. This multiplicative affect means that street justice increases at a faster rate than other sets with affects, and do to the combo system street justice is affected more than most sets by recharge. Because street justice can get access to both -res procs, it can outperform its apparent DPA.

For instance, let's use your numbers, but switch to a shield user with 10 targets in AAO adding 81.3% +damage. I'm getting a total damage of 2535 before anything is changed, and a total of 336 after everything is done. This is analogous to modern DM/Shields, but it doesn't take into account CR. I believe that CR will boost it above other builds.


If we switch the numbers to fire, than the additional multiplicative affect of FE comes into play. I heard somewhere that the affect is about 45% more damage, so we'll take the numbers from the first and multiply the base damage done by 45%. Sometime later I'll determine what the actual affect would be at the 154% needed to run this chain (actually lower than that, because that uses my number). Anyway, that would get 360 DPS, before CR.

And what if we took that and added about 150% +damage and lowered the base damage to brute levels (IE a stj/fa brute with 75% fury)? Even ignoring the existence of gloom, we see a DPS of 350. And that still isn't counting CR, a better DPA attack, a better chain, etc.

Now, the numbers on FA are likely to be exaggerated because I pulled a number out of a hat, but it is still impressive. Actually, I just figured out that the 45% is the affect while active, so the number would be about 2/5ths of that, so 294 for the Brute and 301 for the scrapper. But of course, Fire armor also adds Burn and blazing aura, so we can expect the number to be closer to those originals after adding blazing and switching SC for burn.

Anyway, the set can be beastly. And remember, those numbers can only be expected to go UP, not down, because of all the positive factors left unconsidered.


TW/Elec Optimization

 

Posted

Quote:
Originally Posted by Combat View Post
It is possible that my equation for arcanatime is wrong. That would explain the time discrepancy. I am using ROUNDUP((activation/.132)+1)*.132 and I am getting

Heavy Blow 1.07->1.20
Rib Cracker 1.33->1.46
Shin Breaker 1.33->1.46
Crushing Uppercut 2.17->2.3
Sweeping Cross 1.67->1.80
(1.07 / 0.132) = 8.1, rounded up to 9. 9+1 = 10. 10*0.132 = 1.32 seconds.

If you repeat that process for the rest of the attacks, you end up with 1.584 for Rib Cracker and Shin Breaker, 2.376 for Crushing Uppercut, and 1.848 for Sweeping Cross. You'll find that Mids' gives those same numbers if you turn on Arcanatime in options; Mids' has been known to be wrong, but AFAIK they ironed out the glitches in their A-time conversion some time ago.

Quote:
Are we sure CU is a 10% crit rate?
I have no reason to believe that it isn't. My assumption was that the combo bonus is Crushing Uppercut's T9 'reward,' in lieu of the usual 15% crit rate (and for lack of a better term). I could be wrong about that, though.

Quote:
If I artificially change my time to be 11.88 seconds, then I get 233 DPS for the musculature chain (177 before -res), the discrepancy coming from the tohit calculations for the combo points. Oh, and if I didn't make it clear, the build has 17.5% +damage from assault and the ranged purple set, which also changes the numbers you had. I'm getting a base DPS of 161 before combo, before procs.
Ok, adding the 17.5% extra +damage puts my pre-combo, pre-proc, and pre-crit numbers at:
  • Heavy Blow - 72.57*(1+1.445) = 177.4 damage
  • Sweeping Cross - 93.84*(1+1.555) = 239.76 damage
  • Rib Cracker - 82.58*(1+1.445) = 201.9 damage
  • Shin Breaker - 102.6*(1+1.495) = 255.987 damage
  • Crushing Uppercut - 198.9*(1+1.555) = 508.19 damage


Rib-Shin-Heavy-Crushing-Rib-Shin-Sweeping gives us a total damage of 1841.12 over 11.88 seconds, or 154.98 DPS. Crits give us 1.1*154.98 = 170.4 DPS.

Combo damage is (0.25*508.19)+(0.12*239.76) = 155.8, or 13.1 DPS extra. Total DPS jumps to 183.5.

Proc damage is the same as before, accounting for an extra 17.9 DPS, bringing our total to 201.4 DPS. Reactive DoT adds 14, bringing us up to 216.4 DPS. Add the -RES, and we're at 216.4 * 1.207 = 261 DPS.

Looks like we're at least on the same page, now.

Quote:
Adding everything, I get 263. That is still pretty amazing considering that EA adds virtually nothing to your offense except recharge and endurance efficiency.
Yeah, it's a good number considering the secondary, but you've also gone to extreme lengths to boost offense otherwise, including the purchase of a PvP proc that accounts for less than 4% in over-time RES debuff. Also, Achilles' Heel doesn't stack from different sources, so in a group situation there's a decent chance your best RES proc won't apply.

With similar build criteria (musculature, assault, procs out the yin yang), it shouldn't be terribly difficult to draw up an attack chain that hits 250ish DPS with either MA or DM. And it'd cost fewer powers and slots. (DM and MA technically only need three attacks each to fill their ST chains.)

And, in the interim, I'd be doing more ST damage in regular content with those builds because I'm not waiting on a -RES proc to fire. It's certainly possible, even likely, that a build like yours will pull further ahead in over-time comparisons once we iron out this Reactive DoT issue; after all, more unenhanceable DoT damage favors -RES -- but I'm not seeing the massive advantage for Street Justice that you seem so enthusiastic about.

Quote:
The main difference for street justice is the mechanics. The combo system is multiplicative, and multiplies by the amount of +damage and -res. This multiplicative affect means that street justice increases at a faster rate than other sets with affects, and do to the combo system street justice is affected more than most sets by recharge. Because street justice can get access to both -res procs, it can outperform its apparent DPA.
This is basically irrelevant. -RES multiplies all damage. You can argue that the combo system is special because it theoretically bypasses the damage cap (or perhaps more appropriately, the combo system effectively raises the damage cap by boosting the base), but that argument only works if you treat the bonus combo damage as a bonus.

In other words, we've already baked the combo system's benefits into your chain. Arguing that the combo system's multiplicative effect is a bonus over and above the combo-enhanced damage numbers we've already taken as given is redundant. To the extent that Street Justice has a unique advantage, that advantage is -RES, and it's an extremely potent advantage as anyone who's played in a debuff-heavy team can attest.

That advantage is not necessarily an end in itself, though, and it seems pretty clear (at least to me) that Street Justice's initial single-target damage is lower to begin with. And when I say the damage is lower to begin with, I'm including the combo damage.

Quote:
For instance, let's use your numbers, but switch to a shield user with 10 targets in AAO adding 81.3% +damage. I'm getting a total damage of 2535 before anything is changed, and a total of 336 after everything is done. This is analogous to modern DM/Shields, but it doesn't take into account CR. I believe that CR will boost it above other builds.
In an over-time analysis, Combat Readiness' 62.5% damage buff will help, but it will tend to be diluted by a Shield user's already copious +damage buffs.

All the rest boils down to: Offensive secondary sets will yield higher numbers that will be modified by your -RES. From what I'm hearing, Fiery Embrace (like crits) ignores combo-bonus damage, though, which is a small thing, but worth mentioning.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Now that we are caught up, let's change chains. Let's see what it would look like if we didn't use SC, and go RC-HB-SB-CU-SB. I am changing SB. Before, it had crushing impact and the -res proc. Now I am adding 2 regular procs, switching the purple proc to it, and the +dam percentage after musculature is 125.31%. Heavy blow also is changed, adding a regular proc. This brings total proc damage to 231.89, which translates to 27.44 dam/sec. Our total damages before anything change to

Heavy Blow- 177.90
Rib Cracker- 201.64
SB- 281.75
CU- 506.97

(sum numbers are just rounded better).

This gives us a total damage of 1450.03, in 8.45 seconds. This gives 171.64 dps. Multiplying by 1.1 for critical chance gives 188.81. Adding procs gives 216.25. Plus the extra combo damage from CU gives 231.26. Adding 14 and we have 245.26 before minus resistance.

We use the arcanaville formula for uptime and find an uptime of 37.18%. Time 20%, and we get an average contribution of 7.44. This means our resistance is 7.44+7.5+3.8=18.74. So, our total DPS is 291.2.

This requires CU to recharge before RC-SB-HB-RC finishes activating, or in a total of 6.072, which would require 311% recharge, which this build has (if SD can calculate with max targets in AAO, EA can do the same with max in Entropic Aura). This is unreasonable for non-EAs unless we add in 30% for time lord and base buffs, so this chain probably isn't going to used by everyone (and the end drain wouldn't be sustainable with energize constant and energy drain for rare equations). However, this is still nearly 300 DPS on a set that isn't made for it, which almost certainly would be over 300 with CR. If nothing else, this build would activate CR every 24 seconds and gain a +dam bonus of 27.08%, which would give 316.92 DPS.

Again, this is maximized for EA now, but other sets will likely eclipse it but a large margin. My understanding was the the combo levels benefited from FE on tanks and scrappers, but it only receives partial benefits on Brutes do to an error. While we shouldn't expect a /SD or /FE scrapper to run with this chain, if they did it be chart-topping. For instance, if we assume they switch to spiritual to run the chain, a /SD scrapper will be getting 363 DPS, and a /FE scrapper would be getting 324.22. I still expect a Stj/FE Brute to be incredible because they can better use the glad proc and use gloom instead of HB, say for a chain of Gloom-SB-RC-SB-CU or Gloom-SB-Gloom-RC-SB-CU, or RC-SB-Burn-Gloom-SB-CU.

For a sample Stj/FE Brute build I posted in the Build forum, I'll do the math here, and for now drop CR's damage and combo bonus.

Base Damage-
SB-68.4, enhanced by 91.3 (+3 HO and +5 damage IO)
RC-55.05, 92.76%
Burn-103.4,102.16% (no purple proc, so extra +dam)
Gloom- 73.41, 93.4%
CU-132.6, 93.4%
Blazing Aura- 9.18, 94.47%

In addition, we have 7 normal procs and 4 purple procs in the chain, for a total of 242.82damage. At 75% fury, we have 154% +damage.

Our total damage is: 1862.95. The time is 10.69. Therefore, our proc DPS is 22.65.

FE has an uptime of 20/47.32, or 42%. Therefore, let's say that it increases that damage by 42%*45%, or 19%. That brings total damage done to 2217.27. Therefore, our DPS is 174.24 before FE, 207.38 after.

Adding proc DPS, and we get 230.03. CU's average combo contribution is (575.98*.25)/10.69, which gives the current DPS as 243.5. Adding 14, and we get 257.98.

Here's were I think it gets sticky. You have SB's proc having 2 times to activate in one chain, and Burn's proc once. I'm guessing that I would simply multiply the formula given by two for SB, but please correct me if I'm wrong. Nevermind, caught my mistake. Should be the same, because in the chain you were going at it had 2 chances to activate.

That would give an average of 21.46% -res if I am right. Before we add that in though, I'm going to add in Blazing Aura. That would add an additional 15.99 DPS, which would also be magnified by FE, giving us 19.03 extra DPS. Our running total is now 276.52. Multiplying all that by -res gives us 335.87. This build could be trimmed though. If we don't use gloom, it raises to 339.12, though it requires more recharge. Using the gloom chain, and increasing fury to 80% and adding in CR's maximum possible +dam contribution gives 362.96, using the no gloom chain we get 368.13. Assuming impossibly that you use the no-gloom chain at 100% fury while magically keeping the maximum possible +dam contribution from CR, you get 394.77.

The 368.13 number is as good as anything can throw out currently. Of course, part of that is the magic that is /FE on brutes, but still I believe that street justice is for real.


TW/Elec Optimization

 

Posted

Quote:
Originally Posted by icemanstryketh View Post
It helps if you try to sound more like an ******* when answering threads.


Really?

We wanna do this?

Ok, let's do this.

I took the liberty of clicking on your name and checking back on your post history. I mean, it's possible that you are, indeed, a fount of knowledge, who posts deep, insightful replies to people's questions, full of gentle wisdom much more erudite then my own.

So I read back through your post history, hoping to learn from you. (This is easy to do, I just had to click on your name.)

To my surprise, considering your criticism, I did NOT find you frequently answering questions, or posting builds, or being much in the way of constructive in ANY WAY.

(I was shocked.)

Instead, I find a sparse history of one-line posts (much like this one), many full of negativity.

To my regret, I must conclude that you are a forum leech, pulling useful content and contributing nothing.

So, shove off, jerk.

Is that better?

(ahem)

Sorry you guys had to see that.


 

Posted

My brain hurts now.

This thread contains WAY more math than I wanted to read this morning. I'm sure if I read all of it I would understand most of it, but I don't really want to think that hard about the damage output of a power set in a video game.

My build planning consists of: Build for survival, then hit things until they die.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
My brain hurts now.

This thread contains WAY more math than I wanted to read this morning. I'm sure if I read all of it I would understand most of it, but I don't really want to think that hard about the damage output of a power set in a video game.

My build planning consists of: Build for survival, then hit things until they die.
Seriously? Why even reply? Why even read the thread? Or, here's an interesting angle: if discussing a video game is so silly, then why do you have nearly 7,800 posts?

It goes without saying that what we're discussing is trivial. No one's holding a gun to your head, though.

Maybe I'm misinterpreting your meaning here, but it sure seems like you're taking a gratuitous shot -- and not a terribly effective one either, given the context.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Obitus View Post
Maybe I'm misinterpreting your meaning here, but it sure seems like you're taking a gratuitous shot -- and not a terribly effective one either, given the context.
I think it's just some good-natured ribbing. I'm pretty sure Claws isn't one of those serious "you math guys are playing the game wrong!" people.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by Werner View Post
I think it's just some good-natured ribbing. I'm pretty sure Claws isn't one of those serious "you math guys are playing the game wrong!" people.
Werner got it.

My post was intended exactly as he took it. It was in jest.

If I had anything against the people who do the math behind it, I probably wouldn't hang out in the scrapper forums so much. My post was good natured ribbing of people I generally consider my peers and, in some cases, friends.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.