Confused by double hit. How does it work?


Arcanaville

 

Posted

Quote:
Originally Posted by StratoNexus View Post
I am not sure that is true. Fast cycling powers also have lower base damage so Core is smaller as well (although it does become easier to maintain stacks for Core).
Core provides a benefit proportional to base damage. It's +75% of base damage, no matter which power you're talking about. Replace 75 with the appropriate number if you're talking about a different tier or a different number of stacks. A power that does half as much damage gets half as much benefit from Core.

Radial, however, scales both its proc chance AND its proc damage to the power's recharge. So a power with half the recharge (and thus ~half the damage) gets less than half as much benefit, because it has slightly more than half the proc chance and slightly more than half the proc damage. For example Hack and Slash in Broadsword: Hack (8s recharge) gets about one-third more benefit from Core than Radial (85 vs 66), but Slash gets more than twice as much benefit from Core as it does from Radial (52 vs 23).

Since a power's base damage and its recharge are linked (not all powers obey the formula precisely, but I'm not aware of many attacks that hit for KO Blow damage with Jab recharge, nor many of the reverse), we can roughly approximate this by saying that Core provides benefit proportional to recharge, but Radial provides benefit proportional to recharge squared. x^2 < x for small x, but x^2 > x for large x.


 

Posted

Quote:
Originally Posted by StratoNexus View Post
I am not sure that is true. Fast cycling powers also have lower base damage so Core is smaller as well (although it does become easier to maintain stacks for Core).
Core always provides damage that's proportional to your attack damage, which is a function of your AT damage scale. Radial provides damage that's not related at all to AT damage scale (like traditional IO procs, it uses a fixed damage mod) but is a function of recharge for both proc chance and damage when triggered.

In other words, Radial follows a square law progression with recharge time. This is great for powers with long recharge times, but startlingly bad for powers with very low recharge times.

I've done the math using the spreadsheets in this thread, and for powers with around 5-second cycle times, Core adds more average damage per attack even for a Defender. If the I24 PPM changes affect Radial the same way that Synapse laid out that they will work for procs (which is not guaranteed, but is what both Hopeling and I put in our spreadsheets), this will also be true for powers with around a 6-second cycle time if you slot around 60% (or more) recharge in them.

If your attack chain is dominated by powers like that, you get more benefit from Core even if Core isn't that great.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Hopeling View Post
Radial, however, scales both its proc chance AND its proc damage to the power's recharge.
Ah, I keep forgetting the proc chance drops dramatically once you get to lower recharge. When I tested on Beta, Blaze, with a base recharge of 10 seconds was at 100% proc rate. At what recharge does the proc rate start dropping below 100%? Is there a chart that can be made showing recharges from 2 to 10 seconds and their corresponding proc rate?

Thank you (and UberGuy) for the correction and explanation, I am not sure this is the best way to make Core more attractive, but it certainly is one way to do so.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

BL Angel's table on (what for me is) page one of this thread lists activation chance and also damage per activation versus cycle time for various integer cycle times.

One correction of my own previous post, where I said "recharge time" several times, I should have said "cycle time", which of course is the sum or recharge time and activation or cast time. I blame the hour at which I posted it.

Edit: Hm, having said that, BL's table refers to recharge time. I guess I'll whip something up just in case.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

The proc chance uses cycle time, but the proc damage uses just recharge time. This is consistent with what we know about PPM procs, and also what we know about doublehit (it's based on the "normal" formula for attack damage, which is a function of recharge time and doesn't care about animation). This is also why the doublehit formula on City of Data looks so clunky: the 2*(.8*recharge+1.8)/10/aoefactor part is just the regular formula to determine an attack's damage scale, which means the whole formula is really just "damage scale times purple proc damage times .4".


 

Posted

Quote:
Originally Posted by Hopeling View Post
The proc chance uses cycle time, but the proc damage uses just recharge time.
Yeah, I realized that after I posted it. I figured I'd fix it when I posted these images, but nooo, you had to go and reply.

Anyway here are the plots. Sorry that they're bare bones and not very pretty - I did them in a hurry.

Note: The x-axis in all graphs starts at 1 second, not 0.

First, damage vs. recharge time (not cycle time), at level 50.



Next, proc chance vs. cycle time (not just recharge time).



Now the product of those two plotted vs. recharge time and assuming a 1.2s activation time. (Longer activation times will increase the average damage.)



Finally, the same plot as above adjusted for the latest proposal we know of for I24's PPM changes assuming 60% slotted recharge. (Specifically, that includes: Increase PPM by 25%, adjust recharge rate for slotting, and cap proc chance at 90% instead of 100%.)


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

What I meant before was, for the testing I did, Double Hit outperformed the flat stacking +Damage. If you read the entire thread and saw I said I had been testing Titan Weapons specifically, you would know I corrected myself.

I restate the following: Radial Assault vastly outperformed Core Assault on a Titan Weapons Scrapper, in my testing.

Why I have to state the obvious because of a wicked troll attempt, I don't know. Clarity?

Clarity.

PS: I liked Clarity. She was nice.


 

Posted

Quote:
Originally Posted by UberGuy View Post
(Specifically, that includes: Increase PPM by 25%, adjust recharge rate for slotting, and cap proc chance at 90% instead of 100%.)
fffffff I thought I forgot one of the i24 changes.
Fixed i24 spreadsheet: https://docs.google.com/spreadsheet/...204NlpyVnJkRGc

Very nice graphs, though. It would be interesting to plot the benefit from Core on the same axes for various AT modifiers (assuming the power in question follows the normal formula). I may do that tomorrow.

Edit: I am puzzled as to how Radial ended up substantially ahead of Core in Reppu's test, though. That implies something very significant that has not been accounted for in the calculations and/or the testing. I do not yet know which is correct; I should go run some pylon tests myself some time. Reppu, you said you tested with a TW scrapper; what was your secondary/ancillary/Incarnate powers/any other possibly relevant conditions? I'm not sure if it will/should make a difference in the results, but it's worth asking.


 

Posted

Here is the bottom line:

Core can only take you to your damage cap.

Radial lets you go beyond it.


Playing the long game, no matter what, Radial is superior.


The only question you need to be asking yourself for the now is: "For a given situation, do I have 70% or more head room until hitting the damage cap to take full advantage of Core?"

Solo, for most ATs and sets besides Super Strength Tankers, that's a "yes".

But anyone teamed with a Kin, or several SoA/Leadership users, or playing on a league, that would likely be a "no", you're probably bumping the cap with Build Up and the like.


So, rule of thumb = Core solo, Radial teamed.

Exceptions being SS and/or Shield Tankers, and Kins themselves. They'll probably lean towards Radial when solo as well.


.


 

Posted

I'm not sure about Core solo, Radial teamed. I was thinking the same thing until I used the spreed sheets in this thread. I was looking to see which would be better for my night widow. I read that if your damage mod is 1.0 or higher that Core should be better but my Night Widow has a 1.0 mod in M/R and Radial looks better.

I used the attack chain mentioned in this thread to calculate the bonus damage from both as well as the I24 formula.

http://boards.cityofheroes.com/showthread.php?t=240568

Core - 827.6675
Radial I23 - 929.713291
Radial I24 - 969.24111

The funny thing was I thought I24 would nerf Radial when in fact it buffs it, well at least for a Night Widow.

I23:
https://docs.google.com/spreadsheet/...Ea0tBMFE#gid=0

I24:
https://docs.google.com/spreadsheet/...MSUxUWmc#gid=0

I think everyone should use those spread sheets to see which is best since it's not so cut and dry.

I even did one to see the effects on a Fort in I23 as well as the pets.

https://docs.google.com/spreadsheet/...SMlJxUWc#gid=0

The Guardian results were:
Core - 259.335
Radial - 433.414


 

Posted

I can't see your spreadsheets. Are they visible to the general public?

I'm curious about them, because that result seems non-intuitive to me.

Is your attack chain heavily composed of the longer-recharge attacks?

Edit: Using my local spreadsheet, I added the attacks for my melee Widow and the only melee attack for which Radial added more damage was Follow Up, which makes sense, as its damage is low for its recharge. That's for I23 settings.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

So, I'm doing some testing on the beta server, and getting some weird results.

I am using a TW scrapper (only character with Hybrid unlocked, as of yet) and the Assault Radial Embodiment. Crushing Blow, Follow Through, and Rend Armor appear to have 100% proc chances as expected, and their doublehit procs deal the expected amount of damage. Titan Sweep also behaves as expected (I don't have a large sample size, so I can't be confident of the proc chance, but it appears to be a high-but-not-100% chance as expected, and the proc damage matches precisely). Brawl and Boxing deal the expected damage, and have low proc chances as expected (although again, I'm not yet precisely confident of the percent chance).

However, Arc of Destruction appears to not be applying its areafactor to its doublehit damage - its doublehit deals 152.49, rather than the predicted 94.13, which is exactly the amount it would deal if it were acting like a single-target attack.

Whirling Smash also appears to have roughly the right proc chance, but doublehits for 37.11 instead of 34.27.

I've ruled out enemy resistances (I'm testing against Nemesis with 0% energy resist), debuffs (I have avoided using Rend Armor before other attacks, and unequipped my Reactive Interface, and have no other sources of -res), and level differences (I have an alpha shift and I'm testing against 51s in a tip mission).

So, one cone works as expected, another cone thinks it's a single-target attack, and a radial AoE deals very slightly too much damage, but single-target attacks seem to work as expected. I can't test with other powersets myself, because I only have the one character with Hybrid so far; more data and/or more eyes on the problem would be helpful to figure this out.


 

Posted

Quote:
Originally Posted by Hopeling View Post
So, one cone works as expected, another cone thinks it's a single-target attack, and a radial AoE deals very slightly too much damage, but single-target attacks seem to work as expected. I can't test with other powersets myself, because I only have the one character with Hybrid so far; more data and/or more eyes on the problem would be helpful to figure this out.
There were some previous issues identified with cones that were somehow being treated as single-target attacks for PPM purposes. I thought it was fixed. I wonder if the same bug has crept into the DoubleHit code.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Perhaps, but then I have no idea why it's affecting AoD but not TS. They're both 10-foot, 120-degree cones. And it doesn't help explain Whirling Smash at all.


 

Posted

I think the original bug was inconsistent like that. But I also don't think it would explain Whirling Smash. Well, unless there were subtleties that either weren't mentioned or that I just didn't grok.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
I can't see your spreadsheets. Are they visible to the general public?

I'm curious about them, because that result seems non-intuitive to me.

Is your attack chain heavily composed of the longer-recharge attacks?

Edit: Using my local spreadsheet, I added the attacks for my melee Widow and the only melee attack for which Radial added more damage was Follow Up, which makes sense, as its damage is low for its recharge. That's for I23 settings.
Sorry about that, didn't know they were private.

I23
https://docs.google.com/spreadsheet/...EpyeTNEa0tBMFE

I24
https://docs.google.com/spreadsheet/...zdUcnFMSUxUWmc

I23 Fort and Pets
https://docs.google.com/spreadsheet/...EJiOWNSMlJxUWc


 

Posted

Just did a double check of my math for I23 and it looks as if I Missed an attack while adding. It does make it closer but Radial still gave better numbers using this attack chain - FU > Lunge > Slash > Strike > FU > Lunge > Strike > Slash > FU > Lunge > Strike > Swipe.

Core 900.04862
Radial 929.713291


 

Posted

OK, you have lots of epic pool powers. I'm not sure what your chain for them looks like, but since Epics have higher recharge than their damage would indicate, Radial ends up huge for them compared to the base damage, even in AoEs.

One thing: your Spin is listed with 0 radius, which has its Radial damage much higher than it should be.

Edit: Hm, I get really different numbers. For that chain I got 1402.6 for I23 Core and 1050.1 for I23 Radial.

Edit2: I think I see why. I'm using Mids and it's including the Toxic DoT in the base damage display, and it's much too large.

Edit3: OK, I don't know what Mids is showing me. I took the numbers from RedTomax, and they're much lower, even on Follow Up, which has no DoT. (Oddly, Spin is correct in Mids, but not the ST stuff.) Anyway I now have the same per-attack damage you do to within 0.01 points. I still got really different numbers for the chain you listed, though. With the corrected damage numbers, I get 899.24 for Core and 1050.11 for Radial. Radial's lead is all in Follow Up - the Radial version is ahead by sixty points using I23 calculations, and nearly 50 using I23s. That wildly dominates the deltas between Core and Radial in the rest of the attacks in the chain.

Now, my own build heavily leverages Spin, and Core seriously dominates on that power. So if I chose Radial to maximize single-target DPS, I would cut fairly deeply into the AoE damage cycle I could have with Core.

If anything, this analysis shows that it's not cut and dried which is better. Powers which do significantly less damage than their recharge would suggest, such as some mezzes, many Epic Pool powers, and powers like Follow Up, can have really dramatic impact on how Radial compares to Core for a given build and play style.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Edit3: OK, I don't know what Mids is showing me. I took the numbers from RedTomax, and they're much lower, even on Follow Up, which has no DoT. (Oddly, Spin is correct in Mids, but not the ST stuff.)
Looks like Mids is including the "crit from hide" damage. That should normally only apply after placating an enemy, but I don't see a way to disable it.


 

Posted

Quote:
Originally Posted by UberGuy View Post
OK, you have lots of epic pool powers. I'm not sure what your chain for them looks like, but since Epics have higher recharge than their damage would indicate, Radial ends up huge for them compared to the base damage, even in AoEs.

One thing: your Spin is listed with 0 radius, which has its Radial damage much higher than it should be.

Edit: Hm, I get really different numbers. For that chain I got 1402.6 for I23 Core and 1050.1 for I23 Radial.

Edit2: I think I see why. I'm using Mids and it's including the Toxic DoT in the base damage display, and it's much too large.

Edit3: OK, I don't know what Mids is showing me. I took the numbers from RedTomax, and they're much lower, even on Follow Up, which has no DoT. (Oddly, Spin is correct in Mids, but not the ST stuff.) Anyway I now have the same per-attack damage you do to within 0.01 points. I still got really different numbers for the chain you listed, though. With the corrected damage numbers, I get 899.24 for Core and 1050.11 for Radial. Radial's lead is all in Follow Up - the Radial version is ahead by sixty points using I23 calculations, and nearly 50 using I23s. That wildly dominates the deltas between Core and Radial in the rest of the attacks in the chain.

Now, my own build heavily leverages Spin, and Core seriously dominates on that power. So if I chose Radial to maximize single-target DPS, I would cut fairly deeply into the AoE damage cycle I could have with Core.

If anything, this analysis shows that it's not cut and dried which is better. Powers which do significantly less damage than their recharge would suggest, such as some mezzes, many Epic Pool powers, and powers like Follow Up, can have really dramatic impact on how Radial compares to Core for a given build and play style.
I only have 3 epic's, the imob, the cold dot with neg def and resist plus the pet. I included
All epic choices to see how each would benefit from both.

Nope, I have a 8 in spin.

I took my base damage numbers from in game info. I first looked at mids and decided instead of just going with those I better check the in-game numbers. I don't think any of the numbers from mids were the same for the widow attacks, If I remember correct only mental blast and Scream were the same. Same with the epic powers, only a few of them were the same as in game, I believe MU powers were the same but all others had different values listed for most.

Now If I was wrong for using the in-game information then which info should I use? What I did was started a new toon which gave me all widow, NW and Fort powers to see but not choose of course. I Then used the in-game slider and moved it over to lvl 50 and used the average damage number at lvl 50 for each power as base damage. For the epic's I did a fake respec just to get to the epics then took each one and used again the average damage number from in game. Just like the widow attacks, a few were the same but most were not. I figured the in game values were the ones to use since the code for radial should process based upon the in game numbers and not the values of mids. I'm not saying that mids is wrong on all or even most powers, just the ones that I checked in game were mostly wrong for widows.

If my math was off a bit I apologize, my grandson was playing his spider man game at the time (on the Ipad) I was adding things up and he was having a little fit because he couldn't kill a boss and keep coming to me for help. It looks like from your math that Radial is even better than what I thought.

I too had spin until I did my last respec, I took scream to see if it would work better than spin with the new ATO and I believe it does, I can hit a lot more targets with scream regularly than I did with spin. Add in that they resolved the redraw of using the PSI attacks on NW and I figured why not, at least see how it works. I guess test would have been better than using a respec on live but honestly I have so many vet respec plus it seems as if there is always a free one laying around that I just did it live instead.


 

Posted

I think your numbers for the individual attack damage are fine. You and I used different sources and came up with excellent agreement there. I'm not sure why our totals for the chain you listed are different, but our conclusions are the same.

I prefer Spin to Scream because it animates faster, deals more damage per target, and is a PBAoE. (To optimally leverage a cone, you have to back out of melee range.) But I realize that's very much a playstyle preference thing, and not clearly objectively better. Since I like Spin, I'll probably stick with Core. For your build and preferences, it sounds like Radial is the right bet.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Powers which do significantly less damage than their recharge would suggest,[...], can have really dramatic impact on how Radial compares to Core for a given build and play style.
I'm not sure how intended that is, that a low damage power gets a heavy dmg bonus like this.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

Posted

Quote:
Originally Posted by Stupid_Fanboy View Post
I'm not sure how intended that is, that a low damage power gets a heavy dmg bonus like this.
I think they simply ran out of time to make it work perfectly as intended. A script was just run to add the damage based on recharge and area factor (thus why tanker attacks are mussed up thanks to gauntlet). I expect they will fix tankers. I believe they will likely adjust APP powers. I am less certain if they will take the time to adjust powers like Freeze Ray, Stun, and Follow Up.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

This thread is a Godsend. Thanks guys.