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Dark Current

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Dark Current last won the day on October 28 2024

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  1. Ankh MIDS Build: Ankh - Defender (Empathy)2.mbd Frisson Sensate MIDS Build: Frisson Sensate - Controller (Symphony Control - Empathy).mbd
  2. Round 2: Empathy "Your powers give you the ability to heal and aid allies as well as yourself. Empathy has no offensive powers, but its heals and buffs are unmatched." Power Level as Primary Level as Secondary Effect Healing Aura 1 1 PBAoE, Team Heal Heal Other 1 1 Ranged, Ally Heal Absorb Pain 2 4 Ranged, Ally Strong Heal, Self Moderate DMG(Special) Resurrect 6 10 Close, Ally Rez Clear Mind 8 16 Ranged, Ally +Res(Disorient, Hold, Sleep, Immob, Fear, Confusion), +Perception Fortitude 12 20 Ranged, Ally +DEF(All), +DMG, +To-Hit Recovery Aura 18 24 PBAoE, Ally +Rec Regeneration Aura 22 28 PBAoE, Ally +Regen Adrenalin Boost 26 30 Ranged, Ally +End, +Regen, +Rech, +Res(Slow) The Challengers... Ankh Empathy / Water / Soul DEFENDER Concept: Lord of the Wrapped. Empowered by Ra, the sun god to reclaim incarnate power stolen by the insolent Greek deities. Blasts of punishing sand and bursts of radiant vitality. Hunting down Mu mystics in service to Scirocco who have plundered the tombs of the ancients and stolen relics. Playstyle: Light switch. Buff first. Then Blast away. Support on the fly. VS Frisson Sensate Symphony / Empathy / Ice CONTROLLER Concept: Famous soft rock superstar who gained power through abuse of designer neuro-pharmaceuticals synthesize using CSF from Praetorian Seer Network. His vocal talent has been enhanced to where his songs amplify the emotions of his listeners bringing them euphoria and elevating them to heights of passion. Playstyle: Blanket enemies with 7 swaths of far-reaching cone attacks, layering multiple CCs and debuffs. Support as needed. Matchup Video Both are designed to bring the pain as much as ease the pain. Of special note, Frisson was designed by Cathy (Chat GPT) and I can't wait to show you what she came up with.
  3. Reserving for Cold Domination stat release.
  4. The Cold Domination analysis video (s) is out now. I go over in depth the stats collected by Gyr Falcon, my Cold / Archery / Energy defender and compare them statistically with Shimr, my Ice / Cold / Ice controller who went head to head with him in a series of AE 801 Trials. Mission Overview Mission 1: 801.3 r OFC IC 6035 = 17 min Mission 2: 801.5 b IC 6035 = 30 min Mission 3: 801.6 Tunnels IC 6041 = 37 min *Mission 4: 801.9 k IC 6089 = 8 min 4 Teammates: Missions 1-2: Safeword (Dominator), Badmotorfinger (Blaster), Reshoot (Blaster), Ben Drinkin (Tanker) Mission 3: Safeword (Dominator), Badmotorfinger (Blaster), Ben Drinkin (Tanker), Mindless Ending (Scrapper) *Mission 4: Badmotorfinger (Blaster), Ben Drinkin (Tanker), (Scrapper), Gospel Girl (Dominator) Total Time = 92 minutes *Trial Ended due to 4 out of 5 condition; hospital disqualification had minimal impact on stats Team Comp Note: team lineup changed over the 4 trials, lacking persistent DPS and/or reliable mez coverage. This may have reduced the value of his defensive auras and increased vulnerability to burst scenarios. Part 1: Defensive Stats Comparison (Defeats, Damage Taken, Hits Taken, etc.) Part 2: Offensive Stats Comparison and Final Verdict (Damage Dealt, Efficiency, Foe Defeats, etc.) I'll post several of the key graphs discussed in the videos when I get some time later. In the meantime, prepare to discussion the following debate I was having with Cathy when deciding on the winner of this matchup when trying to determine what was THE most important metric that tells the story of the two contestants? Initially, she said: "For me, Efficiency—the ratio of damage out to damage in—is the single most telling metric. It encapsulates: Survivability under fire (how much you can endure) Offensive potency (how well you and your pets convert that endurance into pressure) It tells you who gets the most collective damage delivered to foes for every hit they personally endure. Shimr’s 1.48 : 1 versus Gyr’s 0.81 : 1 captures in one number how her control-plus-pet ecosystem turns punishment into payoff far more effectively than his pure buffer-and-soak style." But after I pressed her on that focus of personal production when this was a 'support' test, she altered her opinion: "When you’re evaluating support, the real story isn’t how much you melt faces yourself but how well you keep your team alive and lethal. With that in mind, the single most telling metric becomes the Amplification Correlation (Provision rate vs. ally foe defeats). Why it matters: It directly measures how each shield, heal or buff you cast translates into your teammates racking up kills. Shimr vs. Gyr: Gyr’s volume bankrolls a rock-solid R² = 0.93 in ally kill enablement, but Shimr’s tighter timing and pet-driven bursts push her slope to ~73 kills / (buff-per-min) vs. Gyr’s ~60—showing she can amplify team DPS more surgically when synergy holds. Support in one number: This metric fuses uptime, cast timing, and team performance into a single lens: how many more bodies your presence on the field lets your allies put down. If you want to know which Contender truly makes their squad outperform, look at who boosts their team’s lethality per support action—because that is the essence of support." What do you think?
  5. Glad you're having as much fun as I did with mine. She was beastly!
  6. I'm not aware of the Cold Dom team. I'm doing my own thing with some folks from the Best of Worst as well as some PuGs over on Excelsior. Run tests 1-2x a week to use in these posts. I just finished the analysis of Gyr Falcon's data in comparison to Shimr. It's monumental! I should have the vid recorded tomorrow and released by Friday. Going to showcase the missing minutes from Mission 4 of his 801 Trial. Spoiler: we completed it, but after the team DQd with 4 out of 5 deaths.
  7. I've added the 801 Team Trials video to Gyr Falcon's page (cold / archery / energy defender). Build Update: After running the solo tests, I swapped 4 pieces of Superior Defender's Bastion for the Sting of the Manticore in Ranged Shot (snipe) to pick up the Chance to PBAoE Heal proc. I wanted an extra layer of protection and the heal worked out quite nicely from the stat totals I racked up in the 801 Team Trials. His detailed stat analysis and my reaction video from the 801 Team Trials is Coming Soon (TM).
  8. Uncaged Psyche – The Scream Before the Silence Support Stalker Experiment #3: Savage Melee / Psionic Armor / Leviathan Mastery The third subject in the Support Stalker Experiment is Uncaged Psyche, a mutant shaped by prolonged exposure to the ancient Leviathan’s psychic residue beneath Sharkhead Isle. Where most Stalkers seek precision and stealth, she brings raw psychic contagion and brutal chaos — destabilizing enemy minds before shredding their bodies with coral-warped claws. Concept: Uncaged Psyche doesn’t wait in the shadows — she erupts into the fray. Her mind, fractured by captivity and coral-borne madness, emits an aura of confusion and dread. She infects enemy formations with hesitation, misfires, and betrayal through Aura of Madness, while striking with savage, reef-laced blows that tear both flesh and sanity. Psionic Armor hardens her mind as the coral hardens her skin, letting her stride through carnage untouched by fear or mental interference. Her Leviathan-born powers manifest as bursts of psychokinetic rage — spouts of water and shadow that strike like ghostly extensions of her wrath. She doesn’t serve the sea mother. She punishes the surface. MIDS Builld: Uncaged Psyche - Stalker (Savage Melee - Psionic Armor).mbd 43.73 kB · 0 downloads Test Parameters: Content: Level 54 x8 Radios, Tip Missions, Boss rushes Team Composition: 5-man team with Uncaged Psyche as the sole support Tools: Sythlin’s DPS Tracker, compared against other Support Stalkers and / or my earlier DEFCON Defender/Controller results Support Toolkit: Madness Induction & Status Layering (Aura of Madness + Procs): Aura of Madness projects a persistent PBAoE field that Confuses, Disorients, Sleeps, Holds, and Fears foes while debuffing their damage. Proc-loaded for frequent AoE Confuse and debilitation, causing enemies to betray, hesitate, or collapse inward. Combines beautifully with chaotic AoEs to overwhelm enemy behavior trees. Psychic Disruption & Regeneration Denial (Devour Psyche): Devour Psyche debuffs regen, healing, and recovery in a frontal cone — ideal for softening spawn clusters or bosses. Also grants Uncaged Psyche a significant self-heal and recovery boost, scaling with target count. Synergizes with Psionic Armor’s layered sustain to keep her upright amid chaos. Savage Pressure & AoE Burst (Savage Melee): Savage Leap gives mid-range initiation, AoE burst, and rapid Frenzy stacking. Rending Flurry and Shred apply AoE DoTs and -DEF, softening groups for follow-up. Hemorrhage punishes lone targets, while Build Up spikes damage and accuracy in key moments. Survivability & Sustain (Psionic Armor): Psychokinetic Barrier grants +Absorb, +Max HP, +Regen, and resistance to endurance/recovery debuffs. Precognition provides passive +DEF and perception. Impenetrable Mind resists status effects and psi damage — keeping her mobile in psychic storms. Chaos Manifestations (Leviathan Mastery): Water Spout is a disruptive PBAoE that knocks foes skyward, inflicts fear and disorientation, and pairs thematically with her aquatic corruption. Spirit Shark Jaws offers ST control and knockdown, ideal for punishing survivors or halting dangerous foes. How It Plays: Chaos Engine Activation: She excels when surrounded — Aura of Madness softens minds, while Devour Psyche drains recovery and morale. Confused mobs collapse as she leaps from target to target in a whirlwind of bleeding coral and psychic screams. Support Through Disruption: No traditional buffs — her support is chaos. Enemies misfire, freeze, or attack each other. Frenzied leaping and AoE DoTs keep pressure high while team safety rises through reduced incoming damage and scattered threat focus. Solo Strength & Survivability: Despite being a support, Uncaged Psyche is tough. Between Psionic Armor’s +Absorb layers and healing procs in Devour Psyche, she sustained in repeatable 54x8 content and Mayhem finales without a true support ally. Verdict: Uncaged Psyche doesn’t support with shields or songs—she supports by shattering minds. Enemies lose direction, cohesion, even loyalty as her presence floods the field with psychic distortion and chaos. She’s unpredictable. She’s overwhelming. And if you’re within her reach, you’ll either flee, freeze, or bleed. She doesn’t clear the path — she tears a new one, then lets her team stride through the bleeding carnage. For more detailed stats and discussion of their implications, check out:
  9. I'm finding the amount of debuff and control a stalker can muster is pretty damn impressive. Here's a little tease for you from ONE of Uncaged Psyche's missions: NAME KNOCK HELD STUN SLEEP CONFUSE IMMOB TERROR Takeoff 23 0 0 0 0 0 0 Cognitive Interface 0 0 0 0 82 0 0 Pyronic Total Radial Judgement 0 0 17 0 0 0 0 Control Hybrid 0 0 0 0 0 108 106 Superior Avalanche: Recharge/Chance for Knockdown 90 0 0 0 0 0 0 Aura of Madness 0 116 116 126 110 0 116 Lockdown: Chance for +2 Mag Hold 0 52 0 0 0 0 0 Stupefy: Chance for Knockback 38 0 0 0 0 0 0 Spirit Shark Jaws 0 23 0 0 0 0 0 Spirit Shark 12 0 0 0 0 0 0 Contagious Confusion 0 0 0 0 8 0 0 Unspeakable Terror: Disorient Bonus 0 0 29 0 0 0 0 Memento Mori 0 0 0 0 0 0 32 Duplicity 0 0 0 0 24 0 0 Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown 5 0 0 0 0 0 0 <Pet> Water Spout : Cognitive Interface 0 0 0 0 16 0 0 Totals: 168 191 162 126 240 108 254 1249
  10. Still working on this? Updates would be appreciated. I've finished my Savage / Psionic / Leviathan testing and I'm putting together the data. Should be releasing that here in the next couple days.
  11. And here are her Offensive Stats: 6. Lethality – Foe Defeats 7. Threat – Combined Character and Pet Damage Dealt 8. Pet Aggression – Character vs Pet Damage Output 8a. Pet Focus – Pet Damage vs. Foe Defeats 9. Damage Efficiency – DMG Out : DMG In for Character (orange) and for Pets (blue) Just noticed as I posted this that Shimr has more variation in damage efficiency while her pets are more stable (ratio of the sums shows her average to be 10.1 while her regression line slope shows it to be 8.6. Her pets are the same ratio either way). WHY? Explanations not included in the video for this discrepancy: Factor Shimr (Controller) Jack + Lore Pets Aggro sensitivity High (player-targeted) Low (AoE/collision damage) Uptime variability Moderate Binary (alive/dead; summoned/unsummoned) Tactical adaptability High Limited by player commands Range of tools (burst, heal) Wide Narrow, fixed AI Crisis exposure High Often removed from play early 10. Disruption Amplification – Controls vs Threat 10 a. Disruption Yield – Controls vs Lethality Combined Offensive Insight Metric What it Correlates With R² Value Interpretation Lethality Time ↔ Foe Defeats 0.95 Shimr secures kills through sustained uptime, not short bursts. Threat Time ↔ Total Damage Output 0.98 Damage grows linearly with duration — constant pressure application. Pet Contribution Personal ↔ Pet Damage Output 0.95 Pets scale directly with Shimr — they’re part of her offensive engine. Pet Aggression Pet Damage ↔ Foe Defeats 0.97 Pet output tracks with team kills, not padding — they help finish targets. Character Efficiency Personal DMG In ↔ Out 0.88 Shimr maintains strong solo efficiency, even when under fire. Pet Efficiency Pet DMG In ↔ Out 0.88 Pets contribute meaningfully, though less efficiently than Shimr herself. Disruption Synergy Controls ↔ Total Damage Output 0.99 Disruption is Shimr’s damage. DOTs + CC powers produce a linear threat. Disruption Focus Controls ↔ Foe Defeats 0.83 Disruption boosts kill count, especially with competent DPS teammates. Offensive Interpretations 1. Shimr scales with time — not tempo. Her Lethality (R² = 0.95) and Threat (R² = 0.98) indicate a clockwork contributor: the longer the mission, the deadlier she becomes. Ice/Cold doesn’t spike — it accumulates control, attrition, and output until foes collapse. 2. Disruption is her damage loop. With a near-perfect 0.99 correlation, Shimr’s control output = damage output. Her slows, freezes, and debuffs tick damage while locking down foes, turning CC into lethal momentum. This creates a seamless offense/defense blend, typical of Ice Control but amplified by Cold Domination’s layered suppression. 3. Pets are enablers — not passengers. Pets contribute 30% of all damage, and their output scales with Shimr’s (0.95) and with foe defeats (0.97). They’re helping secure kills and keep Shimr moving. 4. She fights well under fire — until collapse. Shimr’s efficiency (DMG Out:In) is strong when challenged, especially compared to her pets (nearly 3x higher). In chaotic fights (e.g., Mission 3), her personal output stays high, while pet efficiency plummets. This creates a fragile balance — Shimr performs best when her pets are active and she's pressured, but only up to a threshold before they break and, if the pressure is high enough, she follows.
  12. Thanks! And just because you were nice, I'm going to give you the results of Shimr's 801 Trials: Here's the link to the full analysis video: Here are the main graphs; the data tables are discussed in the video. Correlations are looking at the strength of the X and Y relationship. Does one 'cause' the other? Values close to 1.00 (0.90+ for my purposes) suggest 'yes' the two values are related and / or predictive of one another. Defensive Stats 1. Survivability – Personal Defeats 2. Risk – Ally Defeats 3. Resilience – Damage Taken 1-3. Combination Graphs a. Punishment – Damage Taken vs Personal Defeats *The slope is corrected here from the one presented in the video. Slightly less damage (4989) was sustained per personal defeat* b. Overwatch – Damage Taken vs Ally Defeats *The slope is corrected here from the one presented in the video. Slightly less damage (415) was sustained per ally defeat* c. Pet Protection - Character Resilience vs Pet Resilience d. Pet Sacrifice - Pet Damage Taken vs Team Defeats 4. Avoidance Distribution – Hits Taken Across 4 Missions (orange line - average; upper range is anomalous mission 3) 4. Targeting – DMG Taken vs Hits (28 / hit) 5. Disruption Protection – DMG Taken vs Controls (3.9 / control) 5a. Disruption Shielding – Team Defeats vs Controls Combined Defensive Insight Metric What it correlates with R² Value Interpretation Targeting Hits ↔ Damage In 0.93 Very strong correlation — hits reliably predict damage taken Resilience Time ↔ Damage In 0.73 Moderate: longer missions → more damage, but not always Punishment Damage In ↔ Personal Deaths 0.78 Stronger link — damage tracks with death, but some buffer holds Overwatch Damage In ↔ Ally Deaths 0.23 Weak predictor — Shimr’s damage isn’t a tight proxy for team fate Disruption Shielding Controls ↔ Team Deaths 0.27 Disruption ramps up after collapse starts, not before it. Pet Protection Pet DMG In ↔ Shimr DMG In 0.88 When pets are under fire, Shimr tends to be targeted too — shared exposure. Defense Interpretations Avoidance is Shimr’s core survival metric. – When she’s targeted more, she takes proportionally more damage. – Cold Domination offers no personal resist toggles — survival is about slowing incoming fire and not being hit. Mission length increases pressure, but doesn’t guarantee a breakdown. – One short mission saw the highest spike in damage (M4), while longer ones sometimes stayed stable. – Mission duration only matters when pressure compounds from mob volume and spawn control failure. Shimr absorbs damage well — to a point. – The Punishment R² = 0.78 confirms she can tank moderate incoming stress. – But once overwhelmed, her tools don’t recover quickly — there’s little active self-sustain, and shields are for allies. She’s still vital to team survival — just not a strict 'linchpin'. – A low Overwatch R² = 0.23 doesn’t mean Shimr isn’t protecting the team. – It means her own damage intake isn’t the best predictor of team defeats — what matters is her ability to keep enemies weakened and teammates strengthened. – When control uptime or debuff application drops, team collapse can follow — often fast. Pets aren’t absorbing stray aggro. — Their survivability tracks with Shimr’s own (Pet ↔ Char DMG In: R² = 0.88), highlighting a shared vulnerability and synergy. When she's hit, they're hit. Control doesn’t prevent collapse — it reacts to it. — Disruption Shielding (R² = 0.27) shows her CC doesn’t reduce deaths directly. — Instead, Shimr throws out more controls when fights devolve, aligning with Ice / Cold’s identity as a slow, reactive toolkit, not a preemptive one beyond shielding.
  13. Thanks for the heads-up. I was not aware of pets' limitations in this regard. I wasn't even thinking about the pets' to hit, mostly their ability to take a hit.
  14. @Maelwys, Thanks again for the thoughtful response — I genuinely appreciate your concerns around how testing data is presented and interpreted. You’re absolutely right that scope clarity is important, and I want to acknowledge that directly. So to clarify: these forum posts are primarily a data notebook where I post the raw mission outcomes, charts, and performance breakdowns so that anyone who wants to deep dive the numbers can do so without pausing and rewatching the YouTube videos. The nuance, limitations, and intentions of the DEFCON testing are addressed in the accompanying YT builds and tests and analysis vids. You'll typically hear me say things like: “This isn’t all Defenders vs all Controllers" or "I'm not concluding anything here" or "these results are for these specific builds across randomized conditions.” But I do use thread titles like "Defenders vs Controllers" not to overstate the scope, but as shorthand for the test theme or question. The actual conclusions are more modest: "My tested controllers showed stronger and more stable DPM across 25 missions than the Defenders.” I agree that misinterpreting limited data as global truth is a problem, and it's why I'm structuring my presentations this way: YouTube = narrative, nuance, limitations, goals. Forums = data reference, clean reporting, minimal interruptions As far as sampling and representation go - like you said - testing all primary/secondary combos is sheer madness. But Monte Carlo-style sampling isn’t trying to be exhaust the list. It asks a simpler question: “Do any consistent patterns emerge when we inject randomness into team context?” The answer the data from my tests have provided so far is YES. For these builds, some clear trends did emerge. But I completely agree with your bottom line: These Controllers outperformed these Defenders in these trials. Not: “Controllers are definitively better than Defenders.” And that's why I'm running the DEFCON II: Aftermath series. It will add an additional 5 defenders and 5 controllers, another 25 missions each, to the mix. It will also increase the challenge level from standard 54x8 to AE 801 Incarnate challenges to really examine support capabilities at the margins. I have no idea what's going to happen, but in my initial run with Shimr, my ice / cold / ice controller, her pet output was reduced by a good 15% from what I was seeing in the DEFCON 5 tests. IF that's real and holds true with the character tests, then that will hurt controllers more than defenders. And IF that happens, the advantage in the support game that the DEFCON controllers had will evaporate. That will help isolate the Defender's superior buff / debuff numbers, which COULD give them the advantage vs incarnate level foes. But we'll see. It's early in the game and I have yet to release the actual Shimr data in context to the bigger picture. There is a lot more there now with Sythlin's DPS tool, so I'm trying to make sense of it before presenting more. But you see it later today or tomorrow and that will give you both a baseline for the DEFCON II: Aftermath series as well as what it looks like in the greater context of the DEFCON 5 series data. As each test result comes in, hypotheses will evolve, but I'll hold off on any more conclusions until all 10 tests are completed and added to the original 10. I really appreciate the discussion. Your critique helps sharpen how I communicate this work. Thanks again.
  15. It's there in both builds so far. XAOS has it in ToF Dead Cell has it in LR
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