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RelativeQuanta

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  1. Quite possibly! Though, for this particular build in an AoE situation the -Res build had basically the same personal damage as the one with an additional minor damage proc everywhere except a single high proc rate AoE. The uptime on the -Res proc in the build with Achilles' Heel slotted all over the place on average mob was over 50% of its lifetime. Granted, I set mob hitpoints at 2,000 in the AoE test (basically making them all LTs), so with a more realistic mix, it might not work as well. Perhaps I'll test this next!
  2. @tidge Exactly!! That's what made it interesting enough to warrant simulating. 🤓 I tested a build that I'm currently leveling towards that tries to get a balance set bonuses around Global Recharge, Defense, Resistance, and Damage. I don't think it's that far from a "typical" min/max build for a Rad/Rad Sentinel, so I'm definitely extrapolating results on that build to hold "in general." Perhaps that means I'm overstating my conclusion?
  3. My earlier reply to @tidge still stands here. The more resistance a critter has, the more valuable a -Res debuff is. A critter that has 50% resistance to everything that has a -20% Res debuff applied to it will take 40% more damage than it did before the debuff was applied and a critter with 90% resist all will take 3x as much damage once a -20% Res is applied. Overcapping Resistance isn't something normal Mobs do.
  4. Achilles' Heel -Res is a -20% debuff: Power 'Achilles' Heel: Chance for Resistance Debuff' (Boosts.Attuned_Achilles_Heel_C.Attuned_Achilles_Heel_C) (uberguy.net) Unless I'm mistaken, only AVs and giant monsters have resist debuff resistance Every single resistance debuff I tested is attached to a damage power. This example falls short of the actual hero build I tested with. Most damage powers had a proc AND Achilles' Heel so a minor damage proc was nowhere near half the damage of an attack This ignores the 10s duration of the debuff. Every follow-up power + any procs they have will deal increased damage for 10 seconds, guaranteed. This makes the -Res proc objectively better if you can slot it in a single power vs another damage proc in that one power. The whole question the experiment is answering has to do with the fact Achilles' Heel doesn't stack, so any overlap in proc application is "wasted". The results show that even with "wasted" applications, it still comes out ahead of a minor damage proc. Edit: I fixed the bug in FotG and Achilles' Heel -Res stacking, it didn't change the result.
  5. Yeah, but we're talking about averages here. This statement is also true of damage procs. Interesting, but I don't think this changes my general statement for two reasons: Radiation Blast deals energy damage which isn't commonly resisted and on the build I tested with the powers that have high proc chances had multiple damage procs in addition to the -Res (proton stream, ground zero). Replacing the -Res on those would mean subbing in a much more commonly resisted smashing or lethal damage proc. The math on the resistance calculation is still working in favor of the -Res. For example, an enemy with 50% energy resistance and the -20% Res proc is now at 30% damage resistance, this means the -Res increases your base energy damage by (1 - 70/50) * 100 = 40%! It would take some rather unique circumstances for a minor damage proc to beat that level of increase. Though, I will say that this discussion made me realize I coded the stacking of Fury of the Gladiator and Achilles' Heel incorrectly... fix coming shortly...
  6. I'm not sure how my result isn't new information, my answer to the question is: Yes, slot Achilles' Heel -Res proc in all your powers, your personal damage will be higher and your team's damage will be much higher. No one had actually said the italicized bit and the answers given said you shouldn't use more than one. My test ignored To-Hit because the procs in my comparison only affect the "other side" of enemy Health/Resistance.
  7. Ok so, this question interested me enough to simulate it in python. TL; DR: It depends on your build, but it appears that slotting Achilles' Heel -Res everywhere you can is slightly better than slotting a minor damage proc (3.5 ppm, 71.15 dmg) in the same place (except for one Achilles' Heel) for you personally and absolutely better if you're grouped against even con enemies. However, due to "double dip" penalty against -Res that drops the duration AND the magnitude, minor damage proc wins against +4 enemies. In both cases, the difference in performance is unlikely to be noticeable for a solo player. -Res is certainly better when teamed. (See post on page 2 for details) Edit: found and fixed proc rate calculation for Electron Haze. Numbers are updated Edit 2: Moving later conclusion to TL; DR here. The Test Build See attached. It's setup to make use of lots of procs. The Analyze Weakness in Ground Zero is a placeholder for Achilles' Heel since Mids' won't let me place it but it *is* allowed in game. The Simulation Uses proc formula from https://homecoming.wiki/wiki/Procs_Per_Minute Powers don't miss Ignoring sentinel opportunity for simplicity Powers don't use endurance Damage doesn't have a type minor_dmg is used as a placeholder for any 3.5 ppm, 71.15 damage proc. I used Mid's to ensure the number of minor_dmg procs in each power is actually possible epic_dmg is a placeholder for any epic proc (4.5 ppm, 107.1 damage) Power priority is set in descending order of DPA: DPA = min(power.max_targets, mobs_in_arena) * [sum(proc_damage * proc_chance) + power_damage] / cast_time Four scenarios per test build: Single Mob with 10,000 health, resistance debuffs DO NOT affect the applying power Single Mob with 10,000 health, resistance debuffs DO affect the applying power 20 Mobs with 2,000 health each, resistance debuffs DO NOT affect the applying power 20 Mobs with 2,000 health each, resistance debuffs DO affect the applying power In multi-mob sims: mobs are always grouped perfectly the hero targets one the same mob until it's dead then targets a random other mob the targeted mob is always hit by AoE attacks and a random max_targets - 1 other mobs are hit (this includes PBAoE attacks right now!) Power priority is re-evaluated as mobs die Build Proc Chances Per Power Irradiate: 26.44% Cosmic Burst: 45.87% Electron Haze: 10.25% 57.30% Proton Stream: 79.74% (3.5 ppm), 90% (4.5 ppm) Atomic Blast: 90% Ground Zero: 90% Fire Sword Circle: 90% Cremate: 37.99% (3.5 ppm), 48.84% (4.5 ppm) Trial 1: x-ray beam: no procs Irradiate: achilles_heel Cosmic Burst: achilles_heel Electron Haze: achilles_heel, minor_dmg Proton Stream: achilles_heel, epic_dmg, minor_dmg, minor_dmg Atomic Blast: achilles_heel, epic_dmg Ground Zero: achilles_heel, minor_dmg, minor_dmg, minor_dmg Fire Sword Circle: minor_dmg, minor_dmg, minor_dmg, FotG Cremate: epic_dmg, minor_dmg 100 trials of a single Mob with 10,000 health, resistance debuffs DO NOT affect the applying power Average mob defeat time 44.77s 44.68s Mob average lifetime debuffed with Achilles' Heel 85.38% 85.91% Mob average lifetime debuffed with Fury of the Gladiator 30.41% 31.71% 100 trials of a single Mob with 10,000 health, resistance debuffs DO affect the applying power Average mob defeat time 44.75s 44.61s Mob average lifetime debuffed with Achilles' Heel 87.47% 86.30% Mob average lifetime debuffed with Fury of the Gladiator 30.33% 31.86% 100 trials of 20 mobs with 2,000 health each, resistance debuffs DO NOT affect the applying power Average over all mob defeat times 42.53s 40.07s Average over all mob lifetimes debuffed with Achilles' Heel 44.50% 57.83% Average over all mob lifetimes debuffed with Fury of the Gladiator 18.09% 18.64% 100 trials of 20 mobs with 2,000 health each, resistance debuffs DO affect the applying power Average over all mob defeat times 42.45s 39.11s Average over all mob lifetimes debuffed with Achilles' Heel 45.08% 60.03% Average over all mob lifetimes debuffed with Fury of the Gladiator 18.89% 18.63% Trial 2 x-ray beam: no procs Irradiate: minor_dmg Cosmic Burst: minor_dmg Electron Haze: minor_dmg, minor_dmg Proton Stream: minor_dmg, epic_dmg, minor_dmg, minor_dmg Atomic Blast: minor_dmg, epic_dmg Ground Zero: achilles_heel, minor_dmg, minor_dmg, minor_dmg Fire Sword Circle: minor_dmg, minor_dmg, minor_dmg, FotG Cremate: epic_dmg, minor_dmg 100 trials of a single Mob with 10,000 health, resistance debuffs DO NOT affect the applying power Average mob defeat time 48.00s 48.21s Mob average lifetime debuffed with Achilles' Heel 1.37% 1.61% Mob average lifetime debuffed with Fury of the Gladiator 33.28% 31.28% 100 trials of a single Mob with 10,000 health, resistance debuffs DO affect the applying power Average mob defeat time 48.52s 48.11s Mob average lifetime debuffed with Achilles' Heel 2.07% 2.28% Mob average lifetime debuffed with Fury of the Gladiator 32.12% 31.54% 100 trials of 20 mobs with 2,000 health each, resistance debuffs DO NOT affect the applying power Average over all mob defeat times 41.48s 37.10s Average over all mob lifetimes debuffed with Achilles' Heel 19.16% 23.86% Average over all mob lifetimes debuffed with Fury of the Gladiator 18.16% 17.63% 100 trials of 20 mobs with 2,000 health each, resistance debuffs DO affect the applying power Average over all mob defeat times 41.60s 36.58s Average over all mob lifetimes debuffed with Achilles' Heel 18.68% 26.56% Average over all mob lifetimes debuffed with Fury of the Gladiator 18.77% 18.24% I ran more trials, but this is already pretty wordy and I think the conclusion is pretty clear. Conclusion Slotting multiple Achilles' Heel debuffs does outperform multiple minor damage procs in single target scenarios and high debuff uptime means a huge group damage bonus The multi-target simulation is likely a wash. Using minor_dmg instead looks a bit better, but my code allows PBAoEs to always hit the targeted mob which does not match live. The high uptime for Achilles' Heel in this scenario comes from Ground Zero's huge 30 target cap. Party damage is not going to be enhanced as much. Edit: Fixing the proc rate on electron haze separated this build in the multi-target scenario enough that I'd say it may actually be better I haven't directly investigated what the standard error on the mean is for each of the values I've reported, but it is relatively large in this highly idealized simulation and I expect people will have trouble seeing a difference in personal damage on live. Final Notes: I'll probably post the code and jupyter notebook in Github later so people can pick it apart and point out any glaring errors I made Electron Haze has an unusually low proc rate according to my sim, so I'm going to double check it's calculated correctly Fixed I'm happy to try other proc configurations if people find this interesting Quantum Cascade - Sentinel (Radiation Blast - Radiation Armor).mbd
  8. Sorry to necro such an old post, but this is a really interesting question. Does anyone know how long Achilles' Heel -Res proc lasts once it lands? Does it benefit the attack it lands with or just subsequent attacks (I'm guessing the latter) I'd guess that the -20% resist debuff is more valuable than a 71.75 damage proc until you can keep it up consistently on your target(s) and I'm also guessing it needs to be in more than one power to achieve.
  9. Since issue 27, Shadow Field hasn't benefitted from domination.
  10. Where do I report a bug since Issue 27 went live? My Shadow Field power isn't getting Domination bonus. 😞
  11. Hardly. The implied question in my post was do dominators meaningfully fill a role in the group. Thankfully, the other replies seemed to understand that and answered the question in the affirmative.
  12. Thanks for the replies! I hadn't realized that dominators could compete with a blaster in the single target case. I figured the lack of a T3 blast, no defiance, and (according to Mids) slightly lower melee damage would put a dominator way behind. Though I do see that blasters being ahead in equivalent attacks is not consistent across powersets.... hmm..
  13. TL; DR: What role does a dominator play on a team? Maybe I'm ignorant, but they don't seem to fit all that well. I recently soloed a dominator to level 50 for the first time. I really enjoy the AT, but when I started thinking about how it’s built, things started to seem a little… odd. They play a lot like blasters but with a lot more control (trading damage potential makes sense here). So are they considered damage on a team? Well… they’re in the 400% max damage buff group, so maybe not? (Momentary aside since I’m comparing to blasters: Oddly, despite dominator’s 1.05 scale melee modifier, blaster melee still hit harder on the same attacks according to Mids’s) The closest group role I can think a dominator would fill is that of a tanker. A group hold is roughly equivalent to armor + taunt as far as a group is concerned. Potentially riskier too as, in this analogy, the “armor” can miss. Domination having mez protection also supports this analogy. Stuff working against this analogy are target caps on AoE mez and the long recharges, though it can still work with skill and slotting. This analogy falls apart when it comes to enemies with the PToD. In this case, dominators are just mediocre DPS. So, how should we think of dominator balance? Something like a scrapper (i.e. durable damage)? In this case, do they need more damage? Or should it be closer to the tanker still? In this case, maybe Dominator controls should taunt the AV and reduce its damage to just the Dominator for a duration matching what would otherwise be a hold? Maybe I’m missing something? Is there another way to think of this? …I admit I like the idea of dominators being an alternative Tanker now…
  14. Hello! I thought people might be interested in my Rad/Rad blaster build. This is *NOT* an optimized build. My main goal was to build something that could handle basically anything and avoided mace mastery. Oh, and I wanted a Rad/Rad theme. Pros: Pretty cheep to build Extremely Tanky: Ranged Def 45.1% Energy/Neg Def 39.7% S/L Resist 71.8% Beta decay gives really high recharge when surrounded (just 3 to perma hasten) Full ability to fight at any range and can easily move between ranged to melee Aim + Build Up + Teleport + Nuke = Awesome Lots of AoE (Nuke, 2 PBAoE, 1 Ranged AoE) Lots of control: 2 PBAoE Holds (Nuke and Radioactive Cloud) 2 Stuns + 1 proc stun on snipe 1 Ranged hold Cons: Definitely sacrifices potential top damage in exchange for defense The one ranged AoE is slow as hell Positron Cell was exchanged for the weaker (in damage) shocking bolt to access Charged Armor How it plays: At 50 I find I can easily solo +4/+8 content without much trouble at all and haven't noticed a villan group that gives me trouble. I spend most of my time in melee range. Despite the bulk of my defense being Ranged, blapping isn't a problem since there is a limit to the number of enemies that can be within melee range and my S/L resist is nearly capped. Rikti are particularly easy since their melee has an energy component. This build can also easily clear the Comic Con S/L farm at +4/+8 (I have not timed it), though you will need to much a few purple inspirations, but they drop so fast it isn't a problem (i.e. you don't need to bring them). The holds are amazing prior to 50 as you can lock down multiple bosses pretty easily. At 50, I mainly use Radioactive cloud to keep mobs from running, give myself a little breathing room I've I start getting pounded, or keep lowbie teammates alive. The stuns are always awesome since they're part of your DPS rotation (primary target is almost always stunned). I admit I've never run a TF with this toon, but I can't imagine it would be a problem. This toon also eliminated my desire to play a sentinel (which I thought would end up as my preferred AT) and the primary isn't fire so I don't feel bad not dealing optimal Blaster DPS. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! RelativeQuanta: Level 50 Science Blaster Primary Power Set: Radiation Blast Secondary Power Set: Atomic Manipulation Power Pool: Teleportation Power Pool: Fighting Power Pool: Flight Power Pool: Speed Ancillary Pool: Electrical Mastery Hero Profile: Level 1: Neutrino Bolt (A) Thunderstrike - Accuracy/Damage (3) Thunderstrike - Damage/Endurance (9) Thunderstrike - Damage/Recharge (11) Thunderstrike - Accuracy/Damage/Recharge (21) Thunderstrike - Accuracy/Damage/Endurance (34) Thunderstrike - Damage/Endurance/Recharge Level 1: Electron Shackles (A) Accuracy IO Level 2: X-Ray Beam (A) Thunderstrike - Accuracy/Damage (3) Thunderstrike - Damage/Endurance (5) Thunderstrike - Damage/Recharge (11) Thunderstrike - Accuracy/Damage/Recharge (15) Thunderstrike - Accuracy/Damage/Endurance (31) Thunderstrike - Damage/Endurance/Recharge Level 4: Negatron Slam (A) Mako's Bite - Accuracy/Damage (5) Mako's Bite - Damage/Endurance (7) Mako's Bite - Damage/Recharge (15) Mako's Bite - Accuracy/Endurance/Recharge (23) Mako's Bite - Accuracy/Damage/Endurance/Recharge (36) Mako's Bite - Chance of Damage(Lethal) Level 6: Irradiate (A) Obliteration - Damage (7) Obliteration - Accuracy/Recharge (9) Obliteration - Damage/Recharge (37) Obliteration - Accuracy/Damage/Recharge (40) Obliteration - Accuracy/Damage/Endurance/Recharge Level 8: Teleport (A) Endurance Reduction IO Level 10: Ionize (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 12: Proton Volley (A) Executioner's Contract - Accuracy/Damage (13) Executioner's Contract - Damage/Endurance (13) Executioner's Contract - Damage/Interrupt (17) Executioner's Contract - Damage/Range (17) Executioner's Contract - Damage/Recharge (25) Executioner's Contract - Disorient Bonus Level 14: Aim (A) Recharge Reduction IO Level 16: Kick (A) Accuracy IO Level 18: Cosmic Burst (A) Superior Blaster's Wrath - Accuracy/Damage (19) Superior Blaster's Wrath - Damage/Recharge (19) Superior Blaster's Wrath - Accuracy/Damage/Recharge (21) Superior Blaster's Wrath - Accuracy/Damage/Endurance (23) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge (25) Superior Blaster's Wrath - Recharge/Chance for Fire Damage Level 20: Metabolic Acceleration (A) Performance Shifter - Chance for +End (43) Performance Shifter - EndMod (45) Numina's Convalesence - +Regeneration/+Recovery Level 22: Hover (A) Luck of the Gambler - Recharge Speed (31) Shield Wall - +Res (Teleportation), +5% Res (All) (43) Shield Wall - Defense Level 24: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (45) Gladiator's Armor - Resistance (50) Gladiator's Armor - End/Resist Level 26: Neutron Bomb (A) Ragnarok - Damage (27) Ragnarok - Damage/Recharge (27) Ragnarok - Accuracy/Damage/Recharge (34) Ragnarok - Accuracy/Recharge (37) Ragnarok - Damage/Endurance Level 28: Atom Smasher (A) Obliteration - Damage (29) Obliteration - Accuracy/Recharge (29) Obliteration - Damage/Recharge (34) Obliteration - Accuracy/Damage/Recharge (37) Obliteration - Accuracy/Damage/Endurance/Recharge (43) Obliteration - Chance for Smashing Damage Level 30: Weave (A) Luck of the Gambler - Recharge Speed (31) Reactive Defenses - Scaling Resist Damage (39) Reactive Defenses - Defense Level 32: Atomic Blast (A) Superior Defiant Barrage - Accuracy/Damage (33) Superior Defiant Barrage - Damage/RechargeTime (33) Superior Defiant Barrage - Accuracy/Damage/RechargeTime (33) Superior Defiant Barrage - Accuracy/Damage/Endurance (36) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime (36) Superior Defiant Barrage - RechargeTime/+Status Level 35: Shocking Bolt (A) Basilisk's Gaze - Accuracy/Hold (46) Basilisk's Gaze - Recharge/Hold (46) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold Level 38: Radioactive Cloud (A) Lockdown - Accuracy/Hold (39) Lockdown - Accuracy/Recharge (39) Lockdown - Recharge/Hold (40) Lockdown - Endurance/Recharge/Hold (40) Lockdown - Accuracy/Endurance/Recharge/Hold (50) Lockdown - Chance for +2 Mag Hold Level 41: Charged Armor (A) Reactive Armor - Resistance (42) Reactive Armor - Resistance/Endurance (42) Reactive Armor - Resistance/Recharge (42) Steadfast Protection - Resistance/+Def 3% Level 44: Positronic Fist (A) Mako's Bite - Accuracy/Damage (45) Mako's Bite - Damage/Endurance (46) Mako's Bite - Damage/Recharge (48) Mako's Bite - Accuracy/Endurance/Recharge (48) Mako's Bite - Accuracy/Damage/Endurance/Recharge (48) Mako's Bite - Chance of Damage(Lethal) Level 47: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO Level 49: Beta Decay (A) HamiO:Enzyme Exposure Level 1: Brawl (A) Accuracy IO Level 1: Defiance Level 1: Prestige Power Dash
  15. @Frostics Do you think that proc'ed up x-ray beam and Negatron slam can replace Positron Cell in a single target chain? I'm one of those crazies that likes electric armor over scorp shield for thematic reasons and I replace Positron Cell with shocking bolt. @Sovera I definitely agree that the controllerish aspects of Rad/Atomic is really nice. Does your Rad/Rad sentinel manage somewhat comparable ST? I've been tempted to make one. I would like to point out that 40% tax is the tax you pay for not being fire. 😛 All the other T9s have the same base damage.
  16. I'm not sure you can since many of the procs are unique IOs, you'd only get Unbreakable Constraint and Gladiator's Javelin into Positron Cell (if you're procing up Cosmic Burst). I think with the recharge this build has, you'd just use 3 attacks which makes me think you'd use X-Ray beam as your 3rd attack as it has nearly double the base damage as Positron Cell. That could also be proc'ed up and if you need the def, Superior Winter's bite can be moved into Positron Cell. Edit: Missed that you could use Ghost Widow's embrace and gladiator's net to make up for the proc loss. Makes it a bit of a toss up between using X-Ray Beam and Positron Cell as your 3rd attack I think since that means Positron Cell can fit 4 non-unique damage procs and X-Ray beam can only fit 3. I'd guess RNG likely favors X-Ray Beam.
  17. Just out of curiosity, why proc up Positron Cell over Cosmic Burst? Cosmic burst is a much harder hitting attack and you can slot in a Touch of Lady Grey proc to make up a bit for losing the Unbreakable constraint proc. Cosmic burst stuns so it's a decent control too.
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