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Ston

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Everything posted by Ston

  1. Ston

    The Sentinel GODS

    Fire Blast / Radiation Armor Trapdoor Test - 4:12
  2. They're just blasters with a little less damage and mez protection. Fight me. If you've done some cool stuff with a Sentinel, post it here! +4/x8 Solo ITF (No inspirations, no temp powers, no deaths) Dark Blast / Super Reflexes Sentinel (T4 Intuition Radial, T4 Ageless Core, T4 Degen Core, T4 Longbow Radial, T4 Pyronic Core, T4 Assault Radial) actual gameplay time was around 2 hours
  3. This is a buff for sustained DPS. I saw better ST DPS results after these changes. Might not hold enemies as long, but it will kill things faster. 11s is a very good recharge for proc attacks. You’ll still have good proc rates and be able to use the attack almost twice as often.
  4. Yeah, what @Maris said. This list just compares ST damage. Eventually Id like to do a test that compares their AoE clear speed. Might be able to get around to that soon! Water would do much better there, but Id still probably rank it average among Blaster sets since the ST DPS is pretty poor.
  5. Fire / Rad Corruptor @ 4:58 T4 Musc Radial, T4 Cognitive Core, T4 Ageless Core, T4 Assault Radial (Passive) It’s been a goal of mine lately to get a sub 5:00 trapdoor run with a defender or corruptor. I tried a lot of combos on the test server and finally found the one that had everything I needed: Fire/Rad. I think the keys to a fast def/corr run are: - High damage (Fire was hands down the best here) - Active and Passive mitigation (CC, Tohit debuffs are the best sources IMO. This is crucial for avoiding getting mez’d while using Ageless) - Preventing runners (Slows, CC, burst damage) Fire/Rad checks all those boxes… - Fire Ball + RoF is a ton of AoE damage - Choking Cloud is 15ft of hard CC to prevent runners and mitigate damage/mez (passive mitigation) - Radiation Infection is a good opener to apply a heavy tohit debuff (active mitigation) - Accelerated Metabolism will help with damage (+rech, +recovery, +dmg, +speed) - Heavy burst damage with Blaze, BB, Inferno - Lingering Radiation is one of the best AoE slows in the game. Combined with RoF, nothing is escaping except wolves Notes: - Used Cognitive Core for another layer of mitigation. Confused mobs won’t hurt you. - Dark Mastery is amazing. Psy Mastery is close behind. - Had good results with Musc Radial and Vigor Core depending on the combo I was using. - Had to use Ageless on most attempts, which makes things very dangerous if you get mezzed Honorable Mentions: Blasts: Water, DP, Rad Support: TA, Time, Nature, Kinetics
  6. To be fair, I think this is only possible on Rad Armor. I tried Fire/EA & Fire/Bio and they were both about 30-45s slower on average. Still much better than other ATs though. And I've gotten decent pylon times with them. They are definitely a lot better than most people say. But they could still use larger target caps and get rid of the weird nuke radius damage falloff. Rad Armor is special because it has Ground Zero which will knockdown more targets than the typical Sentinel target cap. Any KDs & Immobs make their clear speed so much faster. But also to be fair, the top times for Scrappers/Tanks/Brutes are only happening with Rad & Bio.
  7. This would then also need to apply to: - Genetic Contamination - DNA Siphon - Death Shroud - Dark Regeneration - Lightning Field - Blazing Aura - Burn - Consume - Phoenix Rising - Icicles - Shield Charge - Mud Pots - Rad Therapy I don’t think Ground Zero alone should be a bug for not critting. I don’t think it’s a bug anyway: The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. All Scrapper melee attacks have a chance to land a Critical Hit for up to Double Damage. The higher the rank of the target, the greater the chance for a successful Critical Hit. I don’t think secondary attacks count as “melee” attacks. Epic powers are an exception since even the ranged attacks are categorized as melee attacks.
  8. Yes. I didn’t have that much recharge (80-90% before hasten i think) and didn’t slot any recharge into the attacks. RoF only has a 10s recharge, so it fits really nicely into the chain and maintains a good proc rate. BF is 12s and SS is 11s, which is perfect for RoF. A note on how I look at attack chains: Attack A (Crit Strikes): 10-12s Attack B (CS Window): 8-14s Attack C1 (CS Window - Snipe): 24s Attack C2 (CS Window - Pool): 8-12s Attack C3 (CS Window - Primary): 6-14s Attack D (Filler): Any *Attack D can sometimes be in CS window, like Sweeping Strike is in my DB/Bio* Most powersets follow this pattern where you have your crit strikes power (A) at around 10-12s recharge, a follow up attack (B) at 8-12s recharge, and then a pool power or third primary power attack (C). RoF is nice because it allows the chain to repeat so you can just do A>B>C>D. But more commonly, you could use a snipe and rotate between your snipe and a pool/primary attack as your chain finisher. Which would be A>B>C1>A>B>C2/C3. It all depends on your global recharge and the cd time of your optimal attacks. Examples: Claws: FU(A)>Focus(B)>Snipe(C1)>FU(A)>Focus(B)>Shockwave(C3) Martial Arts: EC(A)>CAK(B)>Snipe(C1)>EC(A)>CAK(B)>SK(C3)>CP(D) Stone Melee: SS(A)>HM(B)>Snipe(C1)>SM(C3)>CP(D)
  9. Sentinels still suck 👀 Fire/Rad/Elec @ 4:12s
  10. energy blast / melee / aura radiation blast / melee / armor luminous blast / aura illusion control psychic blast / psionic melee These sets are pretty contrasting to the dark sets for now IMO. Especially if you color them with bright colors. I don’t think it’s a stretch to ask for a new light set though since the assets already exist in the game. I know Carnival of Light have some powers that will probably fit what you’re interested in: https://cod.uberguy.net/html/power.html?power=carnivaloflight.brilliance.brilliance&at=minion_pets Just gotta cross fingers that the devs would be willing to repurpose them into a new set!
  11. Same! I’m gonna try to use RoF in other sets now because I like having one chain rather than the alternating you do with most snipe chains. I think this is also more fun than the “god chain”. Pushing 1>2>3>2>1 was so boring IMO. It’s nice to have a ranged attack to use against runners. And this one doesn’t require ridiculous recharge.
  12. Staff is bad on a Scrapper, so you’re not experiencing anything out of the ordinary. It doesn’t have a good attack chain. Sky Splitter has abysmal DPA even when it is enhanced by form stacks. The AoE is alright. And you do get really nice passive buffs by keeping stacks of your forms. But that’s all it really has going for it. Another nice thing is that you get 10ft range on attacks vs the typical 7ft. But aside from that, Staff leaves a lot to be desired. Sky Splitter really needs an animation reduction. But since that probably isn’t something that the HC team can do, the set might just be bottom of the barrel forever. The redraw adjustment was at least a good QoL improvement.
  13. No patron pools? No problem! DB/Bio/BLAZE @ 0:49s T4 Musc Core / T4 Ageless Core / T4 Degen Core / T4 Assault Core (Active) The BU procs in BF and RoF are carrying a lot of this DPS. But either way, Blaze Mastery is a great option if you're too lazy to get the patron powers for both AoE and ST contributions.
  14. The precedent that OP’s suggestion would set would mean that almost every cone in the game would need to change. There’s way more narrow cones than wide cones. Jacob’s Ladder is fine. Cross Punch is fine. Proton Sweep is fine… You’re asking for a lvl 2 power pick to be way more valuable than it needs to be. You already have Thunder Strike, Lightning Rod, and Chain Induction for 360° AoE. There’s really no reason JL need to be, too. If you treat it as a ST attack with some AoE bonus, you’ll have a much better time. And besides that, it is definitely able to hit more than one target reliably. Have you tried jumping before using it? That can help you get enemies in the cone.
  15. My other concern with this is that stalkers have sets like Martial Arts with zero AoE. I can’t imagine how awful it would be to try to clear groups of 16-20 enemies without any AoE in your primary set 😅 Survival isn’t an issue since my test parameters allowed orange/green inspirations to be used. I don’t use purples so that incoming debuffs would be a factor. Like you mentioned, some sets would be better at mitigating incoming debuffs, but I wasn’t too concerned with mitigation of incoming damage. One snipe power alone wouldn’t be enough to deal with runners in an efficient way. They will run in opposite directions, so you can probably spend up to 10-15 seconds chasing two minions who ran opposite directions at 5% HP. I can look back at the builds, but most of them used the same ST chains in Trapdoor as they did in the Pylon test. And then AoE chains would open with Ball Lightning (Scrappers) or Dark Obliteration (Tankers/Brutes) and would be followed with as many PBAoEs/Cones the set had. And in between those I would use the ST chain on priority targets. Examples: SS: Dark Oblit > Foot Stomp > CP Claws: Dark Oblit > Spin > Shockwave Rad: Dark Oblit > Atom Smasher > CP
  16. @Sovera Re-ran some Brute tests with a "no -res procs" rule and changed up some attack chains to try to make up some damage. Interesting to see how some sets moved up or down the list (and dark melee was actually faster without CP, didn't expect that). You can definitely see which sets were getting a big DPS boost (MA, Katana, Stj, BS, Rad.. all sets that could keep up 2 -res procs consistently).
  17. Thanks for reading! So for the Trapdoor tests, I did a minimum of 3 runs for each set. I didn’t have a standard sample size because I needed more practice with some sets than others. I would also scrap any runs that had obvious outliers in terms of runners. There weren’t any deaths because I used orange and green inspirations. The goal was to record DPS and clear speed, so I wasn’t concerned about durability. Sets like Dark Melee should still reflect their secondary effect since the -tohit should mean less incoming debuffs (which is why I didn’t use purple inspirations). And yeah, this was a straight DPS test that ignored any secondary effects that improve your own survival. But I’d still put sets like Psi Melee, Kinetic Melee, & Staff Fighting at the bottom because even with their survival benefits, their value is still pretty awful because of their low DPA. Sets like Ice Melee and Battle Axe arguably increase your survival more because they have secondary effects that can both mitigate damage (holds, knockdowns) and increase damage output. This along with their faster animations makes them better sets overall IMO.
  18. For both of these sets, Cross Punch was used for the -res proc. But I’m thinking I’ll go through the tests and replace CP with the next best DPA attack and see how results change. On FM, using Incinerate was getting me less average DPS than CP with -res. Same with MA. The DPA and value of -res in CP was better than Cobra or Crane. But again, I’d have to test these without any -res usage. And for KM, Brutes benefit way more from the -res from CP than they do from the +dmg stacks. This is probably also true for Tankers but I will re-run the test and see how results change. Of course this is all dependent on the value of -res, which seems to be debatable. But against a +0 Pylon, the -res was for more valuable. I’ll try to update tests with -res replacements to see how things would look against a +3/+4 AV where -res is less valuable.
  19. Each of those only had 1 Achilles and 1 FotG. I only put multiple -res procs in Rad Melee since i threw an Achilles in Irradiated Ground. But the rest of the tests only had 1 of each -res proc if available.
  20. I only used Concentrated Strike on Scrappers & Stalkers because of its interaction with Crit Strikes & Assassin's Focus. It also has the benefit on these ATs to instantly recharge power siphon (or BU). I ran tests just using the t1/t2/t3 and got worse results. I'll keep trying new chains but that was what got me the best results.
  21. So I re-ran Battle Axe and Fiery Melee for Brutes: Fiery Melee: 1:40 w/ Achilles + FoTG 1:44 w/ Achilles (-4 seconds) 1:58 w/ no -res procs (-18 seconds) Titan Weapons: 1:38 w/ Achilles + FoTG 1:47 w/ Achilles (-9 seconds) 1:59 w/ no -res procs (-21 seconds) Axe: 1:42 w/ Achilles 1:52 w/ no -res procs (-10 seconds) So there is definitely a DPS loss for each -res procs that gets replaced with a standard damage proc. How much of this is fair to ignore? I guess that depends on what you're fighting in game. But it does look like there's about an average of 9 seconds loss for each -res proc replaced (at least from these 3 tests I re-ran). They would still remain among the top DPS for their class. I would predict that if I repeated this for every set, they would all end up losing a similar percentage of their DPS, with those that have both -res procs losing a bit more. Probably not enough to really shake up the whole list, though. I think average DPA of the attacks in the chain is far more important. Radiation Melee was getting both -res procs consistently on all my tests and had very mediocre results. (And not sure why that column is showing up blank for you, but each row under that column has the number of times the -res procs fired for each set. On Brutes it was 19 for Fiery Melee, 19 for Titan Weapons, 13 for Battle Axe...)
  22. There’s no problem with that! I’ve spent more time with Kinetic Melee and Staff Melee than any other set because it’s fun trying to get the most out of them. They aren’t THAT far off from the rest, everything can get the job done in this game 😄 Just need a couple buffs to level the playing field!
  23. I was using -res procs. I would use both if possible. If you look at the table, I made a column for how many -res procs each set had. I understand this is useless if you have teammates with the same proc, but the intention of this test was to measure solo DPS. It might make a set like Katana look better than it really is, but either way it has access to -40% resistance reliably which is pretty significant. A set like Kinetic Melee will have to get it from Cross Punch, but i don’t think it would compete with Katana either way. It might depend on the enemy, but I doubt it’s highly skewed. If i wanted the most accurate results, I’d have to do the math for each set to measure how much of each damage type they’re dealing (including procs) and compare that against the average resistances that enemies have throughout the game.
  24. Each build had about 90-100% recharge before hasten. I’ll add a .zip for all the builds used soon! I don’t think i’ll have the energy to do non proc tests for all of them, but I’ll do it for a couple sets to see how things measure up!
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