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Underfyre

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  1. Energy.
  2. The proc neither activates when the pet is cast, nor when the pet uses its ability. I'm sure it's should work with the former, would be nice if it worked with the latter, but right now it works with neither.
  3. Sentinel critical hit issues: Psuedopets are spotty. Two have critical hit info in their descriptions, Fire and Ice. However, the critical hits only happen 1 time at the time of activation. No others occur for the entire duration of the ability. Water Blast > Whirlpool: no critical hit data in description, does crit, has same behavior as Fire/Ice. Storm Blast > Storm Cell: no critical hit data in description, lightning strike don't crit. Also, crits are set too 100% of tick damage, not 40%. Stone Blast: Both versions of (normal and enhanced) Stalagmites have a chance to critical hit up to 3 times. Both versions of (normal and enhanced) Rock Shards have a chance to critical hit up to 3 times. Only initial hit of the normal version will crit 3x, the dot ticks do not. Electric Blast: Voltaic Sentinel has no crit data and does not crit. Weapon Mastery: Abilities have no crit data and do not crit. Electricity Mastery: Shocking Field. Well it's a special case that all of it's data is obscured and I need city of data to see what's going on. No crits tho. Scrapper > Spines > Quills sets the precedence that it can/should also crit. Mace Mastery: Abilities have no crit data and do not crit.
  4. I know. I know.
  5. So I added 10% global damage to have a static number to weigh against that wasn't a proc. This is more for the sheet in general and not for this specific instance. The raw weights are their TotalDamage - BaseDamage divided by whatever their value was. Weights are: RawWt * (1 / Global%DmgRawWt). Those values are then multiplied by whatever % the ability/enhancement gives. I have no idea how people would intend to enhance either of those abilities, I would probably just put a single EndRed in there an move on, so I just put a single +5 IO in there for 31.88% increase to cover some kind of To Hit increase for arguments sake. I pushed those through the weights and got a result that still showed Coord'd Targeting ahead, but close, so I did 2 of those IOs and Tactics pulls ahead slightly. So yes, if you're investing slots into Tactics, it will pull ahead eventually. I guess at the end, if you don't plan to invest heavily in slotting, go Coord'd Targeting. If you intend to put the whole Gaus set in there, go Tactics. Update: I implemented taking mobs to +7, went to +6 for the +1 level shift, and well... At incredibly low chance to hit, adding more raw To Hit is never not going to be better.
  6. So I was going to come here to say you were wrong and say more To Hit will out-value the mixed To Hit/Acc, but no, you are correct if we were to look at stat weights. Oh look, stat weights. Anyway. Weights for accuracy will hold until you hit cap at 95%. Also Anyway, I'm looking at adding stat weights to my sheet. Seems kind of dumb with the way enhancements work, but the leg work is done.
  7. Hey. HEY! VIRTUALLY no DDR, sir.
  8. I haven't touched the Blaster one in years.
  9. Underfyre

    Water/Bio.

    Well, the numbers are based off of clearing a Pylon's worth of health. For things to equal out over several minutes would make sense. And my builds all just assume Winter's Bite in the level 1 powers. Adding fancy slotting doesn't generally yield even a whole number in dps increase. I think the only outlier was disorienting shot, but don't quote me on that. I only have my laptop and I don't feel like loading data chunks to find the one instance where that was true.
  10. I've largely kept that under my hat for the last 5 years of maintaining my spreadsheet. It's almost certainly a bug and they've taken away everything else like this that made me happy, so them saying this is also a bug is in the cards.
  11. Underfyre

    Water/Bio.

    Well, that's the fun part. The numbers in my spreadsheet are 100% correct. You can question how they're applied in the rotation bar at the top, but the numbers in the chunks are right. I've always said not to trust the damage numbers in Mids, they've never been right. The thing that baffles me is that, even though the DPA for Hydro Blast is higher than the DPA for Aqua Bolt, Aqua Bolt turns out higher dps when in rotation. The thing happens almost every T1 power. There are only a few outliers.
  12. Underfyre

    Water/Bio.

    Those are changes you make at the very end of character development when you're eeking out every single ounce of optimization.
  13. Disintegrate comes with a 12.5% damage boost that stacks. Use it at every opportunity.
  14. I kinda cut those mentions short because this thread has been made defunct, and I intend to start a new one and just explain the Incarnates and Pool Powers in their own posts. You'll note i just cut the Pool power mention out entirely here.
  15. Underfyre

    Water/Bio.

    That's an upcoming project. I'm deployed and I'm finding I have a lot of down time on these 12 hour shifts.
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