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Everything posted by Underfyre
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Mid's calculations are higher than they should be because they just assume something is either active or inactive, so you're just always seeing build ups and -res buffs pegged out to the max, inflating numbers. Or not there at all, deflating numbers.
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Ice caps are both 10 Whirlpool: 16 Rain of Fire: 16 Rain of Arrows: 16
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Not many folks running that Ice secondary.
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My only concern is that you can't change the KB to KD.
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I'll look at the Blast half later, but I'm out of time for now. Oldskool might pop in and halp out before then.
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Well, just know that I appreciate that you tried to get a build going rather than just roll in here demanding a build like people seem to like doing. We don't do that here. We try to guide you towards helping yourself. Energy Aura pointers: I have a few "standard slottings" I use for powers. Defense power wise, For 5 slotting a power, I put in the LotG global and 4 pieces of the Shield wall set like you did. This is a good way to grab some of that elusive E/N resist. I don't have a 4 slot plan. For 3 slot It's LotG and 2 Red fortunes for a meager amount of S/L resists on the cheap. If I'm 6 slotting it's the whole set of Reactive Defenses. Technically better than the 5 slot plan, but you can only do it once. I guess tacking a Kismet onto a 3 slot plan will make a 4 slot plan, but I rarely need that much accuracy out of a build. You only need 89% accuracy from global bonuses and enhancements for +3 content. For resist sets it's usually a standard 4 slotting from two options depending on what I need. Usually I need S/L defense more than E/N, so I 4 slot Unbreakable Guard. If I need the E/N defense, I'll slot Reactive Armor. The difference in S/L defense on the two sets is minor at best, but it's there, so whatever. I treat Power Armor as more of a resist bonus holder than a heal set bonus holder. Energy Aura only has the 1 heal, but that heal also doubles as an endurance reduction, and you'll probably use it more for that. Heals I either 5 slot with Panacea, or 6 slot with Preventative Medicine. Your call, whatever you can afford. Theoretically you could just slot it with 2 +5 recharge IOs and use it exclusively for the end reduction. With an end reduction power you probably won't need Power Drain. I almost never take a T9 with a crash.
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Mmmm.... still can't replicate? I'm just toggling everything in the sheet and cycling through power set combos and putting every power on it and still not having anything mess up.
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Preventative is a flat % chance to trigger every 5 seconds based off of your % health. Power Transfer has an internal cooldown of 10 seconds. Nothing would change with either of them.
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Autocast Interval says 5s.
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Can you link a copy of the sheet you're working on? Pulling the primary sheet also doesn't cause errors for me.
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Alright, so I started fiddling with the arcanatime function and changing the ClockInterval part of it because I wanted to see what interval I needed to get the numbers I'm seeing. I was changing it starting at 0.112 and went up to 0.167 and noticed that the RoundUp function is making a wave pattern and resetting the numbers. Also I never got a number that matched any of mine. On the left are some of the observed times for Tesla Cage, 2.17 cast. Yellow highlights are where the cast time "resets" because of the RoundUp function. The resets happen in a predictable pattern, 1 digit more than it did the last time. anyway, I'm thinking of altering how I go about gauging how I measure DPS. I'm thinking I'm going to doing it quick rotational bursts based off of cast time and just manually adding up the damage done in the combat logs, then comparing it to what is expected. It's going to take a bunch of these with all the variable involved, but with all the variations I'm getting just trying to measure the activation times it's just a shit show all around anyway.
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Well in that last run either Zapping Bolt is casting under time, or Tesla Cage is. The total time should be 3.17 for the two of them, and it comes out as 3.249 with that weird pause that happened, but without that pause both cast under time.
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Checking out changed sequences to see how Havoc Punch reacts. Base cast time: 5.67 20 - 6 - 1 -4 Observed: 6.483 Havoc Punch: 1.767s Tesla Cage: 2.233 Charged Bolts: 1.250s Zapping Bolt: 1.233s 6 - 20 - 4 - 1 Observed: 6.517s Tesla Cage: 2.517s Havoc Punch: 1.533s Zapping Bolt: 1.233s Charged Bolts: 1.233s 1 - 20 - 4 - 6 - This one had a pause between Zapping Bolt and Tesla Cage. It was queued, but Bolt went on cooldown and Cage didn't activate for 0.283s. Observed: 6.250s Charged Bolts: 1.267s Havoc Punch: 1.733s Zapping Bolt: 0.983s server pause?: 0.283 (1.267 combined) Tesla Cage: 1.983s
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Fixed all the damage-less toggles to grab procs, divide by 10 second activation time to get dps, then multiply by rotation time. Changed World of confusion to be an aura and use aura calcs.
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So follow up, I did that. Not only did it "queue" the ability Charged Bolts for 0.233 seconds, but it also still took 1.283 to execute. Starting to wonder what will happen if I switch the order of the attacks. So far Havoc Punch is either going off after either 1.5s, or 1.75s. But I've been bust today so I only cut up and measured 4 segments.
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I dunno, but I'm seeing betwixt 0 delay and a quarter second. I'm thinking I can damage the pylon a little and wait for the regen tick and start the test then, but am I really going magically land on the 0.132 second server tick? Prolly not.
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Oh yeah, big time. Especially when it's 3 spiderlings that can all individually apply the Achille's debuff, and they all individually apply the Reactive Interface debuff. I didn't include the Patron pets in dps comparisons because they're just bonkers damage, and they're a static increase anyway, so there's nothing really to compare against besides which particular pet does more damage. Except maybe to see how knockout Blow fits in a rotation or something.
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Looking at the last video segment I have loaded breaks down to: Charged Bolts: 1.217s Zapping Bolt: 1.250s Havoc Punch : 1.500s Tesla Cage: 2.267s Charged Bolts and Zapping Bolt are both 1s casts, 1.19 casts under arcanatime. Havoc Punch is taking its exact cast time, and Tesla Cage is somewhere between its 2.17s cast and its 2.38s arcanatime. For reference, my timing is started when the ability is started and ends when the next ability is started. For the end of the rotation, it's when the ability goes on cooldown. Using /netgraph shows my ping between 190 and 200.
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Just a quick test using an attack chain of 1 - 4 - 20 - 6 Base cast time: 1 + 1 + 1.5 + 2.17 = 5.67 Observed time 1: 6.483 Observed time 2: 6.250 Observed time 3: 6.233 Doing "dirty" arcanatime and just adding .132 to each cast gets 6.2s, doing long arcanatime gets 6.47. So back to square one, glad I made a separate sheet with arcanatime removed.
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In that chunk is the time for activating the ability to the next ability being activated. The 1.033 is the time in seconds that I have selected in the video. I just have the video sliced and separated from the rest of the video to make it easier to select, at the 47.35 mark there is the just the rest of the video. I'm reading the original Arcanaville post right now to see how I should approach timing things. Ok. So here's what I'm getting. Your first attack will have Arcanatime, but, so long as you're queueing attacks, they will not. Which is obviously what I'm seeing. The attack time's I'm posted are attacks buried in the chain so they're going off with minimal delay. Options are: 1) Base cast times 2) Arcanatime for the first attack, but nothing else.
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v1.1.2 has all of those with a 0 (or -.132, which will be changed to 0 when I remove arcanatime from that sheet) cast time. Dynamo was the only one that didn't have that time cuz I missed it. Pets can be very powerful. They're autonomous and are also doing damage while you are also doing damage without tying up your cooldowns. They can apply a lot of debuffs, and spiderlings triply so. But unenhanced spiderlings are more like 95 dps if you base it off of their 240s duration, or 28 dps is you base it off of their 900s cooldown. I decided to go with their cooldown time. I don't really control what kind of damage Blaze does lol
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I mean I am, and let's face it I'm going to change to sheet, but doing long term tests and splicing videos is a different meal for a different day. Looking back at WoWCraft, everyone that was a seriously raider back in the TBC days had a cast bar that accounted for your latency and you used a /stopcast macro in your spells to cut your casts off when you passed that point in your cast. Now if I were making a DPS sheet back then, there's literally no way I could account for the latency of everyone that could use the sheet. I guess I could maybe put a cell to reference an average latency, but probably not. I'd just use the base casts times. I'm gunna say same thing applies here. Arcanatime is a relic of the days of dial-up and lag. It's obviously not a hard-and-fast rule, looking at 3 abilities was enough to show that.
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After fixing the Havoc Punch slot and adding 5% more -Res for Sparky's contributions, and changing cast times to their base values (no arcana time), we have.. Expected DPS of 234.24 Observed: 241.95 237.39 241.28 For gits and shiggles, the expected DPS with Reactive Radial is now 270.08 versus the observed 266.76
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Ok.... Sparky is apparently fucking with me.... I wasn't watching the whole time, and I picked up the Analyzer after I did my runs, but he's applying his own 5% debuff.
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Well the problem is my observed damage is 20% higher than my predicted damage, so adding more cast time isn't going to help much. Just putting in the numbers for plain old cast time gets things closer, but it' still off. Now I'm looking at 225.31 DPS. So just looking at Sparky's damage. This is with just the 5% resistance debuff from Opportunity. so 16% resistance. Predicted is 68.80 per attack + 8.43 from Bio. Observed is 68.74 + 8.87 I mean, it's "just" off by 0.39, but it shouldn't be off by anything at all. Lightning Field ticks: Predicted: 22.34 + 0.98 Observed: 22.33 + 0.97 That's what I want to see. Charged Bolts: Predicted: 128.74 + 11.10 Observed: 128.73 + 11.08 Zapping Bolt: Predicted: 264.45 + 21.75 Observed: 264.43 + 21.73 Havoc Punch: Predicted: 216.15 + 47.03 Observed: 334.72 + 39.49 I think I found the culprit.