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Everything posted by Underfyre
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Ok fine. Let me be even more clear. Equation from Bopper is: PPM * (Cast + ModRecharge) / (AreaMod * AreaFactor) 3.5 * (1.97+10.1) / (0.25 + 0.75 * (60 * 1 + 15 * (11 * 360 + 540) / 30000)) = 90.00266%
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Click in the top right corner. Change to this Then copy the link and paste it. https://docs.google.com/spreadsheets/d/1hrHA6Jl8C0coFpT3VvdmPY-ws0EQAl8PA0IcKPspo2A/edit?usp=sharing I have Dark/Nrg/Mace at 358.63 on a Pylon with this build that looks like it'll probably have endurance problems even after Energize: Edit: removed Assault Hybrid's bonus and just left the 10% damage boost. Time on a single Pylon run was 185 seconds, 335 DPS. Expected with Hybrid removed was 330.83.
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The Decimation proc in Moonbeam is the same one that is always used in the rest of the sheet for slots that have an attack and a build up power. The rows containing the cells for pet damage are hidden. If you look at the row numbers below the PPM calculations you'll see some up/down arrows. If you click that it will expose them. You'll see where Soulbound is calculated in those cells. In the case of pets, "Mod Damage" is replaced with the pets DPS, and that is multiplied by the total time of the rotation. Also it looks like some idiot put a <> (does not equal) in the pet Mod Damage cell and instead of a =, so the cell was broken. Had said idiot not done that, clicking the Soulbound Allegiance box would have quickly shown that it is in fact being calculated. Now that I think about it, I need to test if patron pets activate Reactive Interface debuffs and include them. I don't see why they wouldn't.
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My spreadsheet says Dark beats Fire. In single target specifically. Not sure about multi target.
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Ok fine. Let me be more clear. An ability with an activation of 1.97, an arc of 360 and a radius of 15 can have an enhanced recharge time as far down as 10.1 seconds before a 3.5PPM proc will drop below 90%.
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Good for you. Did you consult them on their build? What does your build look like compared to theirs? Did you do any leg work to compare the builds yourself on the same map? Or did it just feel like you did more damage because you rushed ahead of the group and left everyone else to clean up your mess? A bold claim like this needs qualification. Are we talking single target or multi target? If you're talking single target I'm pretty sure I can make you wrong.
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20 seconds on a 1.97 activation is enough to get a 90% proc rate as far down as 2ppm
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Believe me, I've considered something like this. But the way I currently have damage bonuses calculated, and the way everything is averaged, it would make for really dirty math. All bonuses are calculated in a lump sum at the power. Essentially it's BASE_DAMAGE * (1 + ENH% + GLOBAL%). That's then multiplied by (1 + RES%). So to tack that on to the end would be multiplying for a third time. I think to do it like that I would have to retool the entire sheet, have it pull the base damage data, then some how how it also fish up the enhancement data for the ability, then add in global damage bonuses. Right now the best I can do is just throw an COUNTIF(Ability#) into Build Up/Aim to only allow for them to be active if they're in the rotation. I have an idea of how I can retool the rotation data, but fuck... it's already making my brain hurt. But yes, when I was doing my testing I was optimizing where I cast Aim to make sure hard hitting abilities that weren't reliant on procs were getting the bonus, and that is definitely a downfall of a sheet working on averages and buffs that last for 5.25s-10s.
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Having one ability like Power Burst is great, but having more abilities on that level is better, which Energy Blast doesn't really have. You'd be surprised how potent a <1.2s activation time is. So Adding two low activation time abilities to Energy's two existing abilities will help flesh out the rotation.
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Yeah, just follow the link in the first post and make a new copy on your drive.
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Yeah, but since you have your own copy you have to grab a new one for it to update. Kinda dumb, but that's what it is. Otherwise people would be able to just select all and delete everything.
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Well, a well built Rad/Regen will perform better than a poorly built Fire/Bio. It's all in the finesse of the build.
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Actually nevermind. It was doing 10% -res with every Interface that wasn't one of the two Reactives. A missing 0 was the culprit. Fixed now.
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It does. They do the same damage, and one debuffs resistance. So one of two things is happening. The most likely is that my new calc for Reactive is messed up somewhere. Or you picked a Resist set that is low on Negative. I'll look into it. What sets were you using and what rotation?
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It would seem.
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I update the main post with changes, and they're listed in the version history.
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So Knockout Blow is inferior to Mind Probe, Irradiate is a 10 target point blank attack, and Psi Shockwave is a 16 target point blank attack. How is losing these attacks for a sub par Air Superiority and a 5 target cone a good trade off?
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New version with Pool powers up. Lot's of other fixes/adjustmentations. Check main post for new link.
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What he means is there are 2 components to the Opportunity proc. The -20% debuff is anchored to the target. The proc is anchored on you and does very little, unenhance-able damage. I'm pretty sure if it were enhance-able it would still be pretty weak.
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To be fair, the 10% End from Performance Shifter catches up to a +5 IO when you have 110+ endurance. This build doesn't have any +end bonuses, but will eventually have Portal Jockey and Atlas Medallion. At that point it's choosing 12 of one and a dozen of the other. I'm more of a fan of constant numbers over % chances.
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Shooting for 50% for incarnate content. So realistically Energy is 2.23% short and Negative is 12.5% short. I should have opened with that. My bad. As for slotting an IO in Stamina, some math. Stamina has a 22.1% chance to trigger a 10% stamina boost every 10 seconds. There is no guarantee that it will go off every 10 seconds. 22.1% * 10% (we'll assume base 100 End) / 10 = 0.22 End/s average A +5 IO increases Stamina from 0.46 end/s to 0.7, a 0.24 increase. So that's my reasoning there. As for Tough and Dampening Field, I'll swap that slotting.
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Looks like I missed that too. Same goes for Melt Armor in that slot. But I left the Defiance data there for Melt Armor and never made it so the data was only fetched only if it was Melt Armor. Went through all the data for primaries, secondaries and epics to make sure I didn't miss anything else. Spoiler alert: I did. Fixed all of those. Pointed the Defense and Resist formulas to those cells. Now I just need to remember everything I fixed so I can put it in the new sheet I'm working on with the 20 new pool slots in it.
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Side-by-siding it is an option, but I don't think I can get the INDEX function work like that. I could just make a new set of indexed cells and hide those, then arrange them like yours and just not reference those. Like the Hasten/Unrelenting/Adrenal cells usually have white text in them and I just expose them when I'm working with them. I just forgot to white them out again. Don't mind this, I'm just thinking out loud... If you really poke around my sheets you'll find stuff hidden all over the place, like the 0.5PPM for Reach for the Limit. I should assume for the lowest common denominator to be using the sheet and not do that, but if they break it they can download a new copy lol
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A pre-release, post-beta patch the developers put in the game to make it more difficult to face enemies higher level than yourself. https://archive.paragonwiki.com/wiki/Purple_Patch