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Underfyre

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Everything posted by Underfyre

  1. So how about we lean heavier into that whole Domination idea and make it so that enough global haste makes the damage/defense buff part perma?
  2. So the aim is heavy Tank capabilities with a minor leaning toward damage. Can lean heavier on damage by not 6-slotting epic sets to grab Psi/Toxic resists, but I'm trying to fill that hole. I'm thinking if I wanted full tank capabilities I should have just made a Tanker, so I should just slot for more damage output rather than fret over the Psi hole. Questionable slotting choices: Psi Blade: 4 slot Blistering Cold to grab the 6% F/C resists. Not really a fan, of that, but whatever. TK Blow: Not sure if 6-slotting Unrelenting Fury is worth it, so here it is. Psi Blade Sweep: If this proc works like the Sentinel one, putting this in an AoE ability should be optimal. If it don't, welll...
  3. Options for adding the Pool powers. 1) Just add the attacks to the bottom of the sheet, ignore everything else. Pros: Takes up less space on the Ability# block that kind of only has 6 spaces to expand in to Cons: Doesn't allow for coding idiosyncrasies of certain abilities. Can't track toggles to gauge End/s 2) Make 4 individual drop downs for 4 pool selections Pros: Can move Assault and Tactics to those slots. Can properly account for all abilities Cons: Even more abilities that have to be "slotted" and accounted for on users end. Have to move everything down to make space for 4 slots, which may or may not mess things up across the sheet. Have the expand the Ability# block to account for 20 new abilities, which will then be between 0-43. Screen only shows 35 comfortably. Those are my ideas for now. Adding the stuff isn't a TON of work, I just need to make a new page for pool powers and fill in the data. After that I can just copy a block and insert the new vlookup cells.
  4. Hey now, those 2 attacks do some damage.
  5. And to build further on what oldskool said, be aware of what abilities are legit aoe powers versus pseudo pets. Rain spells and burn patches are pets, so they will only count once. They are NOT affected by purple patch tho, so that's a very minor consideration. If you slot it there and you're fighting +3s, it's the difference between 22/35 opportunity. Rains: Ice Storm Whirlpool Rain of Fire Blizzard Rain of Arrows Burn And Voltaic Sentinel is obviously also a pet.
  6. An AT is the sum of its parts, not just what the primary alone is capable of. But yes, the set is wanting in ST damage.
  7. Well proc wise, they both have a chance to go off on multiple targets. So if you have the chance to slot one of your AOEs with them, it would be optimal.
  8. I do everything in Google drive, no exporting to an outside program. So that might be it. I know when I've pulled sheets for other games that were made in excel they don't work super well in google, and vice versa. I think excel treats a check box as 0 where Google treats them as true/false
  9. This box? Mine isn't replicating. I'm guessing you had to have changed something, but I can't imagine what it could have been that would set that off.
  10. So before my latest thievery from one of Kezeal's more recent sheets, the way I was calculating whether things were on cooldown or not was just a mess of code that got more and more complicated with each new cell in the rotation. Adding a new ability to that list was beyond a headache. Especially with the changes I had to make to accommodate combo abilities like Water Jet under Tidal Power. So adding pool powers was only a faint consideration at best. Now I can just click and drag the entire rotation bar to extend it for the most part. So that option is back in the table. Especially since I want to see how Cross Punch changes things for some sets. So with how I treated Aim/Build Up in mind, that's how I treated Unrelenting and Adrenal Booster. Either you have them, or you don't have them. If you have them they're active. Unrelenting has its own damage calc because it's damage number doesn't match its recharge number (20%/25%) whereas Adrenal Boosters numbers are the same. So I just cheated and pushed the number from the recharge calcs up to the damage %. Which one gives the #Ref? Like which sets are you using, someone isn't playing nice somewhere.
  11. I'm showing Chronos with a recharge bonus? Time Lord gives the additional 10% recharge bonus based off of Chronos recharge time. And the recharge box at the top is definitely grabbing data from those cells.
  12. The reason I don't want to force including aim in rotation is the same reason that making the Voltaic Sentinel Reactive incarnate debuff overly complicated would potentially muddy things even more than not including it. As it is, it assumes Boost% * Duration / Recharge. Seems like including it in rotation would force me to include how many times it's used and divide that by rotation time. Technically.
  13. I can....but you're not going to like it. I missed something and 12 is being included in Defiance calcs. I'm fixing it.
  14. Yes, that's the rogue 17.11% you had. It is always calculating for both Build Ups. Theoretically I could have tied the damage bonus to the presence of the ability being in rotation, but that just adds complexity to the sheet at the expense of a 2-3% change in out put. But I did make things slightly more complicated by adding check boxes to all of the build up slots. They're toggled on by default, but the option is there to not take Build Up or Aim in your build if you're some kind of mad man. As a reminder, for all these changes I've made today you'll have to make a new copy of the sheet.
  15. Because you spent 1.32 seconds activating the ability, that's 1.32 second not attacking. For maximum accuracy you should include it, but I wouldn't call it 100% necessary. As long as you're comparing things equally, the numbers being compared will also be equal.
  16. Yeah, if it says CD the attack is on cool down but it will still calculate the ability. Drop a 0 in there to insert a pause and put the ability after the 0 to have it calculate the pause time.
  17. So @Sunsette's issue is fixed. For Assault and Tactics I was multiplying by total damage instead of time for no reason because I was going by the same train of thought I had for the other abilities, but I already had end/s for them anyway. So that was dumb. I had that fixed on the Sentinel Sheet. Also added the End buff to Energize, and added a check box to toggle it. @DarknessEternal issue with the damage %, that cell pulls damage buffs from all over the sheet; Defiance, Decimation, Gaussian, Aim, Build Up, Hybrid. Just all over the sheet, so there's almost always going to be a number there until I put in check boxes for stuff like Aim. Same goes for the Hit, Accuracy, End and Recharge blocks. It's just easier to do calculations pulling those numbers from a single cell than from 8 different cells. #DIV/0 errors will pop up when the rotation blocks are empty because a lot of things are based off of ability duration divided by how long the rotation lasts. Fixed it to say 0 in the spots I've seen. A DIV/0 in one cell will carry over to every cell that references that cell. Reactive numbers are pulled from the info in City of Data. When I was doing validation runs for the Sentinel sheet I had a Target Analyzer running and can confirm that those numbers are also right in game. To add procs scroll down the sheet, there's 23 abilities worth of stuff you can fill in. If I missed a (damage/buff) proc for a particular ability let me know and I'll fill it in.
  18. I usually do my write-ups in an offline file, then import it and fix the formatting before posting.
  19. Which part specifically. I don't have the perspective other people have.
  20. I've been thinking recently that the Sentinel secondaries should all carry a damage boosting capability. More along the lines of a flat boost tho, not like Meltdown, but also not like Molten Embrace/Offensive Adaptation adding a proc. Or if they do add a proc, something flavored to the set, but not necessarily damage.
  21. Math time? Math time. Offensive Adaptation damage is listed as: ((((.8 * minmax(power.base>rechargetime, 0, 20)) + 1.8) * .2) * @StdResult) / power.base>areafactor In the case of Zapping Bolt: ((((0.8 * 10) + 1.8) * 0.2) * 13.21) / (1 + 0 * (11 * 0 + 540) / 30000) (1 + 0 * (11 * 0 + 540) / 30000) = 1 ((((0.8 * 10) + 1.8) * 0.2) * 13.21) = 25.8916 25.8916 * 80% (pylon resists) = 20.71328
  22. Classic case of "I've looked everywhere but the right place" I guess.
  23. I'm playing WoW right now, I'm not loading up a character to appease you. Here's the proc info in City of Data. https://cod.uberguy.net/html/power.html?power=temporary_powers.temporary_powers.offensive_adaptation_proc&at=sentinel
  24. Have you checked your combat logs?
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