Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
793 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Underfyre
-
Not sure what you mean? Do you mean Sentinels don't have Evolving Armor aura with the -res debuff baked in? This is true, they're more similar to Stalkers than to Tankers. But to say they don't have a toxic damage proc from Offensive Adaptation? That's false. Blatantly false.
-
Gunna give us the Tanker damage modifier, may as well give us the Tanker target caps.
-
I also can't give any advice on Ice as a secondary, but I did put a post in the collab thread pinned at the top on Ice as a primary. I think that with a defense/absorb based secondary you should have plenty of wiggle room to stuff procs into your attacks. Some notes: The 11% Smashing damage buff from Chilling Ray sounds good right up until the moment you do the math on its effectiveness with the handful of abilities it applies to. It does stack, but like I said, it applies to only a handful of abilities, and only 1 with a significant amount of Smashing damage. It'd be way more useful if it applied to cold damage instead, but it doesn't. From a sheer damage output stand point, decreasing mob resistance is more potent for a Sentinel than enhancing your own damage. Especially in proc heavy builds. The only way for Ice to do this effectively is with Frost Breath. Yes, there are other ways, but I said effectively. It's end heavy to use it in a single target rotation, but it will increase your damage output. I thought I would have more than 2 notes.
-
Well, the problem is the 2.17s cast time. With such a low base damage, it doesn't really matter how many procs you stack in it. Even if it's all 3 epics and 3 regular procs, assuming 90% chance, you have 482.9 damage. With a base of 9.38 damage tacked on, it doesn't break 500 damage. Depending on the secondary you more than likely have better options for single target damage doing the dame-ish damage on a <1.4 cast time.
-
Also bothersome is that @DarknessEternal looked at the sheet, looked at the damage for the VS was being doubled and only brought it up when I started doing this validation lol
-
What bothers me there is the pets damage is already calculated down to DPS, then just DPS * rotation time. I guess at that point he would need some kind of variable cast time to compensate for shorter rotation times? I dunno.
-
I think I copied the cells from an ability that has 2 pets off another sheet. Probably Haunt off of the Dominator sheet; I did a lot of work on that one since Doms are pet heavy. That was making the pet do double damage. After that I inserted your formula for the pets contribution to Reactive Radial, then lengthened out the rotation to take up around 56 seconds and put his cast time back in. That plus including the cast time for Aim, and changing Aim's formula to not include its cast time. Now Aim is just Boost% * 10 / Recharge. It used to be Arcana time + Recharge
-
I'll have to reserve that when comparing the different sheets against each other. Especially my voracious claims on Blasters. Thankfully, just about every other AT I have a sheet for does more damage than a Sentinel, so it won't take as long for each run.
-
So my mathematician wife says that a 5% variance is statistically significant, but my sample size at minimum needs to be 33 runs to be valid. I'm not going to run these different builds 33 times a piece. So y'all choose which build, and I'll focus on that and get some statistically valid runs.
-
Not superior enough to offset a 500% difference in damage. 256.5% if you include the 3 ticks.
-
Well yes, but actually no. On top of the 25% boost, Bio also adds a toxic damage proc to all of your attacks. The exact same proc as the melee ATs get. The only part that got watered down for Sentinels is the damage boost of 25%. Scrappers get 31.25%, everyone else gets 25%. Anyway, the damage mod of the 2 procs are 2.64 * 195.2% (3 ticks at 80% chance a piece, cancel on miss), and 13.24. They otherwise share the same formula. So Bio is still going to win out.
-
Well you're not wrong.
-
Yeah, but then Blasters do more damage. Where does the madness stop?
-
Today's build is Psi/Regen/Ninja. This is the character I built after I challenged @ScarySai to a race between Sentinels and Blaster with the lowest end damage producers and he never acknowledged. I used Ninja instead of Psi to get a hold of some -res debuffs. The secondary does nothing to boost damage output, and Psi is filled with lackluster attacks. On top of that, the T1 ability is absolute garbage, so you're locked into Defensive Opportunity. Counterintuitively, I have Decimation slotted in the hardest hitting attack, now that I think about it, but whatever. Lotus Drop almost guarantees a Fury of the Gladiator proc, and Sting of the Wasp should give about a 50% uptime of Achilles' Heel. The Rotation: 2-4-8-20-22-(5). At the tail end of Ageless a gap does start to form between SotW and LD. The build: Expected: 225.93 384 : 227.69 390 : 226.15 399 : 223.93 363 : 233.46 332 : 243.33 Swapped the T1 for the T2, other wise everything is identical. Expected: 212.33 417 : 219.78 428 : 217.42 458 : 211.55 425 : 218.05 417 : 219.78
-
the Psi heavy packs of Arachnos don't care about your petty S/L defenses.
-
Or dive into the 4/8 Trapdoor mission on your */Fire Sent that has neither capped Defense or Resists. See how long it is before they knock you out.
-
After putting in the numbers, I can say that adding Smite on its own isn't going to speed things up. The only saving grace here would be that Gloom is now an active part of the rotation and will give the Opportunity Strike proc a chance to shine, but at a 12% chance, I'm hesitant to call it shiny. Smite is also no Mind Probe, doing 3/4 of its damage, it's an alright attack. It could replace Netherworld Tentacles, but it would still give similar DPS.
-
Alright, Dark/Rad test coming to you courtesy of @Sir Myshkin. Check his Post for the build. So off the bat, Meltdown has a cooldown of ~118 seconds and Adrenal Booster has a cooldown of ~163 seconds, and I'm not going to expand the sheet out to cover that kind of time span. So the expected will probably be lower than the actual, as I've seen in almost every test so far. So this build can be End hungry, Ageless offsets it at first, but towards the end you have to hit Proton Therapy on cooldown to keep your endurance up, this ties up some cast time. Being pinned to Defensive Opportunity also helps with End use. Damage wise, it never went below half health, very sturdy with a near constant 44% (7.5% after resists) to hit debuff. Proton Therapy was purely to keep End up. Also, I haven't modeled for Tactics to hold Build Up. Whatever, it's fine. Rotation: 3-6-4-7-19-(2)-(18) Expected: 202.98, these tests are going to take forever. Roughly 8 and a half minutes per run. I'm not excited. 601 : 191.63 Switched rotation and build, dropped Engulfing Darkness to pick up Smite. Integrated Gloom into rotation, first run saw several procs. Retooled the Gaussian proc in the Aim slot to have Tactics numbers just to account for the damage increase. Make sure you make a duplicated page before you do this stuff kids. Rotation: 2-4-6-7-20-(18) Expected: 206.9 365 : 232.88 438 : 215.37 431 : 216.80 445 : 214.00 429 : 217.21 For the next runs I swapped the Ragnarok piece out of Dark Oblit for the Annihilation proc Expected: 226.61 430 : 217.00 420 : 219.13 414 : 220.45 375 : 230.08 389 : 224.17
-
I'm using an inverse formula where I put in predicted DPS to get Time, so that's where that number is coming from. I've already build the character and I'm about the first start the test.
-
Yeah, I had to change the pool data when I saw Darkest Night was a toggle. I'll have that up. That plus the rest of the Dark To Hit debuffs should be enough to pad the low defense numbers. I came up with a cleaner, theoretically higher damage and gapless rotation. Today is kind of a down day in my class, so I'll build this up and start the post. The damage is honestly going to be low, and I'm looking at over 8 and a half minutes tests for a single run, so I don't really look forward to this lol.
-
What's the planned rotation, and can I use purples if it ends up dying too much to finish?
-
Oh don't worry about that, they are. At least when looking through the lens of "they're a damage dealing class." I've posted times from what I would consider the "top end" of Sentinel damage, and was found to be lacking compared to other damage classes.
-
Let's find out. I'll remove the slot entirely.
-
I prefer to put Sentinel's Ward in an aoe ability if I can, it triggers off every mob hit. The shield is pretty meh off of one mob, but when you hit 10 it suddenly becomes mildly useful.