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Everything posted by Underfyre
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Sonic in general as a blast set does underwhelming damage because it raises your teams damage to compensate. So theoretically, you would be running 3-4 attacks that are debuffing the target by 9.6% each. However, as everyone knows, the best blast set on a Sentinel is actually the Psi pool. So now you're using like 2-3 sonic powers instead of 3-4. So instead you're just half assed debuffing and half assed damaging. But that's only if you care about that kind of stuff. The game doesn't care, you'll do just fine either way. If you want to play a Sonic Sentinel, do it. It doesn't matter that much.
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I like to slot it with Numina's. It negates the end cost, essentially making it free.
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On my Fire builds I skip Temperature Protection, Consume, Burn and RotP. It leaves lots of room for pool powers. My build has ~25% defense to primary types, and ~45% resists. As long as you're not getting pummeled to hell, the heal is up often enough to patch you up. If you're concerned with "maximizing" damage go with Bio. It doesn't sacrifice as much defense for it's damage bonus.
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1.6.1 up Minor fix that was majorly broken. Amateur hour over here.
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Little known secret to people that don't frequent the Sentinel boards. I also have a Corruptor spreadsheet that's about 90% done. So while your proc chance estimations for Nerve are off, I can confirm that using Agility over Nerve yields a damage increase using your builds numbers. Well played sir. You could swap in Flares over Fire Blast. Maybe that's just there for gapless rotation? My numbers show no gap with Flares. I think it's just a universal constant across every AT that Fire Blast is sub-optimal in comparison to Flares.
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After giving it some thought, I understand that the build doesn't need Musculature, and a recharge Alpha would affect proc chances. Optimally I would say Nerve would be best, since it lessens the need to slot for accuracy a bit, and also gives defense. That would make it easier to slot for procs, which would push damage further than the damage cap.
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Because implying that base performance somehow shows that one set is superior to another is misleading at best.
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That comparison in base damage is what took us from a class that was supposed to do Scrapper level damage to ...Sentinels. Maybe you should be one of the programmers that made this AT.
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Well you're comparing a top tier set against a bottom tier set based off their base values with rotations that can't even maintain without recharge being slotted. Suffice it to say your comparison is lacking in big picture.
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So how is all of that stuff slotted? Why using a sub-optimal rotation for both sets? That's the base damage of Tesla Cage. Who is running that without 4 procs at a minimum, if not 6 procs? There's a reason I've spent over a year on my spreadsheet, sir. Going off of base numbers isn't showing the whole picture of what a set is capable of.
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Sonic Blast gives up damage to be a damage multiplier for the whole team/league. It's a lower tier power set for sure, but it's not as bad as Psychic Blast, and like I said, it increases the groups damage as well. But I wouldn't say it's by a staggering amount. An optimized rotation will be Shout - Screech - Mind Probe - Dominate. Or alternately Howl (with Annihilation) - Screech - Mind Probe - Dominate. So you're only debuffing by 19.6% (or 31.7% with Howl) more than any other set would be innately capable of. But take it from me, playing a min/maxed character isn't nearly as fun as a well themed character with a rad costume behind it.
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Minor suggestions. Voltaic Sentinel is basically free damage. It may or may not attack what you want it to, but for 60 seconds it's out there dealing damage along side you, not tying up any time/resources aside from the initial cast. You might get more mileage swapping the slotting on Charged Bolts and Zapping Bolt. Lightning Bolt is meh, but I don't see anywhere else to mule the Sentinel's Ward set, so maybe that's a calculated sacrifice?
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So I've been doing some fiddling with the old Dark Blast rotation and found a new ...#2? Number 1 if you don't include Electric's pet. It turns out that the 1.03s cast time on Umbral Torrent, plus it's 15 second recharge makes it one of the strongest single target attacks in the set once you stack it high with procs that all have a 90% chance to activate as far down as 3PPM. Unfortunately it has an egregiously high base endurance cost, so while you can get more damage of out of it with a single ACC/DMG, it's better to slot a SO end reduction in it. I'm sure once you get Ageless online that will go away, but my character isn't there yet. Additionally for a 5-10% dps drop, you can get Cardiac to pad everything until you do have Ageless up. Bear in mind that the current maximum is Ele/Bio at 260, which drops down to 250 without the pet. Fire is at 255. If anyone cares, the new version my new sheet is ready, but I'm going to make a page with data chunks for each build to show my work, as it were.
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I think the difference in Tesla Cage is what makes the Sentinel set better. The Blaster's Voltaic Sentinel does higher damage, but because he isn't buffed by very much, his damage output isn't some great boon that causes a massive offset. The pet is what makes Electric put out more damage than more sets though, especially on Corruptors that can slot it with an epic damage proc. Rad character design btw.
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On the spreadsheet I had to use Zapp, Lightning Bolt, Charged Bolts and Ball Lightning to get a high dps rotation. Even a procced out Tesla Cage just ain't where it's at. The base damage of 9.38 with a 2.17 activation is not Dominate with 52.83 damage and a 1.1 activation.
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Well Ackshualally.. I put the numbers for an Elec/Rad Blaster into an older version (v1.5) of my spreadsheet and apparently it does marginally less than an Ele/Bio Sentinel. Granted the Ele/Bio Sentinel is on the most up-to-date version of the sheet, so it's taking more stuff into account, but not enough that it would dramatically sway anything. Apparently Blaster Electric is kinda bad compared to ...Fire? I haven't really run blaster numbers on anything but Fire yet.
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Assuming you made a Blaster that sacrificed the vast majority of its offense to slot for defense bonuses instead, you will still do more damage than a Sentinel.
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It's Shield. Little bit of an offense boost, but nothing like Bio or Fire.
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Yeah, that's Scrapper damage.
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Bio is better with everything because it uses the same proc numbers as every other AT with Bio, it didn't get a "watered down" version for Sentinels like Fire did. If Fire's damage scaled with enhancements like it does on Tankers/Brutes/Scrappers, Fire would be king. But hey, at least we didn't get the same treatment Stalkers did.
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Electric on Corruptors is better than people give it credit for.
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*/Fire will always put out more damage than */Rad. A 33% damage boost for 60 seconds every ~120 seconds (roughly 15% average) isn't that staggering compared to a constant 10% damage buff that also does additional fire damage. One could argue that /Rad also has Ground Zero to boost up its AOE numbers, but that will depend on how you slotted it and how much AOE damage your primary is already capable of. Over all, Rad is much more click heavy than Fire is, so you'll be spending more time not attacking than Fire which is more time not doing damage.
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I dunno, but you can't tell me that the cast time/recharge time on Total Focus making it essentially 90% proc chance, in addition to it activating Energy Focus which lowers the cast time of Energy Transfer to 1 second wasn't 100% intentional.