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Underfyre

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Everything posted by Underfyre

  1. Carnage or not it's still my favorite AT.
  2. Shit. you're right. Guess who needs to fix his spreadsheet again.
  3. Purple patch doesn't affect resistance debuffs.
  4. So baseline, we provide 5% -res and +3.75% to hit. On an average scrapper that's roughly a 4% increase in damage. Assuming a 4% increase to all 7 party members, that's a 32% increase in damage output depending on damage type. This stacks with other Sentinels. It can be spread around pretty liberally, but I mostly focus it on bosses. Assuming a 50% uptime on Opportunity, there's another 10% coming into play. Now it's an average 15% damage increase, which is a 12.75% average damage boost, or a 101% damage increase for the entire party. I'd say Sentinels provide a fair margin of team support. Not Defender levels, but definitely a boost. The best defense is a good offense, amirite?
  5. My bad, This is a whole new sheet, so I forgot to change the setting from private. Fixed that.
  6. I'd also like to point out that @SwitchFade still hasn't provided anything but big words to refute this spreadsheet. Granted it took me months (nearly a year now total), but he's had 3 now.
  7. Version 1.4 up.
  8. Applies -5% Resistance to all, -3.75% defense to all. This will stack with other Sentinels. Each attack applies ((Activation_Time + 0.132) * 7) to your opportunity bar. Once your bar is >= 90, you can activate one of the two modes. Your first ability activates Offensive Mode, your second ability activates Defensive Mode. Activation of either mode applies an additional -20% resistance to all. This will not stack with other Sentinels. Only one instance of this debuff will be active at a time and it will just refresh. Offensive mode does damage equal to (10.57 * (0.8 * minmax(Base_Recharge, 1, 30)) + 1.8) * 0.2 / Area_Factor Area Factor = (1 + Ability_Radius * (11 * Ability_Arc + 540) / 30000)) If it is a single target ability, Radius and Arc = 0, if it's a sphere, Arc = 360 Defensive mode replenishes health equal to (24.1 * Activation_Time) and endurance equal to (5 * Activation_Time) That's all the hard math to how they work.
  9. Doing some testing for my spreadsheet and ran across this issue while I was thinking to verify my numbers against what they should be in game because pseudo-pet numbers are always wonky. Another issue I was having was that Hybrid Radial's DoubleHit was a pathetically low chance to trigger. I think it went off maybe once after 20 attempts. A reasonable number if it's based off the pets 0.4 cast time and 0.4 recharge. I'm not sure if that's the actual numbers it's pulling, but it would definitely make sense from my results. [18:30:28] You hit Rikti Pylon with your Offensive Adaptation for 22.08 points of Toxic damage. [18:30:28] You hit Rikti Pylon with your Reactive Interface for 13.64 points of Fire damage over time. [18:30:28] You hit Rikti Pylon with your Opportunity for 17.66 points of Lethal damage. [18:30:29] You hit Rikti Pylon with your Reactive Interface for 13.64 points of Fire damage over time. [18:30:29] You hit Rikti Pylon with your Reactive Interface for 13.64 points of Fire damage over time. [18:30:30] You hit Rikti Pylon with your Reactive Interface for 13.64 points of Fire damage over time. [18:30:30] You hit Rikti Pylon with your Reactive Interface for 13.64 points of Fire damage over time. [18:30:36] Rain of Arrows: You hit Rikti Pylon with your RainofArrows for 51.85 points of Lethal damage. [18:30:36] Rain of Arrows: You hit Rikti Pylon with your RainofArrows for 21.35 points of Lethal damage. [18:30:36] Rain of Arrows: You hit Rikti Pylon with your Offensive Adaptation for 0.12 points of Toxic damage. [18:30:36] Rain of Arrows: You hit Rikti Pylon with your RainofArrows for 52.89 points of Lethal damage. [18:30:36] Rain of Arrows: You hit Rikti Pylon with your RainofArrows for 21.77 points of Lethal damage. [18:30:37] Rain of Arrows: You hit Rikti Pylon with your RainofArrows for 43.31 points of Lethal damage. [18:30:37] Rain of Arrows: You hit Rikti Pylon with your RainofArrows for 17.83 points of Lethal damage. [18:30:40] You hit Rikti Pylon with your Aimed Shot for 71.44 points of Lethal damage. [18:30:40] You hit Rikti Pylon with your Offensive Adaptation for 12.93 points of Toxic damage. [18:30:40] You hit Rikti Pylon with your Reactive Interface for 13.11 points of Fire damage over time. [18:30:40] You hit Rikti Pylon with your Opportunity for 10.34 points of Lethal damage. [18:30:41] You hit Rikti Pylon with your Reactive Interface for 13.64 points of Fire damage over time. [18:30:42] You hit Rikti Pylon with your Reactive Interface for 13.64 points of Fire damage over time. [18:30:43] You hit Rikti Pylon with your Reactive Interface for 11.5 points of Fire damage over time.
  10. They do and they do not. Only certain attacks that would normally use the proc will trigger it. So if it's a proc from a knock back set, only attacks that have knock back will trigger the proc.
  11. Baseline, Antumbral Beam is doing 50% more damage than Gloom is and 300% more than Dark Blast. It is absolutely worth using.
  12. It can buff itself with the Soulbound Allegiance - Build Up IO. Unless you're taking a pet from one of the Patron pools, you won't be putting that anywhere else anyway. May as well.
  13. Even for just leveling I can't stress how important it is that you are hitting everything versus doing more damage when you do hit. At +0 your attacks have a baseline 75% hit chance, then another 3.75% once you hit them and Opportunity comes into effect. Grabbing a Kismet +6% hit chance may be a tall order since they cost ~5m last I checked, but that will bring you to 84.75% hit chance. From there you abilities will only need 15% more accuracy to be hit capped. This is theoretically the optimal approach versus taking Tactics and losing an entire ability slot instead of a single enhancement slot. Tactics brings you to 89.75% hit chance, so you still need a single accuracy enhancement in each ability anyway. My qualm with Tactics and Assault is their very high endurance cost to keep up. Having Environmental Adaptation active grants an additional 7.5% to hit when under Offensive Adaptation, so once you're in a position to have that up all the time instead of switching back and forth to Efficient, that plus Tactics will have you hit capped. By that time you may or may not be going against +1 or higher and all this advice will have been for naught.
  14. Many of the damage values are wrong in Mids. You can update them yourself if you're feeling adventurous, but they'll get reset if you update the program at all. For the Opportunity buff, set it to about 14%. Most everyone can have that kind of average up time. If you're using Opportunity Strikes, you can move it to maybe 16%.
  15. This is explained so succinctly that it's hard to imagine how they thought the two classes would do comparable damage.
  16. Or maybe this is implying that the damage bonus is equal to adding +20% damage to the base damage of a power. This is true based off some quick math on a single ability to check. The problem is that adding "20%", which equates to 10% when factoring up-time, to the base damage of a power that is un-enhanceable doesn't help a ton once enhancements are factored in. It isn't affected my +%damage buffs either. This is why actual performance isn't meeting expected performance and the AT falls behind so hard.
  17. From what it sounds like from a reply on the other thread about this, Captain Powerhouse is under the impression that the damage from Offensive Opportunity should be enhanceable, which would bring the damage of the AT up to par if it were true. It is, however, not true, and the damage of the AT is underperforming because of it.
  18. Does the boss has +9% to hit, or +9% accuracy? Either way hit chance being floored is going to be more effective than their accuracy being floored, even when player defense is soft capped. And it still applies when they don't have +to-hit. Otherwise sets like Dark wouldn't mean very much. Yes, I mixed up my player base hit chance and my npc base hit chance. The math is still sound.
  19. So chance to-hit is compounded by accuracy, but debuffing to-hit is vastly more effective. Baseline hit chance against even level is 75% * ability modifier, add to hit, multiply by accuracy. So if I throw a 5% to-hit debuff, its now ((75% * 1) - 5%) * (1 + 0%) = 70%. If It were accuracy instead of to-hit, it would be ((75% * 1) - 0%) * (1 - 5%) = 71.25%. So hard pass on that idea.
  20. Added a quick fix for that in that spreadsheet. Added (6*5.28*3*20%) to the AOE rotation for abilities 1 and 2. It can spread 3 targets at a 20% rate. That's a quick and dirty fix though. I'm fairly sure it is enhanceable. It doesn't have a flag for IgnoreStrength. Better than adding it in where it doesn't exist, and ignoring it entirely where it does.
  21. I think what is at play is the "Disintegrate Spread causes Minor Energy damage over time." In the API it references this and that is a DOT that does 6 * 5.28 energy damage over time. 20% chance for this to trigger. It doesn't sound like this would be something at play in a single target scenario.
  22. Added in mob resists. Averaged resists per major groups, general resists across the game, 0 Resists, Rikti Pylon and Hamidon. Added in T4 Incarnate Interface procs (Reactive Radial wins) Added in the majority of T4 Alpha abilities that had +Accuracy, + Recharge and +Damage Added in Opportunity per ability, and Opportunity Strikes proc average to factor in Opportunity up-time Added in Offensive Opportunity damage proc Added in Defensive Opportunity heal/end for reference purposes Pulled correct Bio Armor/Molten Armor proc calcs from game files Moved all personal buffs to individual set pages Added Defender level damage/recharge buffs/-res debuffs ...is for fun. Max yourself out at +400% damage and +400% recharge. It could happen. Working on an approximation of pet dps from Patron pools Is there anything else y'all think I have forgotten?
  23. I'm currently working on 1.4, so I will probably be pulling the numbers from RubyRed's API tool. Which part of the Character creation numbers is wrong? In my experience those are always right unless they don't exist at all.
  24. https://docs.google.com/spreadsheets/d/1B8UqUfXGiXCI1okWJQjAfaCy4cmP-B_0k6dOMJSDXyM/edit?usp=sharing This has been done a little more in-depth.
  25. So some quick and dirty testing (as most of my "testing" is) is telling me that each ability (it does say "most damaging attacks") has a chance to independently trigger a proc, essentially adding a flat (2.288086 * 10.71 or 13.39) damage to each ability, which obviously favors low recharge abilities more than high recharge abilities.
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