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Everything posted by Underfyre
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Out of curiosity, when you say damage debuff, do you mean their damage output of that type is debuffed, or the resistance to that damage type is debuffed and they will take more damage from it? My experience with Damage Resistance is that they resist a portion based off of their damage resistance to that damage type. If the mob has 30% resistance to Smashing damage and 0% to everything else, then is hit with 20% -res to all, it will take a 14% (20% * (1-30%)) hit to Smashing damage and 20% to everything else.
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Rubi said she's going to add enhancements to her API tool, so I'm just waiting until that comes along. Testing is great, but if you can just have the numbers spoon fed to you it's even better because there's no arguing with the results. But yeah, I'm sure those things spawn at level 1 in Atlas, so purple patch is probably involved. That would mean numbers are inflating by 6x, which would line up with them being level 5 and a 5.6x bonus.
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Just running around Atlas doing the winter badges. This was from Fireball hitting 3 snowmen from a present. I was doing tests on the beta server and I was getting 35 Opportunity. But this is giving 196?
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Primary Powerset: Ice Blast Medium-High* Single-Target Damage, Medium* Area of Effect (AoE) Damage (1 Cone, 2 Location), Medium* Control (1 Sleep, 1 Hold), Medium* Debuff Potential (All: -Spd, -Rch; 2 -To-Hit) Ice Blast is Fire Blast's weaker cousin, but with the proper amount of disregard for your own safety, it can be turned into a single target power house damage dealer somewhere lower than a power house. A good portion of this kits abilities can hold 4+ damaging procs, and all you have to do it skip set bonuses that would otherwise add to your health and defense. That alone isn't really enough to convince me to skip 5-6 piece set bonuses to attempt making them proc monsters, but it definitely makes things interesting for some powers. Beginner's Overview So I actually made an Ice Blast Sent before I made my AE Farmer and power-leveled myself. The memory is shaky, but it's still there. Anyway, you're going to want to take every power in your way up to at least level 26. Once you're maxed out you can opt out of Ice Blast if you choose because it is the lower DPA of the two starting abilities. You can also decide to drop Frost Breath at some point because 6 target cones are trash. Obviously during the leveling process you're going to want to put a Kismet in somewhere. The only powers running over a 100% accuracy modifier are your rains and the cone. Chilling Ray adds an additional 11% to your smashing damage, which applies to all powers you can take with a smashing damage component (yes even epic pools), but does not apply to procs that deal smashing damage. The only thing that modifies proc damage is -res. Anyway, the powers in your main pool with a smashing component are Ice Bolt, Ice Blast and Bitter Ice Blast. The smashing damage on the first two are less than 15% of the powers total damage, so it's not a massive help to them. Bitter Ice Blast's smashing component is just under half of its damage though, so that's nice. Also, the smashing damage boost is not enough to eschew getting Dominate over some other epic power that does have smashing damage if you were curious. Ain't much that can dethrone Dominate, if anything can at all from a damage standpoint. Slotting Basic Slotting Every single target attack is running a 1x multiplier. Make sure to grab a Kismet so your base hit chance on even level mobs is 86% instead of 75%. At +3 you start at 48%, so now you start at 54%. Opportunity adds 3.75% to that as well, but not until you hit them. Early on you obviously won't be taking on +3 mobs, but once you start hitting later levels, and side-kicking with level 50s, they will most likely be running +3, if not +4. Your benchmark in the end is +3 because you get a +1 level shift once you apply your tier 3 Alpha Incarnate. So you'll need at least 2 level 50 accuracy IOs to max out your hit chance to +3 content. Recharge-wise, your only powers with especially egregious recharge times are your rains and Bitter Freeze Ray, so you could consider putting an extra recharge in them over an extra damage. Or do what I do and don't slot a single thing until you're like level 40. Groups will hardly notice. On the AoE side of things, your rain spells have a 2x multiplier, which is enough to max out their accuracy against +3 mobs with no other effort on your part. Frost breath will need at least a SO (33.3%) level enhancement to get to 95% accuracy (+ Kismet). 2 recharges and 3 damage IOs will suit these well enough. Advanced Slotting As I mentioned earlier, there is an additional proc option available to this set in Impeded Swiftness, and a few powers that have Cloud Senses available. However, the Impeded Swiftness proc deals smashing damage, so it's not especially good if you're looking to diversify your damage types. Otherwise, more damage is more damage. • Ice Bolt - Very similar to Flares in that it casts quickly and comes back online quickly. Oldskool's thought process is that since you will be frequently casting a power like this, the 6.5% proc chance of Decimation or even Opportunity Strikes will equate to more frequent procs through attrition. I haven't heeded this advice, but it could come into play. Otherwise, this powers usefulness is largely tied to its part as a filler, so this is where things get muled. WIO or ATOs. • Ice Blast - Your final rotation will not miss this power. Treat it like Ice Bolt if you keep it. • Frost Breath - A cone that hits 6 targets. My bane. This cone does make up for it's lack of targets by taking 4 damaging procs which have the potential to double its damage. In this status it's nearly as good for damage as casting Ice Bolt (because it 2.67 cast time). So theoretically if you have more than 1 target to hit, this ability would be optimal over using Ice Bolt. Being a proc monster is the only viable use for this power beyond muling in my head. This is one of three places you can eek out any -Res from the Annihilation IO, possibly the best. • Chilling Ray - This is a straight ahead damage power that has the extra bonus of increasing your smashing damage by 11%. The bonus isn't much to write home about, and only Bitter Ice Blast has a large enough smashing damage component to really take advantage of the boost, but it does stack on itself. Put one of the ATOs in here, or the Apocalypse set. There aren't enough proc options for monster status. • Ice Storm - Much like Frost Breath before it, this power will take 4 damaging procs. Once again, they will just about double its damage output. My qualm with this power is that it takes a full 15 seconds to deliver its damage (besides the procs, which will trigger on cast). With a very long 60 second base recharge, while possible to have it up at all times, having that amount of recharge can be a pretty tall order. It will take a combined 280% recharge for that, 95.9% is easily attainable from 2 +5 recharge IOs, but that leaves 190% from global, which you will not be doing unless you specifically chase after it, and even then it may not happen. So yeah, 15 seconds to deliver the full damage, super long recharge. This is one of the reasons that Ice Blast isn't the best set for AOE damage. The other reason is that Blizzard is nearly as bad. Slot this as a mule for the Winter set bonuses, your ATO sets, or slot it for procs. Or opt out and save the slot for a better aoe ability out of the epic pools. Second best place for Annihilation -Res. • Bitter Ice Blast - This ability has a -To-Hit component, which means it can take an additional proc for a total of 4 damaging procs. It's also a fairly reasonable place to put Opportunity Strikes. You can proc monster this and also tack on the Opportunity Strikes proc on the end, which would further increase Opportunity Strikes proc chance (by a percent or two) since you probably don't have any enhanced recharge on the ability. If you're choosing between putting the Apocalypse set in this or Chilling Ray, this power will yield better results with its higher base damage. If you go the proc route, make sure you don't want the 5% E/N defense from the 6-slot bonus before tacking the Opportunity Strikes proc on it and putting the other 5 peices in Chilling Ray or something. • Bitter Freeze Ray - This is the real proc monster of the set. When working with only ranged, targeted AoE and PBAEs, you generally run out of epic level sets that you can use efficiently. This is the power that you dump procs into because you've run out of those sets. Baseline as far down as 3PPM, procs have a 90% chance to activate. This set has five 3.5PPM procs, and two 4.5PPM procs. Now, if you slotted the Apocalypse proc into Bitter Ice Blast, that's gone. If you're going in for Domination, the Unbreakable Constraint proc is better there with it's faster cast time. That still leaves this ability with 5 procs all running at 90% chance, so it's still going to be a beast. This is the best place to put the Decimation proc from a sheer likelihood to proc stand point. • Blizzard - The other rain spell, another targeted AOE. Since it can additionally take to-hit and slow sets, it has a total of 5 procs. Unlike Ice Storm, this ability does its damage in 8 seconds, so that's also helpful. It also does about 30% more damage than the average tier 9 ability. If you would rather, you can put the Ragnarok set here to get some of those epic set bonuses. Using epic sets to boost big numbers is better than using epic sets to boost small numbers. The 90 second recharge makes this not a spectacular place to put Annihilation -Res, but if you're looking for a place it's good as any. Skippable Powers • Ice Blast – You don't really need both of your starting abilities in you final build, and this one has the lower DPA. The next iteration of my spreadsheet (which is based off of Ice Blast, conveniently) shows Offensive Opportunity as a whopping 5 DPS increase. But it also shows using this instead of Ice Bolt as a 17 DPS loss. Which is a total 22 DPS loss, 10% in the case of what I have put together (the new sheet takes mob resists into account). I guess it depends on how hard-up you are for the healing and endurance recovery. • Frost Breath – Personal bias against 6 target cones. Being that this sets AoE prowess is centered around 2 targeted powers, there's not a real reason not to take this otherwise. • Ice Storm – It takes a while to do its damage, and it doesn't exactly do a ton of it. Personally I would rather get one of the PBAE abilities from an epic pool than take this, which would also open up the Fury of the Gladiator proc for a bit more damage, but I'd lose out on a fine mule power. Psychic Shockwave is also, conveniently, very receptive to procs. Rotations There are a few rotation options, depending on the amount of recharge you’re running: DPA Priority Chilling Ray, Bitter Freeze Ray, Bitter Ice Blast. Chilling Ray comes first to bring the smashing damage bonus online for Bitter Ice Blast to do a touch more damage. Throw Ice Bolts in between everything to stabilize your rotation if you don't have a ton of recharge. You won't. 4-1-7-1+8 Rotation Chilling Ray -> Ice Bolt -> Bitter Freeze Ray -> Ice Bolt -> Bitter Ice Blast -> Chilling Ray -> Ice Bolt -> Bitter Ice Blast -> Ice Bolt You can get get it down to 4-1-7 only if you can get Bitter Ice Blast's cooldown below 3.04 seconds. That's 295% recharge. You probably won't be doing that without Ageless Radial and a concerted effort for recharge. If you take Dominate you can do 4-1-7 and cycle between it and Bitter Freeze Ray. Ancillary/Patron Pools: As I stated, if you want to lose Ice Storm and sub in an epic AoE, it will be a boon. Just about any other AoE power outclasses it unfortunately. Skipping Assault over getting Dominate or even Char is also a DPS increase, as I've stated in other write-ups. The 10.5% damage boost equates to roughly a 2% DPS boost. Complementary Choices Radiation Armor will give you access to an AoE power. As recharge hungry as this set has the potential to be, one of the sets with +20% recharge could also help. Even as proc heavy as this kit can be, a damage boosting secondary is still going to raise its total DPS between 7% and 22%. Defensively, this set has a stacking recharge rate debuff. So if you were to drop both Ice Storm and Blizzard, after the alpha, everything is going to be attacking 40% less often. So a secondary that has a shield to absorb that alpha will manage well enough. All said, if you go the proc monster route, you're going to either want a secondary that can take a punch, or can dodge the punch all together with very little enhancement slot investment because of the lack of defensive set bonuses. Incarnate Abilities So, normally I would just say take Musculature Core, BUT, Intuition Radial provides a 33% damage boost, slow boost and a 20% range boost. So if you want to make stuff run out of your rains slower, this might be up your alley. If you're gunning for a proc monster build, you will find that your attacks may not be maxed out on accuracy because they aren't slotted heavily for it and you don't have a ton of set bonuses granting it either. Bitter Freeze Ray (and Dominate) in particular will feel this loss. Hitting the mobs is always more important than hitting them hard, so Nerve Core can give you the extra accuracy you need to max out hit chance and be the higher DPS choice in this case. Otherwise go with Musculature Core. For the rest of the Incarnates, look at my other write-ups. This is a damage dealing AT, get incarnates that promote that.
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So after@Bopperpointed me towards where I can find Sentinel ability information, I went to digging. I haven't found the information I set out to find yet, but I have found some ...not super useful info on abilities. Defensive Opportunity: Heal = 20% * 120.4759 * Cast_Time End = 5 * Cast_Time Bio Armor: (25% * 52.8297 * (0.8 * (MIN(MAX(Base_Recharge, 1), 20)) + 1.8) * 0.2 / AreaFactor Internal cool down of 2 seconds Molten Embrace: 3 ticks, 80% chance for each tick, Damage = (5% * 52.8297 * (0.8 * (MIN(MAX(Base_Recharge, 1), 20)) + 1.8) * 0.2 / AreaFactor Internal cool down of 2 seconds I'm not sure why rain spells didn't seem to trigger ME like they did Bio Armor. 80% chance seems like I should have seent at least 1 tick after 50 casts It really feels like Molten Embrace should be running at least a 10% mod instead of 5%, if not 15%, considering how much Fire Armor sacrifices to be more of an offensive secondary. 80% for 3 ticks should be 192.5% damage, but I'm probably wrong. So a single target ability with a recharge of 6 would be 3.49 damage * 195.25% for 6.81 average damage. How does that sound against to 17.43 damage for Bio? A 10% mod would take it to 13.61 damage, 15% would be 20.42. Once again, assuming my math on the 80% triple tick is right. Hopefully Bopper will sort me out? lol All of this is going to work its way into the next version of my spreadsheet.
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This information absolutely helps me with my spreadsheet, so thanks for that. I downloaded the FapTastic.7z a while back to pull data for other ATs, but I don't see the Sentinel one. Where'd you go about pulling that data? I kind of want to scrutinize why some powers seem to give vastly more Opportunity than they should be.
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Sounds like a reason to neuter Blaster defensive capabilities.
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This would be like an overtuned version of Sonic Blast and the Blaster inherent; apply more and more -res as you attack the target.
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I mean, you could halve its duration and double the amount of opportunity given by each ability in the short run to make it active more frequently. I'm not sure how much opportunity is given by the Opportunity Strikes IO, but obviously tune it to a corresponding value. Or leave it as is to give it a bit more oomph.
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Just ...no. sorry, but no.
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I guess if you're running running Dominate and Mind Probe. Fire on its own will need Flares to fill rotational gaps while you wait for Blazing Blast or Blaze or Fireball to come off cooldown.
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Every build is using either its T1 or its T2. There is no escaping their use in a rotation as a filler. What is true is that nobody is letting the desire for either Offensive or Defensive dictate which of the two attacks they may skip in their final build.
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Ice Primary and Secondary are an atrocity on Sentinels. Take them both for a project build you can dump a billion influence into and still come up with a mediocre character.
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Wish granted. No more useful builds. Just Base +5 IOs.
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Under the badge tab, the badges Ferrywo/man of the Damned shows up as "FerryHero.gender of the Damned".
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Yeah, I don't know why I come around popping off about the wrong numbers when I take screen caps of the stuff and can directly observe the results. So it's really -1.33 per stack, 5.32 at max. Assuming you can maintain an average of 3 stacks it's 5 more DPS in most cases, which doesn't sound nearly as thrilling as using my wrong numbers.
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My wife knows way more about math than I do, but I wanted to see what affect -regen had on DPS, so I asked her to algebra for me to also solve for T. This new equation doesn't give me the opportunity to affect regen. Or does it? I dunno. Anyway. Using the old equation T = HP / ( DPS * (1-Resistance) - Regen) Now that I have DPS and Regen on the same side of the equation I can solve for the time it would take to kill at my "current" DPS. Diamagnetic reduces regen by 10.23 * stack up to 4, so I can just reduce the regen by those amount (or 20% of those amounts?) to find my new time, and then plug that in to the old equation to find out exactly how much DPS diamagnetic and other -regen abilities are contributing to DPS.
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So the numbers pulled directly from the power data shows Lightning Storm to has a 1.17 speed attack every 4 seconds. Damage is a value of 1, or 36.15 44.49 for a Defender. Max targets of 5 in a 5 ft radius. Its damage is only enhance-able through enhancements and resistance debuffs. Tornado does... honestly I have no clue. It's cast time shows 0 and it's recast shows 0 too. Its "attack" (that has no damage value attached) says 0 cast time and 2 recast. Assuming its damage is the 0.15 from its other component, its 5.42 6.67 instant cast with a 2 second recharge? Sounds like an aura that ticks every 2 seconds with a 7 ft radius and 5 target cap. Ticking for 5.42 6.67 damage. These are also both throwing enemies every h'wich-a-h'way unless you dropped the KB>KD IOs in there. Yeah, they sound nice, and it's damage you didn't have otherwise, but they're not contributing the staggering amount of damage you want to believe they are.
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Nevermind, putting the numbers in my spreadsheet and updating the rotation to a Shout - Shriek - Scream - Shriek rotation still results in a lower average DPS, even throwing in a bonus -25% res from Corrosive Enzymes and the 82.5% damage boost from Overgrowth. And since the T9 cooldwon is 55 seconds longer (or 28ish seconds versus 42ish seconds when enhanced) than a Sentinels, the AOE is also going to suffer. See, that's why I make these spreadsheets. To hamfist numbers and objectively say one thing is better than another without actually playing them lol.
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Defender does -20% res per attack, this AT does 9.6%. It works okay here, but it's not enough to dredge this AT up from the depths. Shriek per class: Sentinel = 44.38 * (1 + 9.6% + 5%) = 50.86 (inherent adds 5% res) Defender = 30.36 * (1 + 20%) * (1 + 30%) = 47.36 (solo inherent adds 30% to damage) lets look at the follow up attack, Shout: Sentinel = 112 * (1 + 9.6% + 9.6% + 5%) = 139.1 Defender = 76.64 * (1 + 20% +20%) * (1 + 30%) = 139.49 Sentinel = 189.96 Defender = 186.85 You could add a third attack to this, but the bonus for Shriek only lasts 5 seconds, If you used Scream instead it lasts 7 seconds. And let's face it, a Defender may have more to do than spam and attack chain. But whatever, let's throw Scream in there. Because Screech is not a viable damaging attack on a Defender apparently. Sentinel = 69.7 * (1 + 9.6% + 9.6% + 9.6% + 5%) = 93.26 Defender = 47.7 * (1 + 20% +20% + 20%) * (1 + 30%) = 99.22 Sentinel = 283.22 Defender = 286.10 So assuming baseline values, eventually a Defender will pull ahead because their resistance debuff is allowing for an additional 26.2% damage, which is also playing against their 30% damage bonus, essentially allowing for 200% damage. So now I'm mildly intrigued by a Nature/Sonic Offender....
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Damage * %Damage * %Res. If you're debuffing by 60%, you're allowing for essentially more than 60% more damage to be done.
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Back in launch everyone wanted a bubble defender. Sets and IOs weren't there to massively inflate defense numbers, so having a bubble there to basically max out your defense was a necessity. But then you also wanted an empathy healer to keep everyone standing through streak-breakers and buffing the DPS. The proliferation of defense bonuses in sets has made needing a healer less and less of a concern. So bubbles are almost entirely unnecessary, and the empathy is reduced to patch heals and buff bot. So yes, force multiplier at this point, whether it be by reducing resistance/defense, increasing damage, or flooring regen.
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I don't know if anyone cares, which I'm sure you don't, but adding in drop downs for enhancements isn't extremely feasible it seems. I have to point to the available sets, which then points to the individual enhancements in the set, then further grab each bonus for that enhancement. That took an entire day to figure out. In order to expand that to more than just a single ability I would have to recreate the process for every single ability in every single page, which is simply not worth the effort to save people from having to type in some numbers they fetched from Mid's. I could make it so it is just a single page with drop downs for each main instead of separate pages, but then the only difference between this sheet and Mid's would be the ability to see the DPS from a rotation and have the correct numbers used. So now I guess I'll move on to trying to implement Mob resistances.
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Well let's look at the math. I'm just going to type this out as I go, so I have no idea what the results will be. Other sets have Aim, DP has Ammo swap, so instead of a 50% damage boost, they have what is essentially a permanent damage increase from their incendiary ammo. This increases half of their damage by 75% on the low end, and 142% (T9) on the high end. Overall for the T9, this equates to a 71% damage when accounting for the total. For the purpose of using Aim right before activating your T9, yeah, a 71% boost is obviously better than a 50% boost. What Aim also has going for it is the availability of the Gaussian proc. You have to go to ridiculous lengths to make its proc chance anything but 90%, so it is essentially guaranteed to go off when you use Aim. So in this instance the T9 with Aim + Gaussian has a boost of 130%. So assuming you have Gaussian's in Aim, Aim wins. If not, DP wins. Then you have to look at the average up-time of Aim, which will be its boost multiplied by its duration divided by its cooldown. I don't know about you all, but at the highest ends of slotting with permahasten, you'll most likely be looking at around a 27-29 second recharge. So that's (50% * 10 / 27) = 18.52%. So that's another (80% * 5.25 / 27 * 90%) = 14% with Gaussian for a total of 32.52% average up time. Remember these are only good for 10/5.25 seconds every 27 seconds. Incendiary Ammo is always active, increasing damage by between 23% and 35%, not including the T9 at 71% So at the end of the day, it looks like not having Aim isn't really a hindrance to DP. All of the abilities have above a 100% base hit chance, and Incendiary Ammo is pretty similar to the effects of having Aim. aim isn't the only place to store Gaussian's either, although it is really the most convenient place with regards to triggering it exactly when you want to. So technically if you put Guassian's in Tactics or a secondary ability like Invincible DP would actually come out ahead.
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Ascendency of the Dominator +Dmg proc: stacking?
Underfyre replied to Dr Causality's topic in Dominator
So quick test cuz I was curious. Each individual vine that spawns in Carrion Creepers is seemingly capable of triggering a damaging proc. This, however, is not a damaging proc. This a buff proc that applies to you the caster. Therefor it only has a chance to proc your initial cast of Carrion Creepers. Thought I was being clever for a second there.