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Everything posted by Underfyre
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If we're being honest, ice isn't that great for AOE damage either. Ice Storm is a 94 damage base that takes 15 seconds to deliver it's entire damage versus DPs Bullet Rain that does 70 damage (with incendiary ammo) in 1 second on a recharge that can be brought down to 9 seconds with just 2 IOs, so not even considering all the global recharge you can amass. Comparing the T9s isn't really necessary since they're both on a 90 second recharge, but Blizzard does 180 damage and Hail of Bullets does 240 damage.
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You seem to be overlooking the fact the Dehydrate can be stacked high with procs and a respectably high 65% proc chance. Use Dehydrate to heal? Nah. Use it to kill.
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Yes, it does do more damage baseline than a lot of the other T9s, but this is balanced by the fact that Water's build up power only gives a 25% boost to damage instead of 50% like every other set.
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My dream was to some day, draw out an orange to pin this thread lol And maybe get Sunsette to come back and update the Guide at the top with all the new reviews since she's left.
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Out of curiosity, I changed the Fire Blast set from Fire Mastery to Psionic Mastery and slotted it like it is in the DP build. Then fixed its rotations. It caught up slightly, but it didn't pass it. The other issue is that all the sets are sharing the haste percentages from the Buffs sheet. I have yet to be able to use the same exact set bonuses across power sets and that is definitely something I need to migrate into each sheet separately. But that's also something I said I needed to do on the sheet itself in the welcome page. That's just simply is not a quick thing to fix. I have to change cell references in literally every single power in every single sheet. You all do know that point of this spreadsheet isn't to use my numbers, right? There are literally THOUSANDS of variables that can changed in this sheet. To think that my half-assed slotting on some of the sheets is the end-all-be-all of what that set is capable of is quite a lofty ideal. The idea is for someone to make a copy in their Google Drive and use it as a platform to gauge what their build is theoretically capable of. If they find a much better slotting than what I have in there, they can send it my way and I can put the build in the master sheet so other people don't run into the problem you did thinking that this is some how the only way to build a set and see how little damage it will do.
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Well rather than come here and tell me how months of my work is wrong, make your own, better spreadsheet since you clearly know more about math, statistics and spreadsheets than I do.
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1) Please elaborate on "standardized builds." I have never once seen two people build the same exact way. Pretending that Epic attacks aren't available when comparing between builds is going to skew data more than making them available. I've already said why procs should be present. As for attack chains, a lot of attack chains would rather pause for 0.2 seconds for an ability to refresh than just keep spamming whatever is up. That's a reasonable argument. I, however, don't have the spreadsheet know-how to implement something like that. 2-3) You know that everything about the game is based on random numbers, right? You have between a 5% and 95% chance to hit a mob and a dice is rolled for every. single. attack. A spreadsheet like this operates between now and infinity. If I have a 95% chance to hit with an ability doing 100 damage, and you do a parse of 100 attacks, you will more than likely come up with a number around 9500. Will it be exactly 9500? Probably not. But it will be really close. Extend that to 1000 attacks, you'll probably edge closer to 95000. 4) The only bias in this sheet is the fact that it's for Sentinels only. There were times when I really wanted to see if modeling something would give me a result that would beat Fire Blast, such as factoring in the -res debuffs from sonic just to find out that that ain't it. Actually, one bias I'm working on is that I have the up-time of Hybrid Assault Core factored into its effect, where I don't have it factored into the Radial, which technically it would be doing half of its damage since it's up for half the time (up 120 seconds, down 120 seconds). It's a "quick" fix that I have to apply to every sheet, which makes nothing quick, but I'll probably be doing it soon. At the end of the day, if you don't like it, don't use it.
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Well, the welcome page BOLDLY says to take rankings with a grain of salt. Some sets I have built, others I have not. The presence of Epic pools in the #1 set is absolutely muddling its number. At this point I'm considering removing it, or at least hiding it and making people find it. You know you can make a copy of this and update the numbers to fit your sets right? The bar is set with DP/DA/Psi. Go ahead and beat it. Procs are an averaged number and they will play a role in the viability of one power against another. If a proc is doing 71.75 damage 56% of the time, it's going to average 40.18 damage average of a long enough time span. That's how these kinds of sheets work. Now look at Abyssal Gaze. It does 112 damage base. Stacked with procs it will do 541 damage. Left at the devices of just enhancements it wouldn't even do half of that. Procs play a vital role in the damage output of some sets. Regardless of this, Dark is still doing middling damage even after I build it up. I'm sure I could give it Dominate and pad its ST damage, but it's already weak AOE damage would suffer even more so it'd stay in the middle anyway. Some sets aren't destined to sit on top. One thing that is not considered is mob resistance. A set like Dual Pistols may suffer a bit losing up to 25% of its damage to Lethal resistance. But as it is, everything in the sheet is on an even playing field, even if the game is not.
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So I tend to make my Sentinel builds the same way, over and over. This set goes in this tier of attack, this set in that one. Generally the same results regardless of the sets involved. Seeing that Adrenal Booster increases both damage and recharge (and secondary effects) made me curious. So I'm forgoing the Epic pools for that instead. With this build it averages 11.41% recharge (147 second recharge if you include Ageless and Hasten) and a 10.85% damage boost. Meltdown provides an average of 15.79% damage boost plus its added resistances. So what about y'all? What would you do differently? Also, I had to edit Ground Zero to allow Achilles, and edit Adrenal Booster to show the +rch. Dunno if that will cause issues for anyone, but I'm sure it will. | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1473;718;1436;HEX;| |78DA65945B4F135110C767BB0BB5E50E8516DA72152C6D292D60BC044388A00F826| |9A8F1B559DA63592DBB4DDB0778F41B788D5F41BC25FA0D7C178D6F5E1F7C52B96A| |BCA04F75F6CCD890F4A49BDFF63F336766CE6517D7E61A9F9CBF3E034AF3D9BC5E2| |AA553C22C1BA6C8BB2F89CC8A69E5ADDC3AD8C3894FE0BF31BDA49B39918DA52CD3| |C8A467CB653D73ADBF6A9C1357845912B1253D6BE865C332D3B3C555AB084D49CBC| |AC7CE19B915F4CBB9E5BF544188AC47BECEAF1544D158C5596410890B42CF8A6269| |C528A4974559EF9E2F1899583553B264A417F5525914D77D58DF303E9E10F0A8D4C| |17D0D20A1816383F980A83D643E22D63F266ED9B18A8C55E1A78A9A0BEA7F118FFC| |61FE257686D815F328130EA9B98F33A7888D93CC130E397FF36755F2E928804A794| |0FD6DE7764217CE57C7F3D54529AE39466C1D67C689ED09878C698FAA92DE10ED0F| |C62ACE08C81C9E0DCAB98D3617F7E4E29E3CDC5317F7D4754075F9D0B7816B68784| |16BE2DB64BE24F6BC62BE26063E51EC0EC636719E26CE13E03CBD074CCEF71D7D5B| |384FCB17D2FABF32B798DBC4811DE62E51C146DB38B6ED06D5307E93798B98B8CDB| |CC3BC4B7C86EBDEC1EBDE3106723E15E7EB244DE9F4E24B50838109EA49439B976C| |9AB75591FE431EA61D843E6317C877EC07B1077BEBE6FABADF50DEA1B7C4A3EF98E| |F991F88231F89BB18EBA758CD1FA07E4782C463BDCC3E663F71106B0C72FD41DEFB| |5EA61FE7EBE35AFA4ED2D9193DC53CCD9C2686CFD07909CF501F7B183BC8B183D3F| |6074085F026F944F71C729DA240BE511FAFC173D43B34D80FD15DB46B1AE65A4698| |17C30074452B10BA47E738895A84F725E2222D855A8CFB8A4568AFC699CB688BB37| |F7C80B48056BDF7F8C3015747EDDB6CEF45A512AEB1C66B94448D3259A34CD5280B| |354A52AB7E1940918AAB15EC959295ECBAD1CAB52BF20C3A61FFB076D93E834ED83| |BAC85C8EFDB618DD7EE1F39D1F45D| |-------------------------------------------------------------------|
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Well it only has 4 damaging procs available, so probably the 4 damaging procs available.
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The problem with the Pool powers that I see after playing with numbers for a while is that not all things are equal. If you look at Char, you'll see that its source is an 8 second cooldown, but when transferred to the Sentinel pool, it got bumped up to 32 seconds. Netherworld grasp, 32 seconds. Block of Ice, 32 seconds. Paralyzing Dart, 32 seconds. Dominate? 16 seconds. Almost every ST Hold in the pools got bumped up for an 8 second recharge to a 32 second recharge but 2; Dominate and Paralyzing Jolt. Paralyzing Jolt technically has no parallel in other sets, it's closest would be Tesla Cage. This sole fact is what makes people that are chasing damage take Psi for Dominate. The distinguishing difference between it and Paralyzing Jolt is that Paralyzing Jolt has nearly double the activation time. Basically what I'm saying is that all the pool power recharges need to be standardized. Probably more towards the x2 side instead if the x4 side. Hell, I'm taking a look at source abilities at random it seems like most of the are x2, but then, out of nowhere, one will be x4. Hell, Havoc Punch is x4.33, the hell is that about? You could argue that it has the highest DPA of all the ST MELEE abilities, but I dunno about that egregious of a recharge penalty.
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It's not that you're reading Mid's improperly, it's that Mid's has the wrong numbers for most everything. I went through and fixed them all on my computer, but downloading the new unofficial update refs for it reset them all to the same wrong numbers it had before and I don't have it in me to do that all over again for no reason. You'd think they would have fixed those numbers, but you'd be wrong.
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Disappeared for a spell to play on Project 1999. Level 35 has sapped my desire to play for now, damn hell levels. Anyway, some minor changes and 1.3.4 is up.
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Actually I was mistaken on 3. The Jet Packs increase Hover to Fly speed, not Fly to Afterburner speed.
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I was going to hop on the beta servers and poke around, but they're offline atm. Anyway, what I was going to do was get a real number to work with, but it's not super necessary. Here's the numbers we're working with: 50% base hit chance. 95% is max avoidance, which is why everyone says 45%. You may or may not have known that. Let's assume mobs are hitting for a bonkers number like 1000 dps for every type. Type Resist Defense Damage Taken S/L 62.4% 95% 376 18.8 E 38.3% 80% 617 123.4 N 60.4% 80% 396 79.2 F/C 58.3% 75% 417 104.25 T 33.8% 0% 662 297.9 P 66.9% 75% 331 82.75 Overall damage taken: 810.55 I measure damage taken against how often I'm going to be hit to get a feel for how well defenses are going to work. I'm not going to post the table for your first build, but it's number was a higher 981.57. By shifting from maxing out resists to padding in more defense, you've effectively lowered your damage taken over time. Do you really need to know this for every damage type? Probably not, but as a numbers man it's helped me out a bit to know where adding more resist is more effective than adding in more defense, or vice versa.
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I'm about to go to bed, but the first concern I have is that you've maxed resistance on S/L/F/C/P, but you have middling defense in your weakest resistances, E/N. I mean, all your defenses are middling, but I'm mostly concerned on the parts where you can't take the punch. But I dunno, I've been out of the game for a spell. Take the build to the beta server and see how it fairs.
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It's been a while since I've posted. Let me start by criticizing someone trying to be helpful. I have a solid buzz going, so I'm going to be even more abrasive than usual. You'll have to forgive me. Or don't, I'm not your boss. 1) Taking Fire Blast over Flares is just a horrible choice. Did you even read my write-up on Fire in the Guide to Sentinel Sets? 2) I'm not sure why you're pushing so hard for 1.25% S/L/E/N defense that you slotted Durability with a resist set to eek out another 1.98% Toxic resist. I get it, you want to pad for defense debuffs over 45%, but still. Do yourself a favor and just put the Power Transfer unique in there and that's it. Honestly, you'll get more mileage from your recovery by putting End Mods in this power than in Stamina because recovery is a % of total endurance, and this power increases the total amount of endurance you have. 3) Feel free to keep Afterburner if you want to be lazy about maxing out your fly speed. Otherwise, you can get rid of the power and use the P2W jetpacks to max your flyspeed, and move the LotG to Weave. You're already over cap by 5%, so the 1.5% S/L resist is literally being wasted as it is. May as well get the 10% regen for another LotG set. Now you have room to get an Epic pool power. 4) You have a pair of Hami-Os in Aim. You're already pretty set on accuracy with the sets +10% to hit, enhancements in the powers and the 15% set bonus. Just put a recharge IO and Gaussian Build Up in there. Saved you 100 mil influence and increased your damage output. You're welcome. 5) You're wasting your Alpha slot on Agility because of poor defense slotting and poor recharge slotting. If they were bad to begin with, using your Incarnates to fix them doesn't make them not bad, it just means you're not reaching your potential because you had to compensate for them. Which is bad. Fix your problems first, then get your Alpha. Don't look at your Alpha to fix your problems. Honestly, using Ageless Destiny is more than adequate to get the recovery you want and give quite a bit of Recharge (20.83% average) over it's lifetime. If it's defense you were thirsting for, use +5 enhancements and slot better. 6) Invincible has a base of 7% defense. Enhancing a bigger number will give better results that enhancing a smaller number. That's math. Other than Tough Hide, it's also your only other means of gaining defense in set. Pool powers, however, also give a lower number, so if you're going to use slots chasing defense and set bonuses, this is where you do it. 7) I don't like your slotting of Dull Pain because it's the only heal you have, but with Agility it has a passable recharge. But then, you shouldn't be using Agility, should you? 8] Putting the Artillery set in Rain of Fire would give you 3.44% E/N Defense instead of 2.5%, and you can slot Blazing Blast with Sentinel's Ward instead. Now you can take one of those Reactive Armors out and put in another Unbreakable Guard for slightly more S/L Defense than you had before. And more of that hard-to-obtain E/N resist. 9) If you're going throw WIOs and Purples all over the place, you may as well be using +5 enhancements. Don't act like a baller than sell yourself short. I'm gunna go back to enjoying my drinks.
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It seems overlooked, but Ninjitsu provides a 20% damage boost in Shinobi-Iri. So it can also be included in the list of secondaries that provide an offensive boost.
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So if Blackstar was slotted with the epic it'd be running 107% damage and have a 107.1 4.5PPM damage proc instead of a 71.75 3.5PPM. Abyssal Gaze should be wholly slotted for procs. Instead it's carrying Sentinel's Ward to chase defense. In the last build you slotted Dark Blast for to-hit debuff purely to chase a set bonus. Instead of slotting one of your highest damage baseline abilities with an epic set and get that 107% damage boost (boosting 145 damage by 107% is obviously going to benefit you more than dropping it in your T1 with 52 base damage) and two procs, you have it muling for E/N/F/C defense. Just these things alone have clipped the set's fangs, it's damage output is literally less than half of what it would be otherwise. Then exacerbating it, you have Agility Core tacked on to chase yet more defense. This build may not die quickly, but neither will anything it's trying to kill.
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So... Mighty Leap instead of just taking the already available Super Jump. Weird choice, but wouldn't change anything. Skipped hardest hitting attack for...some reason. Anemic slotting on most attacks to eek out set bonuses. Perfect example of making major sacrifices to max out defense.
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Ourodev to the rescue. Scalar (1 = 44.49 for Toxic and 55.61 for Smashing at least). During this time there is a 50% chance it will summon 1 Creeper Vine per enemy with a max of 10 every 10 seconds which will disappear after 15 seconds. Creeper Vines have 2 attacks: Vine Smash - 0.9s cast time, 4s recharge attack that does 0.2 * 55.61 = 11.12 Smashing Damage and a 90% chance to do 0.1 * 44.49 = 4.44 (16.02) Toxic Damage 4 times over 4 seconds. Vine Thorn - 0.83s cast time, 4s recharge attack that does 0.1 * 55.61 = 5.56 Smashing Damage and a 90% chance to do 0.1 * 44.49 = 4.44 (16.02) Toxic Damage 4 times over 4 seconds. Every enemy death will spawn a Creeper Patch that has 1 attack and despawns after 2 seconds. Entangle - Auto Cast, 0s recharge attack that does 3 ticks of 0.1 * 55.61 = 5.56 (16.68) Smashing and Lethal Damage over 5.2 seconds. Target cap of 5, 8 Radius Sphere. I'm not sure how "Period" and "Duration" interact. From looking at other powers and comparing them in game, 4.1 Duration does 5 ticks with 1 Period. Reading the Glossary tab says that Duration is obviously how long the effect last, and Period is how often it activates. So I'm guessing that anything between a numbers will round up to the highest number, so a 4.1 will have 5 ticks, where a 4 will have 4 ticks. So my observed damage was correct at least. I'm going to assume that the Proc chances are based off of the pseudopet's attacks like it is with Voltaic Sentinel. So the procs have a 37.9% chance to proc off of Vine Smash and a 37.36% chance off of Vine Thorn. I'm not sure how it will interact with Entangles 0/0 cast/recharge, but if it goes off of those numbers it'd be 9.5%. If it treats it like a toggle with a 10 second internal cooldown on the proc it'll be 65.01% proc chance.
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I've made quite a few attempts at getting all resists to 75% without making major sacrifices. It's not a thing. I don't think it's a thing without major sacrifices. So this build All your resists are slotted with Unbreakable Guard to get a lot of melee defense and a bit of E/N resists, since you wanted to be in the thick anyway. But that isn't a pressing concern when you have Blackstar up every 33 seconds dropping their hit chance by 35%, amirite? It also provides a bit of End Discount bonus to help with all the toggles running, but Obscure Sustenance does an alright job of alleviating your end woes and bolstering your Regen. If you want more S/L resist you can go with Titanium Coating and lose the melee defense. The three defense toggles are 2-slotted with Red Fortune to eek out 4.5% S/L resist, then capped with LotG for obvious reasons. Winter IO sets are placed in the least intrusive powers to get a lot of F/C resist and a lot of all around defense. Abyssal gaze is slotted to be the proc monster it was always meant to be. Life Drain is also as procced out as it ca be, then filled with heal IOs to grab another 9% accuracy. Cloak of Fear is very hungry for accuracy, and Engulfing Darkness isn't quite maxed out in accuracy either. Feel free to change it to whatever set bonuses you think will work better for you. I went with the Dark Pool because 1) Dark/Dark/Dark, 2) shore up your AoE damage, and 3) add more AoE -To Hit. Overall with Blackstar, Engulfing Darkness and Cloak of Fear running there should be a blanket -45.5% To Hit debuff assuming everything is hitting. | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1450;679;1358;HEX;| |78DA6594CB4F135118C5EF74A6625B4A0BB5A594F27EB4A550A8BA272A6A4C2021B| |236A481B1544B212D0B8D2BFF039F3B449702EACAE7FFE08B8086872CDCB9115D68| |D4C4A47E33E788893369F3EB7C8FF39D7B6F67C62E8DD43E3A7D75586975278AB94| |A6572C22C2D144A66D13D96CB17A69475D5C837F6373E793657CA9BD399915CF9E2| |E471695968DE4F8D98E7CD52C544EE587976AEACFCE37373C5CCA9427E464AF25EF| |B6E62DE34A77D4814AD4CC0FE3D6AE6A6CD7265A6301F3B395F98CAFC93B5E4C664| |9259BE1C152FBDF25D4B285E55B7BA6F289535946B995C018D55F20178E021D8939| |436CDEED5D5375D621E15FC0E467E80D19FE04A4A4A51EBD2DA75BB7F308EDC6007| |EE13A2A7534FA75E947AADD4E9A0EEBAF876D3B77B93BEB6C083DBE40EE8DD253F6| |2CE46026761F5D6A4A057DB8F5C6D4E0CB418AA6E56B3EFEBCEB86C0617A53C61A8| |A478F4D0A3871EBBE8B18B1EBB7E81EF648E0F73946F193AEF25E6E76CFF63F8EA7| |E02F63E259F91CFC1C40B5013D301EA05AA72A94D51ABA75AFD4B5435BC225F8387| |DE906FC1C81AB82B2712E28984C2586DB757B39D77FBC14E9918468D164E2B3B962| |075C935B2BFB111BB168B82AD87B19B5BE2AF09FE8CA61076251601E319D4C4A360| |EB2797DD9B961D6EA66EF39AA5E75103EBE0E006F40D99DDC29A9630BC26E83D45E| |FDB32BB8D7BD3B68835B7DF2197C8BB60C73D72185E3CA2DF49FD4EEE4DEA3F7D9F| |D4F4F0347A3EE07497C47B923393D7A0D9779DBC41DE04076E81D9DBE039398F34F| |72AFD1B7AFDDC93FE3DF28A42AF82CF55E9C9D067A641B76BB2013208AA885243F4| |39C4B5C48DFDA75E3ED63FE942CA7A96AD27AA5AED7364871C91AC2372C41139EA8| |88C3A22E3065F2112D1EC8827A8ACD5D94E3E7BF7DF1ACC7E7144F61C91AF8EC870| |48964DCD3F719BFE83| |-------------------------------------------------------------------|
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Alright. I already don't like trying to figure out Carrion Creepers. I'm given this: 3 Ticks of 7.94 smashing damage over 5.20s on target 3 Ticks of 7.94 lethal damage over 5.20s on target 10000.00%% resistance to knockup for 15.00s on target/Ignores buffs and enhancements/unresistable 10000.00%% resistance to knock for 15.00s on target/Ignores buffs and enhancements/unresistable 100.00 knockup protection for 15.00s on target/unresistable 100.00 knock protection for 15.00s on target/unresistable 1.60 fly protection for 15.00s(15.00s) on target/unresistable 4.00 magnitude immobilize for 22.35s(22.35s) on target -50.00%% run speed for 2m 0s on target -50000.00%% jump height for 2m 0s on target/Ignores buffs and enhancements/unresistable 10.00 fly protection for 2m 0s(2m 0s) on target/unresistable -3.50 max run speed for 2m 0s on target/Ignores buffs and enhancements Nowhere does it mention Toxic damage, and yet it's doing toxic damage over time. And yes, it's also proc multiple times over it's duration, and even in a 10 second time span. It's also doing 8.89 smashing damage after a Pylons 20% resists, or 11.11ish, not 7.94. 3.55 (4.44) Lethal damage instead of also 7.94. Toxic comes in 2 flavors; Vine Smash doing 4.44 (5.55) and Vine Thorns doing 3.55 (4.44). So yeah, if anyone has a link to the leg work that'd be great.