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BGSacho

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  1. I would drop Fireball and Assault in your build for Kick and Cross Punch. Slot Cross Punch with the Armageddon, Fury of the Gladiator and Force Feedback Procs and some Accuracy.(rest is whatever you prefer) This will push you way above perma hasten - using Cross Punch on cooldown with a FF proc should result in roughly 25% recharge bonus. I wouldn't sacrifice Dark Servant's slotting capabilities just for a little bit of damage out of him. You could 6-slot cloud senses for 3.75% ranged(this means you can significantly reduce the slotting in Howling Twilight), or slot 5 Siphon Insight/Cloud Senses damage proc for 3.75% S/L(and also much better recharge, -hit, endurance etc values on it). You can make much better use of Unbreakable Constraint by using it yourself in Char(+ Apocalypse and more procs). Having both Char and Cross Punch will improve your single target damage significantly, but you'd have to drop Afterburner or Darkest Night. I dunno how useful Preventive Medicine is in this build - you have a ton of healing, the one absorb proc every 90 seconds is kinda meh. I'd replace it with Theft of Essence endurance proc, which essentially makes Grasp free to cast. Here's a sample build to demonstrate those changes - I haven't tried to reach softcap positionals, I just wanted to illustrate how much DPS you'd gain by adding char and cross punch to the build(Mids shows 70+ DPS, which is probably a 50% increase to single target DPS for bots). If you can fit more global accuracy into the build you might be able to get away with an extra proc on each power, which would be a noticable increase in DPS. Remember that once you land Cross Punch you get +Hit, so you could theoretically not take any in Char(although you still want to take some Recharge there, and no Recharge in Cross Punch)
  2. Thugs/Dark is a top-tier combination. It's easy to use and scales really well into more difficult content. /Dark is uniquely equipped among all sets to maximize the usage of Gang War - no other set has this much -damage debuff combined with aoe healing to guarantee the posse will survive for its full duration. The damage delivered by a full duration Gang War buffed with Hybrid Assault Radial is pretty ridiculous. Thugs sport both good single target and good AoE, and /Dark assists in both situations with AoE debuffs(Fearsome Stare/Darkest Night/Chill of the Night) and roughly -500% regen on AVs. /Dark also teaches you good pet positioning habits - keeping the pets close to you for Grasp healing also keeps them close enough to benefit from all the short-range auras. While the thugs can be def softcapped, it's better to practice from early on to tankermind for them. Your defenses will always be superior, and Twilight Grasp will easily cover any damage you take. You can reach 32.5% S/L Def combined with capped SLE res, making you incredibly tanky. There's other combinations which can do better in specific circumstances, but Thugs/Dark is a low skill floor, high skill ceiling combo which works well with and without good gear, has an excellent levelling progression and has great potential when fully geared. You can't go wrong with it, as long as you like /Dark's concept.
  3. It sounds like the people you are grouped with are kitted out with IO enhancements, while you're probably going along with the most basic stuff. Higher level mobs are particularly dangerous to an MM(before we get all our enhancements in place), because the pets take increasingly more damage from them. I recommend sticking to +1 missions max, your pets will have a much easier time surviving even hordes of enemies, compared to a few really high level ones. This is due to what is called the "Purple Patch"(https://paragonwiki.com/wiki/Purple_Patch) - when you are a lower level, you both take more damage and deal significantly less. Your pets are -2/-1 levels below you, making it even worse. I'd echo what the other guys said about pain, but I think the situation can't be that dire. You should be able to do just fine in less extreme circumstances. There's no way a blaster is thriving where your pets are getting gibbed if they have the same enhancements that you do. From my experience levelling with similarly-geared characters(just using the basic crafted IOs you can get while levelling), MMs are incredibly tanky and produce mid-to-high DPS.
  4. BGSacho

    Mercs procs

    Gladly. The Caltrops appear as a separate unit, even though they're placed by the Jounin. Total: Damage[32839.80] Time[70.0] DPS[469.14]: Caltrops: Damage[395.42 / 5.65 dps / 1.2%] Caltrops: [ 310.91 / 4.44 dps / 78.6%] Uses[0] Degenerative Interface: [ 84.51 / 1.21 dps / 21.4%] Uses[0] Genin: Damage[13780.99 / 196.87 dps / 42.0%] Doublehit: [ 3536.09 / 50.52 dps / 25.7%] Uses[0] Shuriken: [ 2528.90 / 36.13 dps / 18.4%] Uses[32] Storm Kick: [ 1886.59 / 26.95 dps / 13.7%] Uses[14] Thunder Kick: [ 1774.91 / 25.36 dps / 12.9%] Uses[21] Crane Kick: [ 1623.73 / 23.20 dps / 11.8%] Uses[11] Degenerative Interface: [ 1310.90 / 18.73 dps / 9.5%] Uses[0] Explosive Strike: [ 576.31 / 8.23 dps / 4.2%] Uses[0] Exploding Shuriken: [ 543.56 / 7.77 dps / 3.9%] Uses[6] Jounin: Damage[14084.64 / 201.21 dps / 42.9%] Doublehit: [ 2483.67 / 35.48 dps / 17.6%] Uses[0] Sting of the Wasp: [ 2071.64 / 29.59 dps / 14.7%] Uses[13] Gambler's Cut: [ 1787.77 / 25.54 dps / 12.7%] Uses[15] Soaring Dragon: [ 1728.35 / 24.69 dps / 12.3%] Uses[7] Touch of Lady Grey: [ 1716.82 / 24.53 dps / 12.2%] Uses[0] Golden Dragonfly: [ 1575.74 / 22.51 dps / 11.2%] Uses[6] Shield Breaker: [ 1287.62 / 18.39 dps / 9.1%] Uses[0] Degenerative Interface: [ 1179.50 / 16.85 dps / 8.4%] Uses[0] Poison Dart: [ 253.53 / 3.62 dps / 1.8%] Uses[3] Oni: Damage[4256.40 / 60.81 dps / 13.0%] Doublehit: [ 1253.23 / 17.90 dps / 29.4%] Uses[0] Ring of Fire: [ 978.53 / 13.98 dps / 23.0%] Uses[9] Char: [ 633.42 / 9.05 dps / 14.9%] Uses[7] Degenerative Interface: [ 481.09 / 6.87 dps / 11.3%] Uses[0] Fire Breath: [ 331.80 / 4.74 dps / 7.8%] Uses[2] Trap of the Hunter: [ 258.27 / 3.69 dps / 6.1%] Uses[0] Fire Sword Hack: [ 166.50 / 2.38 dps / 3.9%] Uses[1] Fire Sword Slash: [ 153.56 / 2.19 dps / 3.6%] Uses[2] Rain of Fire: Damage[322.35 / 4.60 dps / 1.0%] RainofFire: [ 322.35 / 4.60 dps / 100.0%] Uses[1] Here we have a clear demo of Hybrid Radial Assault and what it does for MM dps. I think the results speak for themselves. ArcT Theory APM DPA Uses Actual APM APM Eff. Action Time Genin 40.00 Thunder Kick 1.32 13.89 18.95 7 6.00 43.20% 9.24 Shuriken 1.32 11.28 14.74 5 4.29 37.99% 6.60 Shuriken 1.32 8.2 19.46 5 4.29 52.26% 6.60 Storm Kick 1.188 8.35 27.8 5 4.29 51.33% 5.94 Exploding Shuriken 1.32 3.46 18.95 2 1.71 49.55% 2.64 Crane Kick 2.244 5.86 18.29 4 3.43 58.51% 8.98 Jounin 44.48 Sting of the Wasp 1.848 8.76 19.2 6.5 5.57 63.60% 12.01 Gambler's Cut 1.584 13.09 16.22 7.5 6.43 49.11% 11.88 Caltrops 1.32 1.92 96.88 2 1.71 89.29% 2.64 Soaring Dragon 2.244 5.34 24.53 3.5 3.00 56.18% 7.85 Poison Dart 2.244 9.61 16.72 1.5 1.29 13.38% 3.37 Golden Dragonfly 2.244 4.21 31.08 3 2.57 61.08% 6.73 Oni 36.04 Fire Sword Slash 1.848 12.38 21.04 2 1.71 13.85% 3.70 Fire Sword Hack 3.168 6.54 17.75 1 0.86 13.11% 3.17 Ring of Fire 1.32 11.28 25.49 9 7.71 68.39% 11.88 Fire Breath 2.904 3.17 18.48 2 1.71 54.08% 5.81 Char 1.32 6.44 25.49 7 6.00 93.17% 9.24 Rain of Fire 2.244 0.96 56.56 1 0.86 89.29% 2.24 As you can see, the pets end up with roughly 60-70% of time spent attacking, close to what the zombies/gks were experiencing. The Oni seems to have a very efficient Char/Ring of Fire chain which allows him to get good value of those(and those skills are a decent DPA). The Jounin do pretty well, considering the embarassment that the GKs were. The shorter attack animations seem to help them get their good attacks in. What's probably most interesting is that, despite all the damage buffs(multiple procs, crits from placate/smoke flash), the Genin STILL manage to match the Jounin in dps, although the situation here is much closer than with Necro. Doublehit does help here, if you get rid of it the Jounin edge closer, but this wouldn't have been my guess - I would have guessed that the Jounin would do at least 20-30% more DPS.
  5. BGSacho

    Mercs procs

    All the ninja pets have a fill% of > 100%, actually closer to 150%, so they'll never use all their attacks effectively. As for how they do in practice, I'm gonna have to actually get off my butt and test them for real, to see what kinds of attacks they favor. For the Genin, it doesn't matter *too* much - almost all their attacks are DPA 19, except for storm kick(27), and even after "scaling them down" they're still the top dps T1 pet. For Jounin, it can be a big deal, sting of the wasp/gambler's cut/poison dart do a lot less DPA than Soaring Dragon and most importantly, Golden Dragonfly. If they underuse Golden Dragonfly(like GKs underuse Head Splitter), then that would lower their dps. Needs testing The Oni's attacks are a bit more balanced, the worst one in terms of DPA(fire sword hack) can be a problem though.
  6. BGSacho

    Mercs procs

    First fight: Total: Damage[13607.63] Time[93.0] DPS[146.32]: Grave Knight: Damage[5607.59 / 60.30 dps / 41.2%] Hack: [ 1077.51 / 11.59 dps / 19.2%] Uses[9] Slash: [ 1039.52 / 11.18 dps / 18.5%] Uses[16] Disembowel: [ 1037.86 / 11.16 dps / 18.5%] Uses[8] Head Splitter: [ 828.80 / 8.91 dps / 14.8%] Uses[5] Gloom: [ 711.14 / 7.65 dps / 12.7%] Uses[8] Dark Blast: [ 657.76 / 7.07 dps / 11.7%] Uses[12] Siphon Life: [ 255.00 / 2.74 dps / 4.5%] Uses[4] Lich: Damage[1560.15 / 16.78 dps / 11.5%] Dark Blast: [ 904.47 / 9.73 dps / 58.0%] Uses[13] Life Drain: [ 314.11 / 3.38 dps / 20.1%] Uses[4] Tenebrous Tentacles: [ 272.78 / 2.93 dps / 17.5%] Uses[5] Torrent: [ 68.79 / 0.74 dps / 4.4%] Uses[5] Zombie: Damage[6439.89 / 69.25 dps / 47.3%] Zombie Brawl: [ 3177.08 / 34.16 dps / 49.3%] Uses[43] Zombie Vomit: [ 1617.13 / 17.39 dps / 25.1%] Uses[17] Projectile Vomit: [ 1141.77 / 12.28 dps / 17.7%] Uses[18] Siphon Life: [ 503.91 / 5.42 dps / 7.8%] Uses[9] ArcT Theory APM DPA Uses Actual APM APM Eff. Action Time Zombies 46.20 Zombie Brawl 0.924 12.19 31.42 14 9.33 76.57% 12.94 Projectile Vomit 1.584 4.42 19.12 6 4.00 90.50% 9.50 Zombie Vomit 2.904 4.03 13.19 6 4.00 99.26% 17.42 Life Drain 2.112 1.87 11.85 3 2.00 106.95% 6.34 GKs 57.42 Hack 1.98 6.01 25.33 5 3.33 55.46% 9.90 Slash 1.584 10.74 19.31 8 5.33 49.66% 12.67 Dark Blast 1.188 11.57 21.06 6 4.00 34.57% 7.13 Disembowel 3.036 4.6 19.75 4 2.67 57.97% 12.14 Gloom 1.32 6.44 33.39 4 2.67 41.41% 5.28 Head Splitter 3.036 3.52 30.12 2 1.33 37.88% 6.07 Siphon Life 2.112 1.87 14.48 2 1.33 71.30% 4.22 2nd fight: Total: Damage[21030.07] Time[124.0] DPS[169.60]: Grave Knight: Damage[8685.59 / 70.05 dps / 41.3%] Hack: [ 1568.25 / 12.65 dps / 18.1%] Uses[14] Disembowel: [ 1537.66 / 12.40 dps / 17.7%] Uses[12] Gloom: [ 1376.40 / 11.10 dps / 15.8%] Uses[15] Slash: [ 1211.25 / 9.77 dps / 13.9%] Uses[19] Head Splitter: [ 994.56 / 8.02 dps / 11.5%] Uses[6] Degenerative Interface: [ 929.77 / 7.50 dps / 10.7%] Uses[0] Dark Blast: [ 709.91 / 5.73 dps / 8.2%] Uses[13] Siphon Life: [ 357.79 / 2.89 dps / 4.1%] Uses[5] Lich: Damage[2714.90 / 21.89 dps / 12.9%] Dark Blast: [ 1145.18 / 9.24 dps / 42.2%] Uses[16] Life Drain: [ 530.36 / 4.28 dps / 19.5%] Uses[7] Tenebrous Tentacles: [ 486.32 / 3.92 dps / 17.9%] Uses[6] Degenerative Interface: [ 479.36 / 3.87 dps / 17.7%] Uses[0] Torrent: [ 73.68 / 0.59 dps / 2.7%] Uses[4] Zombie: Damage[9629.58 / 77.66 dps / 45.8%] Zombie Brawl: [ 4069.02 / 32.81 dps / 42.3%] Uses[60] Zombie Vomit: [ 1886.09 / 15.21 dps / 19.6%] Uses[20] Degenerative Interface: [ 1642.43 / 13.25 dps / 17.1%] Uses[0] Projectile Vomit: [ 1424.11 / 11.48 dps / 14.8%] Uses[21] Siphon Life: [ 607.93 / 4.90 dps / 6.3%] Uses[11] ArcT Theory APM DPA Uses Actual APM APM Eff. Action Time Zombies 58.34 Zombie Brawl 0.924 12.19 31.42 20 9.68 79.39% 18.48 Projectile Vomit 1.584 4.42 19.12 7 3.39 76.63% 11.09 Zombie Vomit 2.904 4.03 13.19 7 3.39 84.05% 20.33 Life Drain 2.112 1.87 11.85 4 1.94 103.50% 8.45 GKs 77.35 Hack 1.98 6.01 25.33 7 3.39 56.36% 13.86 Slash 1.584 10.74 19.31 9 4.35 40.55% 14.26 Dark Blast 1.188 11.57 21.06 6 2.90 25.09% 7.13 Disembowel 3.036 4.6 19.75 6 2.90 63.11% 18.22 Gloom 1.32 6.44 33.39 8 3.87 60.11% 10.56 Head Splitter 3.036 3.52 30.12 3 1.45 41.24% 9.11 Siphon Life 2.112 1.87 14.48 2 0.97 51.75% 4.22 You can see a clear preference for DSB in all three runs - unfortunately it's one of the weakest DPA attacks. Also, you can see that even though the GKs should have plenty of attacks off cooldown to use, they seem to have lots of idle time. Unfortunately it might be the case that in practical usage, the GKs don't do as much DPS as expected. A parallel to the GKs is the Hellfire Gargoyle - I know it has a comparable fill%, so its theoretically high dps is never really reached, however with this new finding even what I thought was a conservative look at its dps might not be enough - I might have to reevaluate its effectiveness. Don't worry though, I re-evaluated Mercs as well and they still suck. They have high fill%, so they suffer from the same problem. 😀
  7. BGSacho

    Mercs procs

    Comparing the uses of each skill to the theoretical maximum uses per minute it's supposed to have gives me: ArcT Theory APM DPA Uses Actual APM APM Eff. Action Time Zombies 86.06 Zombie Brawl 0.924 12.19 31.42 30 10.00 82.03% 27.72 Projectile Vomit 1.584 4.42 19.12 10 3.33 75.41% 15.84 Zombie Vomit 2.904 4.03 13.19 11 3.67 90.98% 31.94 Life Drain 2.112 1.87 11.85 5 1.67 89.13% 10.56 GKs 101.24 Hack 1.98 6.01 25.33 8 2.67 44.37% 15.84 Slash 1.584 10.74 19.31 13 4.33 40.35% 20.59 Dark Blast 1.188 11.57 21.06 10 3.33 28.81% 11.88 Disembowel 3.036 4.6 19.75 8 2.67 57.97% 24.29 Gloom 1.32 6.44 33.39 7 2.33 36.23% 9.24 Head Splitter 3.036 3.52 30.12 5 1.67 47.35% 15.18 Siphon Life 2.112 1.87 14.48 2 0.67 35.65% 4.22 The GKs have a lot more attacks - using them all is impossible, they have a fill%(how much time their attacks would take if used on cooldown with perfect sequencing) of 130%, the zombies have a fill% of ~55%, so it's normal to expect some dip in skill usage, but not this much. It seems that a high fill% is not very useful to pets at all - the zombies get decent values, but only at 55% fill, whereas the GKs struggle to use up their skills way too much. Even with a plethora of skills, the total time spent casting one("action time") is 86 for zombies and 101 for GKs - a tiny increase considering they should basically always have a skill up. It's possible that the GKs got really unlucky and missed a bunch of their high cast time, high cd skills, but I can't know if that is the case. I rewatched the video and they seem to be making attacks at a fairly decent pace, but the numbers here show that they're not really using their stuff.
  8. BGSacho

    Mercs procs

    Here's what I get for the log. I start the log the moment your zombies hit, and end it the moment the first zombie dies. Total: Damage[31230.32] Time[168.0] DPS[185.89]: Grave Knight: Damage[12683.13 / 75.49 dps / 40.6%] Disembowel: [ 2324.20 / 13.83 dps / 18.3%] Uses[16] Head Splitter: [ 1989.10 / 11.84 dps / 15.7%] Uses[10] Hack: [ 1986.45 / 11.82 dps / 15.7%] Uses[16] Slash: [ 1938.00 / 11.54 dps / 15.3%] Uses[26] Gloom: [ 1531.96 / 9.12 dps / 12.1%] Uses[0] Degenerative Interface: [ 1443.76 / 8.59 dps / 11.4%] Uses[0] Dark Blast: [ 1189.16 / 7.08 dps / 9.4%] Uses[20] Siphon Life: [ 280.50 / 1.67 dps / 2.2%] Uses[4] Lich: Damage[3776.85 / 22.48 dps / 12.1%] Dark Blast: [ 1704.96 / 10.15 dps / 45.1%] Uses[26] Degenerative Interface: [ 908.91 / 5.41 dps / 24.1%] Uses[0] Life Drain: [ 549.84 / 3.27 dps / 14.6%] Uses[8] Tenebrous Tentacles: [ 494.43 / 2.94 dps / 13.1%] Uses[8] Torrent: [ 118.71 / 0.71 dps / 3.1%] Uses[9] Zombie: Damage[14770.34 / 87.92 dps / 47.3%] Zombie Brawl: [ 6214.27 / 36.99 dps / 42.1%] Uses[89] Degenerative Interface: [ 2666.59 / 15.87 dps / 18.1%] Uses[0] Zombie Vomit: [ 2604.94 / 15.51 dps / 17.6%] Uses[29] Projectile Vomit: [ 2369.19 / 14.10 dps / 16.0%] Uses[33] Siphon Life: [ 915.35 / 5.45 dps / 6.2%] Uses[15] The "uses" are not necessarily correct - since your logs don't have HITS and MISSES, I had to hack my parser to treat every damage instance as a skill use, so naturally the dots appear very inflated. My parser also doesn't distinguish between direct and dot damage, unfortunately. The rest should be correct. As expected, degen deals more damage for zombies than GKs, but I didn't expect how significant the difference would be(almost x2!). I wonder if this is due to degen ticks proccing off of each rng dot tick of vomit? This is further corroborated by the Lich having more than half of the procs that the GKs have, and he has two dots I think(Tentacles and Torrent). Still, GKs have gloom... Due to having rng dots, it's hard co calculate how many uses of Zombie/Projectile Vomit there were, but the damages speak for themselves. These skills have the same cd as Head Splitter, but the combined damage of 3 vomits is supposed to match the damage of 1 head splitter. After some fiddling with my parser I found out that the vomit uses were roughly 30 each, or 10 per zombie...double that of the head splitter uses per GK. One of those Head Splitters isn't even a use, it's a crit. Also, 5 head splitters(14s cd) over the course of 170 seconds? It's clear that the GKs are having trouble using up all their attacks, but even then, the dps is so low... It just feels like the GKs didn't use as many skills as they should, but that's not necessarily the case. The zombies brawled 30 times each, if you add Slash + Blast together you get about 23 uses each for the GKs, but they also have many more skills. The vomits were used 10 times per zombie, You have 8 disembowels, 5 head splitters, 7 glooms and 8 hacks per GK - not really out of line. I can't explain the damage discrepancy without digging deeper into this.
  9. BGSacho

    Mercs procs

    You can upload text files on the forum actually, they should be small enough(maybe if you zip them). Or you can paste it into https://pastebin.com/ Unfortunately it looks like scribd mangled the log file and added extra line breaks, which would make it complicated to parse. 😞
  10. BGSacho

    Mercs procs

    It's weird that the GKs are performing so poorly - do you happen to have a combat log for that fight? Taking their theoretical DPS into account, the GKs should output about 50% more dps on the pylon than the zombies. You have degen interface, which is maybe slightly more damage for the zombies, but the results shouldn't be this disproportionate. The problem with SA on T1s is twofold: 1) The effect scales down. It's 60%-80%-100% depending on the pet tier. 2) The purple patch is brutal on T1 dps. even if they do more damage to +0s, they'll be quickly outpaced by T2s(and maybe even a good T3) vs higher levels As long as your pet has enough skills to rotate through, it will maintain almost constant SA uptime - this doesn't depend on the number of pets. All of this means that SA is probably best placed in T2 or T3 pets, depending on the AT.
  11. Here are some other builds that are min-maxed in a similar manner, to provide you with access to good defense, high dps and good AV killing potential. As you can see, they both have notable weaknesses. The grass is just not that much greener. Bots/Time - Time has many strengths, but its biggest issue is its lack of -regen. Here come bots, providing all you need. The bots generally lack ST damage, but do great AoE. /Time is a fairly hands-off set which allows you to rotate 2 MM attacks(thanks to the copious +recharge of /time), bolstering your single target DPS. With bots + farsight, you can softcap without having to take power boost, which means you can also take a res shield, bringing you to a fairly ridiculous softcap def + softcap res. Even then though, bots/time is more of a steady "I'll kill it eventually" build than the absurd dps the other variations can dish out. Thugs/Traps - Thugs/Traps is the ultimate house of cards. When everything goes right, it's positively insane. Unfortunately, you're juggling a bunch of extra pets, small auras(20ft and 30ft) and generally have tons of ways for critical failure. But let's ignore that for now and focus on the strengths. Thugs are fairly self-sufficient, but they lack -regen(poison trap, check), and struggle to softcap their defenses on their own(FFG - check), and they have low res(welp, you can't have it all). They have absolutely brutal dps, with enforcers tricked out in procs demolishing the AoE dps charts(backed up by the arsonist!), and the Bruiser of course is just a ST monster. Thanks to their superior slotting options, they're not too far from Demons in terms of -res - you can slot achilles heel into enforcers and mortar, and annihilation into caltrops/mortar. The seeker drones are a neat gimmick to help you set up your area of doom, and the FFG provides some reasonable mez protection(although not the most important thing for MM - knockback). What this set really lacks is a reliable heal - triage beacon is just too slow on pets(and has a STUPID recharge for some reason), and taking medicine strains your power picks. Still, when everything goes right, Thugs/Traps is probably the highest performing set in terms of pure DPS output. Thugs/Dark - it mostly plays like Demons/Dark, with slight differences in how you put together the build Demons/Thermal - really really tanky demons(90% res!) and a smattering of everything else(heals, -regen, -res, etc..). The lack of slotting options on multiple powers make it a bit ehh. And a few more builds that are even more skewed to a particular strength, but with more glaring weaknesses: Thugs/Storm - pure raw DPS. Thugs have reasonable defenses to kinda-sorta survive on their own. Works better than Demons/Storm, counterintuitively(you'd think -res + storm damage = good!), just because the thugs are more survivable on their own. Subpar healing, no -regen. Bots/Traps - Trades healing/+recharge from /Time to capitalize on gadgetry from Traps. You pick two spots - Spot A is your circle of friendship, and Spot B is the pit of doom, and Bots/Traps allows you to maximize the love and happiness radiating from the circle, and the pain and sorrow in the pit. Ninja/Time - lulzy ST dps with fairly robust defenses. Struggles with AoE, lacks -regen.
  12. In my opinion, Demon/Dark is one of the most min-maxiest choices you can make, in terms of overall "viability" of your character. It's not the top dog in any particular area(except maybe debuffing enemies), but it consistently ranks n2 in almost every category, meaning you have a very well-rounded character able to handle anything that comes at them. Here are the reasons why. I'll start with why each set is an individual powerhouse, and then why the combination is incredibly synergistic. Demons Theres no question that Demons is a top-tier primary set. They do amazing damage, they're sturdy, they have utility, -res, a variety of damage types, they make everyone ears's bleed with their shrieks of joy. Here are some highlights of why Demons is a min-maxers' top choice: - Damage. Demons and Thugs are the overall top-tier MM dps sets. Other sets(ninjas in ST, bots in aoe) can beat them in particular scenarios, but in overall gameplay, both Thugs and Demons do extremely well. They also provide their damage in smash, fire, cold and toxic varieties, giving you options vs certain tankier mobs(especially high s/l res ones). - Resilience - Demons are very robust on their own, especially to burst damage. They'll be sporting 75-80% s/l res(yes, pets can go up to 90%) plus a bunch of misc resistances. MM pets are very prone to dying to burst damage going through defense, even if you have good healing, and Demons are the toughest pets in that regard. - Utility. You've got a pretty decent amount of -res - in regular combat, you're usually looking at 40-50% -res. They also sport a +22% s/l(and a little bit of others) shield to the MM, which makes slotting much more relaxed - you can drop fighting and still easily achieve 75% res, for example. The Ember Demon has some OK heals, but they're mostly irrelevant when combined with /Dark. The demons also sport a hefty amount of -recharge, thanks to the Prince and the Cold Demonling - Speaking of the Prince, he's a champ. Challenging the Bruiser for the N1 spot in pet DPS, he also provides a spammable hold(which does damage!), a massive -recharge debuff and even an aoe sleep. He also has a reasonable amount of baseline def(although he sacrifices some of the innate res that the other demon pets have), which means he can also be reasonably softcapped. - The Gargoyle is no slouch either. He competes with Jounin(!!) in terms of ST damage(although the ember demon is a let down there), and is a slight runner-up to Enforcers(!!) in terms of AoE damage. He's also very sturdy(80% s/l res), so your frontline(you, garg and prince) is fairly resistant to gibs. - The demonlings are the baseline highest dps T1 pets, but their lack of procs kind of puts them behind Punks or even Soldiers. Still, their well-rounded kit of ST and aoe damage, plus their high survivability makes them great pets. - The demon primary attacks are really good. Lash can be slotted with procs and Force Feedback(FF) for a roughly +15% recharge bonus if spammed dutifully. It also provides ~10% -res on top of everything else you have. Crack Whip is "nice" but the end cost can be rough. The attacks are also very stylish, which means you're not just minmaxing stats, but also looks 😁 Dark is also a powerhouse. It's a set that has a single throwaway power(Black Hole), two good-in-every-other-set-but-mediocre-in-dark(Fearsome Stare, Petrifying Gaze), and a bunch of powers that are absolutely OP. Each one of the core /Dark powers usually provides a combination of effects "normal" sets will see spread out over several powers. It's just that good. Dark provides copious amounts of debuffs, healing, -res, a resurrect, an OK defensive power, and an extra OP pet. - Twilight Grasp - yeah, this one's just insane. It heals(more than Time's heal), at a lower recharge and endurance cost(you can actually make it cost practically 0 endurance if you slot theft of essence). But that's just the beginning. It also provides *stackable* -hit, -dmg and -regen. You can comfortably stack it 3 times if you're casting it regularly, and the Dark Servant provides another 3 casts(which have higher stats than yours, since he gets Defender scaling, of course). It's just brutal. - Tar Patch is one of the best -res powers - 30% on a long duration and fairly short CD, allowing you to sometimes stack 2 on top of each other. It also happens to be a slow(sure, why not?). It's also very easy on the slotting - just throw 2 -recharge reduction basic IOs and you're good to go. - Darkest Night is a strong debuff to neuter boss mobs, doubly so because your Dark Servant will also cast it. - Howling Twilight is an aoe stun and fear which also debuffs -regen massively, and happens to res people as well. Yeah, most sets get these as individual effects, but not /Dark. The combined power of your + the Dark Servant's debuffs is staggering. We're talking about 2 holds, fear, stun, layered with a thick sauce of -150% hit(!) and -90% damage(!!). At those values, even +4 AVs start to take notice. Dark also allows some pretty rad slotting options - Shadow Fall gives you a place to slot the +3% def IOs if you have nowhere else, opening up some build options. Fearsome Stare and Dark Servant both accept Siphon Insight, which allows you to super-stack +s/l def(and some global accuracy to save you slots elsewhere). Three of the key powers don't really need much slotting - Tar Patch, Howling Twilight and Darkest Night can operate well with just 2-3 slots of basic IOs. What happens when you add Demons and Dark together? Well, let's mix and see: Demons have two primary weaknesses in terms of resilience - low def, and res holes. Dark plugs the res holes really nicely(buffing most of their resistances to ~50%). There's no powerset that can reasonably softcap the demons, but thanks to /Dark's debuffs, you can effectively softcap them in many situations. For the rest of the situations, there's tankerminding. Speaking of tankerminding, Demons/Dark is an amazing set for it. You have extra res from the demons, opening up possibilities of not taking fighting and still sporting 75% s/l res. Dark provides middling def but great set bonuses, allowing you to either softcap s/l def with scorpion shield, or get to the 32.5% purple insp breakpoint, while also relying mostly on your ridiculous debuffs to keep you alive. You're also gifted with multiple heals to handle incoming damage, and the demons are resilient enough to take stray hits and live. Dark's one hole in terms of debuffs is -recharge, which Demons provide ample amounts of. This means that with Demons/Dark, you're debuffing every stat your enemies have. It's almost like you're fighting lower level mobs(and thanks to the -res, they'll die as fast too!) Demons/Dark does have its weaknesses. Most MM builds are a house of cards and Demons/Dark doubly so. If your line of debuffs fails you, you have fairly middling defenses. Without constant support, it doesn't matter that the demons have high res, they'll still die because of their lack of -def. Knockback will be the bane of your existence(and you will love and praise and cherish Clarion Core). Overall, I would call Demons/Dark an incredibly min-maxed combo, in terms of being able to excel in every situation. You won't have the best tools for each individual case, but the builds that do usually make up for it by having significant weaknesses in other areas. Demons/Dark is just good at everything. BTW, petition to swap Dark Miasma for Darkness Affinity, so you can have softcapped def + 90% res demons running around next to a softcap def + 75% res MM. Yes please.
  13. I don't have experience with Necro/Dark per se, but my favourite MM secondary is /Dark, and I play a lot of Thugs/Dark and Demons/Dark In order to really figure out how you want to slot a build, you need to analyze its strengths and weaknesses. First, let's start with the bad stuff: - Necro theoretical DPS is a bit on the low end due to the lich - Necro pets are very fragile on their own, and Dark has limited buffing power - The purple patch(https://paragonwiki.com/wiki/Purple_Patch) significantly inhibits debuffs, and so does AV resistance. - Dark has a high(but mitigatable) end consumption Here's what you're getting out of your MM: - If you can keep your pets alive, you will do more dps than most supports, even as a Necro - Dark contains two strong, spammable mezzes - Terrified, and a very high mag Hold(you + lich + dark servant == 9+ mag!) - Dark has a staggering amount of -hit, -damage, and a decent amount of -regen - Dark has an amazing heal(Twilight Grasp) - Dark has a res(Howling Twilight) - You can combo Howling Twilight's stun with the epic pool Oppressive Gloom to pull a third mez out of your hat(4mag stun for 15+ seconds) - Dark provides a very strong, stackable -res debuff(Tar Patch) Here is how much -hit you can stack as Necro/Dark: Grave Knights: ~5% x 2(they will fairly reliably cast either dark blast or gloom, even when meleeing) Lich: ~5%(Dark Blast) + ~5%(Torrent) + ~5%(Tentacles + Life Drain, since they have a high recharge), + ~12%(Fearsome Stare) Dark Servant: 30%(Chill of the Night) + 15%(Darkest Night) + 10-15%(Twilight Grasp stacks) + 5%(Tentacles) You: ~5%(Gloom) + 7.5-10.25%(Twilight Grasp stacks) + 11.25%(Darkest Night) + 11.25%(Fearsome Stare) This gives you a total of ~135% single target -hit, and roughly ~85% aoe. Even just applying the radial intuition incarnate, this gives you ~160% single target and ~100% aoe. With the purple patch, that's still enough to completely floor the hit chance of any minions. You'd also be applying about 15-20% -hit to a +4 AV, which is OK, roughly in line with how much defense buff-oriented secondaries give. But that's not all, you also stack -damage: You: 15-22.5%(Twilight Grasp), 22.5%(Darkest Night) Dark Servant: 20-30%(Twilight Grasp), 30% (Darkest Night) This gives you a pretty potent ~90-100% -damage, which will absolutely wreck the damage of anything. You combine this massive -hit and -damage debuffing(not to mention the casual mezzes flying around) with one of the best heals in the game - Twilight Grasp...and you have TWO copies of it! Your buffed Twilight Grasp will heal roughly 400 hp, and your Dark Servant's (likely unbuffed) one for about 200 hp, at a very low endurance cost and recharge(8 seconds!). This means that as long as you're in control of the situation(and everyone is huddled around you to get the heal), very few things will really threaten you in any way. Besides these already significant debuffs, /Dark sports a decent -regen to counter AVs. Between you and the Dark Servant spamming Twilight Grasp, you will have roughly -250% regen stacked. You can also cast Howling Twilight for another -500% regen for 30 seconds, but it's unlikely you'd be able to perma it, so you can view your -regen as roughly -500% combined over a long fight With the following in mind, here's a basic outline of a build, which slots your pets and takes the key Dark powers. The focus of slotting is on getting high -hit in key powers, introducing as many endurance recharging gimmicks as possible and slotting all the amazing recharge options available to MMs. The pet slotting is a bit subjective - I personally think MM pets don't need recharge slotted(you already have a lot of global recharge and shouldn't really need to keep recasting them), and that damage/utility procs are more effective than the stats IOs can give you. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Necromancy Secondary Power Set: Dark Miasma Power Pool: Speed Power Pool: Leadership Villain Profile: Level 1: Zombie Horde -- SprMarofS-Acc/EndRdx(A), SprMarofS-EndRdx/+Resist/+Regen(5), CmmoftheM-Acc/Dmg(5), SprCmmoft-Dmg/EndRdx(7), ExpRnf-+Res(Pets)(7), OvrFrc-Dam/KB(9) Level 1: Twilight Grasp -- TchoftheN-Heal(A), TchoftheN-Acc/Heal(42), TchoftheN-Acc/EndRdx/Heal/HP/Regen(42), ThfofEss-+End%(43), Pnc-Heal/+End(43) Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(42) Level 4: Gloom -- Apc-Dam%(A), Apc-Dmg/EndRdx(9), Thn-Acc/Dmg/EndRdx(31), GldJvl-Dam%(33), GldJvl-Acc/Dmg(33), CldSns-%Dam(33) Level 6: Enchant Undead -- EndRdx-I(A) Level 8: Darkest Night -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(43) Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(11), EndRdx-I(11) Level 12: Grave Knight -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg/EndRdx(13), SlbAll-Build%(13), ShlBrk-%Dam(15), TchofLadG-%Dam(15), AchHee-ResDeb%(17) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(19), RedFrt-Def(19), GldArm-3defTpProc(21), GldArm-End/Res(21), GldArm-ResDam(23) Level 18: Soul Extraction -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg/EndRdx/Rchg(36), SprCmmoft-Dmg/EndRdx/Rchg(37), SprCmmoft-Acc/Dmg/Rchg(37), EdcoftheM-PetDef(37), SvrRgh-PetResDam(40) Level 20: Fearsome Stare -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(34), SphIns-ToHitDeb/EndRdx/Rchg(34), SphIns-Acc/Rchg(34), SphIns-Acc/EndRdx/Rchg(36), CldSns-%Dam(36) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(23), Rct-Def(25), Rct-Def/EndRdx(31) Level 24: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(25) Level 26: Lich -- SprMarofS-Dmg(A), SprMarofS-Acc/Dmg(27), CldSns-ToHitDeb(27), CldSns-ToHitDeb/EndRdx/Rchg(29), CldSns-Acc/EndRdx/Rchg(29), CldSns-%Dam(31) Level 28: Petrifying Gaze -- UnbCns-Acc/Hold/Rchg(A), UnbCns-Dam%(45), Acc-I(45), GldNet-Dam%(45), GhsWdwEmb-Dam%(46), NrnSht-Dam%(46) Level 30: [Empty] Level 32: Dark Empowerment -- EndRdx-I(A) Level 35: [Empty] Level 38: Dark Servant -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(39), SphIns-Acc/Rchg(39), SphIns-Acc/EndRdx/Rchg(39), SphIns-ToHitDeb/EndRdx/Rchg(40), CldSns-%Dam(40) Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(3) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 1: Zombie Level 12: Grave Knight Level 26: Lich Level 50: Intuition Radial Paragon ------------ The rest depends on what you want to do with your support build. You can go the tanking route by taking Fighting, an epic Armor and Provoke, or take more support skills(Fly/Hover, epic holds, etc) to round out your kit with useful set bonuses. Some of the slotting choices are fairly optional if you're struggling for slots: - Panacea in TG(not as effective as Theft) - Damage proc in Fearsome Stare(overall not a huge increase in dps) - Slotting Petrifying Gaze(you might want to skip this power and slot an epic hold instead)
  14. Thanks! I think we already know from the previous set of pylon runs that MMs score extremely well on pylon runs. My goal this time is to evaluate different build choices against each other, so I'm going for straight up actual dps for each skill. There's also some variance between the timings because the combat initiation part is different - e.g. demons/dark can leisurely walk up to the pylon with the pets and start whacking it, but with thugs/traps I'm a bit more careful since the pets are very fragile. This is also intentional, as I want to capture the differences in comfort that each build provides - it's all fun and games to do 1k dps with a zero defenses build, but it'd be super frustrating to play if every mistake leads to dead pets. As a comparison, demons/dark took me 5 tries to get 3 kills(I didn't post 2 of them because I messed up the rotations pretty badly), while thugs/traps took maybe 15 tries to get 4 viable runs. It's just so easy for the pylon to wipe the floor with your pets while all the moving parts of thugs/traps are coming into place - comparatively, the demons have just enough survavibility on their own to survive dropping auras, and twilight grasp immediately recovers any non-fatal mistakes.
  15. Demons/Dark This build is so leisurely compared to thugs/traps. Nothing ever dies because you're spamming a 400 heal every couple of seconds, all the demons have 50% res to everything(80% res s/l!), and dark floors damage and hit chance of enemies. Run(with some combat analyzer now!) Log: Total: Damage[30698.35] Time[84.0] DPS[365.46]: Cold Demonling: Damage[3145.53 / 37.45 dps / 10.2%] Impeded Swiftness: [ 1047.44 / 12.47 dps / 33.3%] Uses[0] Ice Blast: [ 827.39 / 9.85 dps / 26.3%] Uses[8] Ice Bolt: [ 705.65 / 8.40 dps / 22.4%] Uses[13] Frost Breath: [ 351.56 / 4.19 dps / 11.2%] Uses[4] Degenerative Interface: [ 213.49 / 2.54 dps / 6.8%] Uses[0] Dark Servant: Damage[1069.65 / 12.73 dps / 3.5%] Cloud Senses: [ 761.54 / 9.07 dps / 71.2%] Uses[0] Chill of the Night: [ 155.47 / 1.85 dps / 14.5%] Uses[0] Tenebrous Tentacles: [ 152.64 / 1.82 dps / 14.3%] Uses[5] Demon Prince: Damage[6030.58 / 71.79 dps / 19.6%] Impeded Swiftness: [ 1663.34 / 19.80 dps / 27.6%] Uses[0] Ice Blast: [ 1280.43 / 15.24 dps / 21.2%] Uses[7] Ice Slash: [ 1086.83 / 12.94 dps / 18.0%] Uses[4] Ice Sword: [ 909.38 / 10.83 dps / 15.1%] Uses[4] Block of Ice: [ 675.47 / 8.04 dps / 11.2%] Uses[6] Degenerative Interface: [ 209.13 / 2.49 dps / 3.5%] Uses[0] Frozen Aura: [ 206.00 / 2.45 dps / 3.4%] Uses[2] Ember Demon: Damage[2608.22 / 31.05 dps / 8.5%] Fire Blast: [ 1486.18 / 17.69 dps / 57.0%] Uses[13] Fire Ball: [ 467.12 / 5.56 dps / 17.9%] Uses[4] Fire Breath: [ 437.35 / 5.21 dps / 16.8%] Uses[4] Degenerative Interface: [ 217.57 / 2.59 dps / 8.3%] Uses[0] Fiery Demonling: Damage[1384.43 / 16.48 dps / 4.5%] Fire Blast: [ 594.16 / 7.07 dps / 42.9%] Uses[7] Flares: [ 593.67 / 7.07 dps / 42.9%] Uses[14] Degenerative Interface: [ 196.60 / 2.34 dps / 14.2%] Uses[0] Hellfire Demonling: Damage[1280.26 / 15.24 dps / 4.2%] Corruption: [ 588.02 / 7.00 dps / 45.9%] Uses[11] Hellfire: [ 304.30 / 3.62 dps / 23.8%] Uses[4] Hellfire Breath: [ 304.22 / 3.62 dps / 23.8%] Uses[4] Degenerative Interface: [ 83.72 / 1.00 dps / 6.5%] Uses[0] Hellfire Gargoyle: Damage[4537.07 / 54.01 dps / 14.8%] Hellfire Smash: [ 1210.52 / 14.41 dps / 26.7%] Uses[5] Claw Rake: [ 881.40 / 10.49 dps / 19.4%] Uses[9] Hellfire Aura: [ 531.57 / 6.33 dps / 11.7%] Uses[0] Claw Slash: [ 516.30 / 6.15 dps / 11.4%] Uses[4] Corruption: [ 496.28 / 5.91 dps / 10.9%] Uses[5] Degenerative Interface: [ 474.56 / 5.65 dps / 10.5%] Uses[0] Breath of Hellfire: [ 254.28 / 3.03 dps / 5.6%] Uses[2] Hellfire Burst: [ 172.16 / 2.05 dps / 3.8%] Uses[1] Living Hellfire: Damage[4375.42 / 52.09 dps / 14.3%] Claw Rake: [ 3524.96 / 41.96 dps / 80.6%] Uses[44] Degenerative Interface: [ 850.46 / 10.12 dps / 19.4%] Uses[0] You: Damage[6267.19 / 74.61 dps / 20.4%] Lash: [ 1410.94 / 16.80 dps / 22.5%] Uses[10] Arcane Bolt: [ 1277.16 / 15.20 dps / 20.4%] Uses[10] Apocalypse: [ 1013.53 / 12.07 dps / 16.2%] Uses[0] Hecatomb: [ 856.65 / 10.20 dps / 13.7%] Uses[0] Gladiator's Javelin: [ 658.95 / 7.84 dps / 10.5%] Uses[0] Explosive Strike: [ 586.85 / 6.99 dps / 9.4%] Uses[0] Degenerative Interface: [ 334.88 / 3.99 dps / 5.3%] Uses[0] Gladiator's Strike: [ 111.92 / 1.33 dps / 1.8%] Uses[0] Howling Twilight: [ 16.31 / 0.19 dps / 0.3%] Uses[1] The big letdowns here are the demonlings compared to punks - they just rely too much on their melee attacks to do damage, so the new MM changes really hurt them if they're not micromanaged properly. Lash and Arcane Bolt just do slightly less damage than the cross punch/dual wield combo(no surprise there based on mids theorycrafting). The Hellfire Gargoyle outperforms enforcers, but the ember demon drags him back to overall below their level. The prince is actually competing with the brute, which is making me question my soulbound allegiance placement choice, but most of his damage comes from the one proc that he spams like crazy(imagine if there were 2 slow procs...drool) The most shocking result for me is Living Hellfire. When I last ran similar builds, Living Hellfire was outperforming Gang War *significantly*. Now, I see them basically matching each other, and that's with Gang War on a secondary that struggles to keep the whole posse alive. I honestly don't know what to think about that.
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