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BGSacho

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Everything posted by BGSacho

  1. Your enforcers are missing the shield breaker proc - I'd replace CTA with it and move it to Thugs, since you don't really need any of the set bonuses from Expedient Reinforcement/CTA.
  2. Empathy isn't a great support set for MMs because its buffs are single-target(very annoying for MM) and the heals are overkill for the rather fragile pets. If you're looking for a set with healing that meshes well with Necro, you could pick Time, Dark, maybe even Thermal or Nature.
  3. The only exciting power in the set for MMs is Faraday Cage, since status protection to pets is something MMs normally can't get. Unfortunately the rest of the set is too focused on supporting players(recharge, end, damage) than pets. This seems like it would be great for corruptors who struggle with end, for example.
  4. Yes and no. It's entirely possible to play the AT with 4 extra keybinds(that you will unfortunately have to set, since the ones provided by the game are useless) - those are commands to set all your pets to these stances: defensive/follow(your normal stance), defensive/goto(you want to regroup your pets in one location), defensive/attack(focus fire a target), passive/follow(stop your pets from aggroing stuff). I personally use a control scheme that allows me to issue these commands via shift + a/s/d/f/g keybinds, and this is what I use 90% of the time as MM. You can put a lot of extra work besides this when mastering how to play. It's also true that most other ATs aren't babysitting a bunch of fairly braindead and squishy AI-controlled NPCs. I sometimes compare MMs to a house of cards - you stack a bunch of things together and it looks really impressive, but you have to keep concentrated or the whole thing falls apart. While I think it's possible to play MM with practically no bindings(just have defensive/follow), I don't think it's *worth it* - why not play a controller or corruptor instead? To me, MM is all about micromanaging the hell out of your minions, living the annoying boss fantasy. 🤪 I have a certain fondness for Demons/Dark. Personally I think it's one of the best combos to start with as an MM, as the powerset is very frontloaded and forgiving, and demons are fairly sturdy.
  5. That's weird, does Vicious Bite have a -def effect? I don't see why it would slot the -def procs. It's not just beasts that have a good T1, it's also Mercs, who have 3 -def attacks on the T1 soldiers and 3 -def attacks on the Spec Ops. -Def on pets is generally great for MM as it allows 3 useful procs(lady grey, shield breaker, achilles heel). The only problem is that the OP sets are slightly ahead here still - enforcers have four -def attacks, two of which are AoE, and all are ranged. So yeah... Interestingly, thanks to recent testing by another forum member, it seems that BM might ultimately do more damage than Ninjas, since Ninjas are really poor at utilizing their overloaded skill sets. Needs more testing, and I have been too lazy to get off my ass and do so 🙂
  6. Here is how I would build it. First, the goals of the build, focused roughly in this order: - Pet survivability - re-summoning is very disruptive to your overall damage, so you want the pets as sturdy as possible - Personal survivability - one of the main ways to increase pet survivability is to do some tanking on your own, you want to be as sturdy as possible to do so. The build aims for hardcap S/L/E res and reasonable S/L def which you can softcap with a purple insp. - Damage - this means having personal attacks as well as using all the tricks available to increase pet damage - Amplified debuffs - /Dark has tons of them, so wherever possible, we'll try to maximize their potential Slotting your pets: The 2 MM ATOs are amazing so you generally want to get the most out of their set bonuses. You can either slot them as 4/6 Command and 4/6 + 2/6 Mark of Sup, or x3 2/6 Mark of Sup. The 4/6 + 2/6 slotting provides global accuracy and defense, which is useful for this build, but it really complicates slotting the pets, so I've opted for x3 2/6. Just the MM ATO sets provide 40% global recharge, which pretty much means you don't need to chase any bonuses for more. The 4/6 Command goes into Gang War, as there's 4 pieces with recharge and Gang War can use as much recharge as you can give it. The rest are carefully spread out to hit accuracy and endurance needs and provide the maximum damage possible. There's a few things you can tweak in each slot: - Explosive Strike and Overwhelming Force are luxury picks in the Thugs - The enforcers are really difficult to slot - each of the 3 procs slotted provides an immense amount of damage. This is the optimal slotting I've found for them - The bruiser makes good use of Build Up, even though he has Fury(he's quite bad at stacking it), but it can be placed in the Thugs instead. The explosive strike proc is mandatory, it's one of the biggest contributors to his dps. - Don't worry too much about accuracy on your pets - a lot of the attacks on thugs have innate accuracy(1.1), they have tohit from supremacy/your tactics/enforcer tactics, and the enforcers spray AoE -defense debuffs. Slotting your personal attacks: You have enough slots in the build to reasonably slot 2 personal attacks. Normal procs outperform damage% IOs in MM attacks, doubly so for purple procs. The goal here is to get the maximum amount of procs while also getting some accuracy and endurance. Here are four choices you can make: - Dual Wield - Fast cast, accurate, low recharge, has access to a purple proc and force feedback - dual wield is one of the best dps powers available to MM. The last slot in Dual Wield is optional, since it only boosts damage slightly. You want to avoid slotting any local recharge in Dual Wield since that reduces the proc chance(global recharge doesn't). The main problem with Dual Wield is redraw caused by other skills - I still haven't figured out if redraw is an actual dps loss or just a different animation. - Petrifying Gaze - use all the hold procs and you get a low-cd, spammable hold which deals decent damage. - Electric Shackles(prereq Electrifying Fences) - The major problem with Petrifying Gaze is its lack of innate damage, which disqualifies it from some of the best damage increases you have(interface and hybrid assault). Electric Shackles solves those problems. It is also a very cheap option, as it restores half its end cost and has a long recharge. The only problem is that long recharge - it means you'll never reach the same DPS as the other choices, you will use shackles as more of a burst nuke. It also provides you with Electrifying Fences, a decent root you can use even without slotting. - Cross Punch(synergy Kick) - I gush a lot about this power, I think it's really underrated. It can hold a purple proc(not shared with pretty much any other mm power!), a -res proc(!!) and force feedback(!!!), on top of having innate recharge and tohit bonuses(10% recharge/6s per target hit).The skill itself deals decent damage when synergized with both Boxing and Kick(which you should definitely do) - about as much as dual wield. Just cycling Cross Punch on cooldown on 1 mob with a FF proc gives you 25% recharge - this is why we don't need to chase recharge set bonuses at all. If you need recharge, Cross Punch's got your back. The main problem with cross punch is that it's melee, so it can be a bit harder to use, and's on the higher end of endurance usage. The reason I focus on ST attacks and not AoE is that Thugs already provide amazing AoE(the enforcers are the best AoE pets bar the assault bot). Empty Clips is also very taxing on endurance. It's possible to take Electrifying Fences/Electric Shackles as your two attacks, with Fences providing a small AoE attack. Slotting /Dark: One of the reasons /Dark is so good is that a lot of the powers work with minimal investment. I'll go over each one individually: Twilight Grasp - Probably the strongest power in /Dark, you want to maximize its healing potential while capping accuracy. The idea behind the slotting is to pick up the global accuracy from Nictus while reaching the accuracy and healing tresholds, and then completely eliminating the end cost of Grasp via Theft of Essence - it'll proc on most casts, restoring more end than the usage. This means you can liberally spam Twilight Grasp whenever your pets take even minor damage to keep them topped up. Tar Patch - this amazing power works with pretty much no slotting - all you need is recharge. It has a low end cost and not that many effects to buff, so x2 IO recharges work just fine here. Darkest Night - This power really only cares about -Hit and Endurance. The slotting is thus quite simple - you can either slot a few basic IOs or try for a decent set bonus. You can slot anywhere between 1-4 slots here depending on what the rest of your build needs. The most powerful component of Darkest Night - the -damage, is available even without slotting for those really hard boss fights. Howling Twilight - This power is amazing. It pulls triple duty as AoE CC, massive -regen and a rez. Unfortunately, the slotting options for it are...lacking at best. You want to tame the 30(!!!) endurance cost somehow, but you also want it available as much as possible(recharge), so a possible slotting is 2 end redux, 2 recharge IOs, or a set to fill out the goals of the build(but I don't really see one) Shadow Fall - this power is amazing for Demons because it covers their biggest res holes. Here it mostly pulls duty to cap your energy res. The 3/3 slotting focusing on res/def/end is pretty standard, but it's tweakable. Fearsome Stare - this is your best opener for fighting large clumps of enemies. Not only does it apply a decent CC, it also debuffs the tohit of minions significantly enough to keep your thug defenses capped even if they run out of your auras. The 5-slot Siphon Insight provides three good set bonuses - 3.75% S/L def, global accuracy and a bit of end recovery, all things the build needs. If needed, you can reduce the slotting or get rid of the power altogether and focus on others. Dark Servant - The Dark Servant is the second best power in /Dark - it provides a colossal amount of -hit and a second source of Twilight Grasp. You want it up as much as possible, so you're looking for accuracy, recharge and -hit. The Siphon Insight set perfectly matches that, and provides great set bonuses for us. The extra cloud senses damage proc is optional, it's only a minor damage boost. Slotting your personal defenses: There's two big choices in personal defenses - Scorpion Shield vs an epic armor, and whether to take the fighting pool. Both of these are viable choices for /Dark, and pretty much decide which way your defenses will go. Scorpion Shield allows you to easily cap S/L defense and focus more on the rest of your build. An epic armor can be combined with the fighting pool to hardcap S/L(and in this case, E) res while also keeping reasonable +def. Taking the fighting pool puts a lot of strain on your endurance budget, so it's one more thing to consider. In this case, I've chosen to go for hardcap S/L/E res + decent S/L def that you can (almost) softcap by gulping a purple insp. The slotting there is pretty much set in stone - pick up both +def and +res enhancements, 4-slot Unbreakable Guard for its great bonuses, spread all of this around your defensives. I've also slotted an extra Karma enh because it's cheaper than slotting multiple powers for accuracy, but it's not worth it if you don't take at least 2 personal attacks. Incarnates: Incarnates provide a huge increase to MM damage and survivability, if chosen well. I've ordered them in terms of importance: Destiny - by far the most important, you want your Clarion Core up and running ASAP. One of the biggest weaknesses of MMs is the lack of mez protection, and this is pretty much the only way to get it. KB protection is especially important, as your pets getting KB-ed out of range of your auras is a death sentence for them(this is also why it's good to take -KB enhancements in your build) Interface - the biggest damage contributor, it doesn't really matter which one you pick, as long as you go down the radial branch. Degenerative and Reactive are generally the most commonly chosen ones. Alpha - rounds out damage and provides a little bit extra to all your skills. Intuition boosts most of /Dark's debuffs and the -defense from Enforcers. Hybrid - This one is a bit of a toss-up. Hybrid Assault is, by far, the biggest single damage increase you can get on your MM, but it is awkward to use(search the forums for details). You can instead take Support, which is a reasonable survivability increase. I prefer to have Assault in my back pocket to give extra oomph in the biggest DPS race fights. Finishing touches: There's a few extra things you can consider for the build, especially since we have 1 unused generic pool. - Combat Jumping, to give you decent vertical movement and round out your S/L def. - Provoke, to improve your tanking capability - Vengeance, great for teamplay, especially since you have access to a rez General gameplay advice: The main thing to note when playing Thugs/Dark is that you want to play like a blob. The Enforcer Maneuvers work within a 30' radius, which is really quite small, so you want to move around closely packed together - luckily, this also puts everyone in range of Twilight Grasp heals. Try at the least to keep Enforcers next to each other and close to you/the bruiser, as you will be the main aggro holders and suddenly losing the ~20 def from maneuvers can turn the bruiser from a beefcake to a blood spatter. Use Gang War liberally on harder encounters, that's why we take all the recharge in our build, to have it up often. Hybrid Assault + Gang War is a huge damage increase. Try to keep the Gang War in a clump as well, so you can heal them with Twilight Grasp and keep them alive longer, but don't fret too much, they are even more suicidal than the arsonist and made out of wet tissue paper. You'll generally open with some combination of Fearsome Stare/Tar Patch/Personal attack on lt or boss, with your pets close by on defensive/follow. This should let you eat the alpha strike of the enemies and hold aggro on the most threatening mob, while your pets mop up. Be careful when using Attack to focus fire if you're the main aggro holder. Use Goto instead to keep the pets clumped and focused. AoE may seem like a threat, but pets have 60%+ AoE defense and you can heal up damage that goes through that with your AoE heal - it's more important that your pets stay within range of your house-of-cards set of auras. Use your personal attacks to keep aggro on the most threatening mobs, or to finish off runners. When fighting hard +4 content, especially AVs, remember these tips: - Spam Twilight Grasp. Each cast produces stackable -hit, -damage and -regen which will neuter the AV. Each cast stacks, including the Dark Servant's! You can reasonably expect to have 6 TG stacks up on a boss or AV. - Don't fret about the Punks/Arsonist. At +4, their damage is quite pathetic. If they keep dying, just forget about them and focus on debuffing the AVs and your personal attacks. - Howling Twilight, in optimal conditions, provides -500% regen with roughly 50% uptime - this can help you neuter AV regen when soloing. 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 Science Mastermind Primary Power Set: Thugs Secondary Power Set: Dark Miasma Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mu Mastery Villain Profile: Level 1: Call Thugs -- ExpStr-Dam%(A), ExpRnf-Acc/Dmg/Rchg(3), SprMarofS-Acc/EndRdx(3), SprMarofS-Dmg/EndRdx(5), ExpRnf-+Res(Pets)(5), OvrFrc-Dam/KB(7) Level 1: Twilight Grasp -- TchoftheN-Heal(A), TchoftheN-Acc/Heal(7), TchoftheN-Acc/EndRdx/Heal/HP/Regen(9), ThfofEss-+End%(9) Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(11) Level 4: Darkest Night -- EndRdx-I(A), ToHitDeb-I(13) Level 6: Equip Thugs -- EndRdx-I(A) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 10: Howling Twilight -- RechRdx-I(A), EndRdx-I(15) Level 12: Call Enforcer -- AchHee-ResDeb%(A), TchofLadG-%Dam(17), ShlBrk-%Dam(17), HO:Cyto(19), SprMarofS-Acc/Dmg/EndRdx(19), SprMarofS-Acc/Dmg(21) Level 14: Boxing -- Empty(A) Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A), RedFrt-Def(21), RedFrt-Def/EndRdx(23), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(25), StdPrt-ResDam/Def+(25) Level 18: Gang War -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg/Rchg(27), SprCmmoft-Dmg/EndRdx/Rchg(27), SprCmmoft-Acc/Dmg/EndRdx/Rchg(29), EdcoftheM-PetDef(29), SvrRgh-PetResDam(31) Level 20: Fearsome Stare -- SphIns-Acc/EndRdx/Rchg(A), SphIns-ToHitDeb(31), SphIns-Acc/ToHitDeb(31), SphIns-Acc/Rchg(33), SphIns-ToHitDeb/EndRdx/Rchg(33) Level 22: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(33), GldArm-ResDam(34) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(34), Rct-ResDam%(34), Rct-Def(36), Rct-Def/EndRdx(36) Level 26: Call Bruiser -- ExpStr-Dam%(A), SlbAll-Build%(36), SprMarofS-EndRdx/+Resist/+Regen(37), SprMarofS-Dmg(37), SprCmmoft-Acc/Dmg(37), CaltoArm-+Def(Pets)(39) Level 28: Dual Wield -- Apc-Dam%(A), GldJvl-Dam/End/Rech(39), GldJvl-Acc/Dmg(39), ExpStr-Dam%(40), FrcFdb-Rechg%(40), Apc-Dmg/EndRdx(40) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42), RedFrt-Def/EndRdx(42), Ksm-ToHit+(42) Level 32: Upgrade Equipment -- EndRdx-I(A) Level 35: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(43) Level 38: Dark Servant -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(43), SphIns-Acc/Rchg(43), SphIns-ToHitDeb/EndRdx/Rchg(45), SphIns-Acc/EndRdx/Rchg(45), CldSns-%Dam(45) Level 41: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46) Level 44: Electrifying Fences -- Ann-ResDeb%(A), Ann-Acc/Dmg/EndRdx/Rchg(50) Level 47: Electric Shackles -- UnbCns-Dam%(A), UnbCns-Acc/Hold/Rchg(48), GhsWdwEmb-Dam%(48), GldJvl-Dam%(48), NrnSht-Dam%(50), GldNet-Dam%(50) Level 49: Super Speed -- EndRdx-I(A) 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 -- UnbLea-Stlth(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 1: Punk Level 1: Arsonist Level 12: Enforcer Level 26: Bruiser Level 50: Intuition Radial Paragon Level 50: Degenerative Radial Flawless Interface Level 50: Clarion Core Epiphany Level 50: Assault Radial Embodiment ------------
  7. I gush about Demons/Dark here
  8. Thanks for your work on this, this was one of the more frustrating changes I've had to deal with, remaking all my macros to exclude the bruiser/prince so they can stay on def/follow and do what they want instead of sitting in one spot spamming ice blast/hurl.
  9. The standard picks for MMs would be: Musculature Alpha, since it affects pets and is a decent damage increase. Clarion Destiny, because mezzes are your worst nightmare, and MMs have no real mez protection. You can also further cheese Farsight with Clarion Radial. Any Radial Interface, but the best ones are probably Reactive and Degenerative. This is just as big of a damage increase as the Alpha. Hybrid support is OK, Hybrid Assault Radial is insane damage but takes some effort to use properly(you could search the forums for details).
  10. Huh? I don't get it. Bots/Time/Mu is probably the best combination you can get out of bots, since it gives you past-softcap def, hardcap S/L + close to cap E, heals, great to-hit and -def to free up accuracy slotting, etc, etc. Why wouldn't you take /Mu if you were tankerminding? Charged Armor is one of the best defensive powers you can get.
  11. You mentioned Demons/Thermal, but I don't think Thermal is great for tankerminding, since the Thermal shields only affect the pets. Demons/Dark, however, is IMO amazing at, and probably the best for tankerminding(except maybe Thugs/Dark). Here's why: - The demons are reasonably tanky on their own, so they can survive stray shots - Demons has two great attacks(lash, crack whip) that you would already want to use anyway, and they help a lot with keeping aggro. - One of the problems with MM tanking is that you can't reasonably hold AoE threat. This isn't as much of a problem with /Dark, as you can AoE debuff all the mooks to oblivion and ignore them - focus on the lts and bosses and keep aggro on them, Fearsome Stare and Darkest Night(+ your Dark Servant) will keep everyone else useless. - The pets most likely to steal aggro from you - the hellfire gargoyle and demon prince - are also your tankiest - You have an AoE heal so you'll never realistically die to pressure - your main worry is instagibs and mezzes - Speaking of instagibs, they practically don't exist for a well-prepared /Dark, since you can apply -90% damage. - The demon prince(and cold demonling) add -recharge, one of the few debuff types /Dark lacks. The core idea is to spam your aoe debuffs and heals, identify the actual threats among the enemies and focus your Lash/Provokes on them.
  12. The main reason for this being an odd combo is /Rad. Thugs is solid, it will really "work" with any secondary, but /Rad just doesn't provide as much(for MM) as the top-tier powersets like /Time or /Dark. I wrote a post comparing them here. The "offensive" secondaries like /Rad don't mesh too well with MM, because we need to beef up our pet survivability. That said, /Rad isn't so bad that you couldn't play thugs with it, but I don't have a build offhand, sorry.
  13. Why did you choose a Cardiac Alpha? Both Cold and Chill Mastery are defense-based. Do you guaranteedly want to stick with Chill Mastery in this build for concept? How do you envision playing it - as a tankermind or as more of a support while the pets do all the tanking and dps? If you need a power to get around, what about just taking fly/afterburner instead of Mighty Leap? I would change quite a few things in the build, but I don't want to just run all over your concept. Here's some unstructured thoughts: - You seem to have taken 2 full sets(Analyze Weakness, Adjusted Targeting) with the goal to get a little bit extra S/L res. You would have a much easier time just taking the fighting pool instead of Force of Will - Tough would give you more. Weave would also cover some of your defense needs, which should let you drop slotting in Ice Blast(a disappointingly weak nuke). - Infrigidate doesn't really need slotting, or alternatively you could slot it for damage(proc monster). This means that the 6-slot in it is purely for the bonuses, which aren't great - You're missing out on a lot of recharge by 6-slotting Mark of Supremacy instead of splitting it as 4/2 or 2/2/2 depending on your needs - You're underestimating the usefulness of Hell on Earth - I would slot it for recharge so I can have it up more often. I usually put 4-slot Command of the Mastermind in it(the 4 recharge pieces). - An Impeded Swiftness proc is a great source of damage in the Prince - Soulbound Allegiance proc is a great source of damage for whichever pet tier you put it in. - Frostwork is not worth 6-slotting, as the bonus health caps out almost immediately for pets(I don't remember the exact numbers, but I'm fairly sure that a single heal IO reaches pet hp caps). This means that the rest of the slotting is purely for bonuses, which are ok but not great. As you have done on Mighty Leap, it only takes 2 slots in a travel power to get easy access to ranged defense. - Tactics is not really worth 6-slotting(2-3 slots do just fine), so the rest are taken for set bonuses, which are not great - You haven't slotted Steadfast Protection, another 3% defense - Your shields are a bit underslotted, you could squeeze out some extra defense from them if you unslot some of the other powers.
  14. The others have covered the questions you have asked, but I'm here to cover what you didn't ask(those pesky unknown unknowns!). Other sources of procs IO procs are not the only, nor the biggest damage contributor you can add to your character. The interface incarnates(specifically, the radial versions of whichever flavor you like) provide a global DoT proc which will easily equal 10-15% of the total dps for all your pets. Comparatively, Musculature Alpha(45%, with some creeping into ED) will improve just the straight damage of your pets(not counting any procs) by at most ~20%(100% ED from slotting + 25% from supremacy = 225% ED vs 270% to simplify calculation). Pets like Hell on Earth and Gang War gain a disproportionate amount from the interface(20-25%). Similarly, Hybrid Assault Radial is a "super-proc" that takes a little bit of setup, but is devastating on an MM. In order for it to work, you need to dismiss all your pets, toggle it, then summon them back. As long as they don't die, you can retoggle it later without resummoning them and they will still get the buff. The proc does more damage than a purple proc, which already does double the damage of a normal proc. Imagine having a super-purple proc on all your pets. Hybrid Assault Radial will easily contribute 20% of your pets' total DPS, more for Hell on Earth and Gang War. This incarnate is one of the tricks that pushes MMs to break pylon damage races, scoring higher than even scrappers. Since both these "damage procs" are independent of your primary, and don't cost any slots, they are highly effective on the non-S tier primaries(i.e. not Thugs/Demons). Proc Math (Disclaimer: Keep in mind, the "dps" calculations come with some caveats - damage scales with purple patch, pets don't utilize their powers optimally(recent testing shows they will achieve about 50-70% of optimal "use on cooldown" utilization), so use the calculations as comparisons between pets, not as exact matches with say, a scrapper.) Procs, assuming they are slotted into powers with reasonable recharge(<16s), will provide roughly 3.5 PPM * ~71 damage(scaled down by pet level) = ~4 dps per power per pet. For example, Punks have 2 KD "reasonable recharge" powers, so they can expect 4 * 2 * 2 = 16 dps from slotting the Explosive Force proc. Compare that to a "proc monster" build with 200% recharge, which gets 4 * 3 = 12 dps out of the proc - you're matching as good as or better slot efficiency! A counter-example, zombies have life drain(30s recharge), which can get a maximum of 2 ppm, or roughly 2.3 * 1 * 3 = ~7 dps out of slotting cloud senses - not really impressive. The biggest "proc monsters" are: Enforcers - 2 -def procs slotting into 4 powers for a rough estimate of 4 dps * 4 powers * 2 pets * 2 procs = 64 dps. Half these powers are AoE so the single-target damage can be lower, but the AoE is insane. Grave Knights - same deal as enforcers, but mostly single target. Jounin - same as GKs. Can struggle to slot both procs since Ninjas don't have an extra pet. Soldiers(!!) - 2 -def procs into 3 powers for a total of 4 * 3 * 2 * 2 = 48 dps. Spec Ops - 2 -def procs into 3 powers, same total. And the big pets: Demon Prince - 5-6 slow powers for a total of ~20 dps Bruiser - 5-6 KB powers(some with higher recharge) Lich - 5 -Hit powers Commando? - Don't have his powers written down, but I think he has decent -def powers. What about those extra pets? Gang War and Hell on Earth, assuming you can keep them alive(some secondaries are just much better at this than others), will provide a significant amount of damage. You can rule-of-thumb them as having an extra set of T1 pets for their duration. Hell on Earth tends to do slightly more damage than Gang War, but Gang War lasts longer. As for Soul Extraction, the dps isn't very impressive, you can roughly equate it to having half an extra T2 pet(if you spawn it from a lich), so it's a better target for dumping your extra auras on. At least it lasts a long while and is reasonably tanky. Is there anything else I'm missing to increase my DPS? A lot of people (understandably) focus entirely on their pets as an MM, and neglect to take any attacks of their own. I think this is a mistake. Synthetic testing shows that an MM rotating 2 attacks can match the DPS of the powerhouse T3 pets(prince, bruiser), but with two main benefits: 1) you can focus targets this way while still keeping bodyguard up with defensive pets 2) the attacks draw aggro, and the damage from the mobs is mitigated through your (often superior) defenses and smeared all across your pets Taking attacks is obviously not advisable for /Storm, which already have their hands full. However, I think any tankermind MM should at least take their T2 attack, and also consider taking Cross Punch. Cross Punch is an amazingly underrated power which, if you have the power slots, will provide you with: - Reasonable DPS, it's a proc monster - Can slot -Res in it - With both synergies of Kick and Punch, it will do roughly the same damage as you T2 power - With both synergies, each cross punch gives you 10% recharge/5 seconds per target hit, which you can keep up permanently during the fight! It's unlikely you'd ever hit more than 1-2 mobs, barring some really good setup, but even with a single mob it's 10% recharge, something builds often chase through IO slotting. - You can add a Force Feedback proc to that, netting you another roughly 15% recharge when used off cooldown(btw, many of the T2 damage powers can slot this as well) - You punch people in the face IMO, Cross Punch(+ Kick/Boxing for synergy) is an easy pick if you're already taking Fighting for Tough and Weave.
  15. Unfortunately, /Rad is not an optimal set for MM. The core problems that MMs need to deal with are: - Pets are fragile - The pets do great damage if they can stay on target, but dying is really disruptive, as they not only need to be resummoned, but also need to have x2 equip cast on them to have their whole powerset available. This usually means the primary concern for MMs is improving pet survivability. - Pets are weird - they don't really benefit from some of the best buffs as much as players do. They don't gain anything from +Recharge, and +Damage buffs are rather mediocre for them(due to a lot of their damage coming from procs, and also the pets tend to be pretty close to their damage cap, so there's only so much benefit they get). - MMs are like controllers in the sense that buff powers have way less effectiveness than a Defender. All this means that MMs gravitate either towards defensive buff sets, or debuff sets. So what does /Rad have? Let's compare it to /Dark and /Time, two top choices for MMs. /Dark is an amazing debuff set, while /Time is a great defensive buff set. - An AoE heal(Radiant Aura) - quite useful for MMs, but both /Dark and /Time have superior options. - A large offensive buff in Accelerate Metabolism - unfortunately, pets don't benefit from the +Recharge and only marginally benefit from the +Recovery. /Time's Chrono Shift provides most of these effects. /Dark doesn't really have an offensive buff to compare, but there's Shadow Fall which provides 6% def and a little bit of exotic resistance. - OK defensive debuffs - A large -Hit(Infection), a slow(Lingering), a little bit of -Dmg(Enervating Field), and a pbaoe mez(Choking Cloud). Unfortunately the overall numbers are only slightly better than /Time's and worse than /Dark's(before Dark Servant!) - Good offensive debuffs - -Def(Infection), -Res(Enervating), -Regen(Lingering). /Time can match two of those but lacks the -Regen. /Dark doesn't have -Def, but has much more -res(thanks to being able to stack Tar Patch) and roughly comparable -Regen - Some unique effects - Fallout and EM Pulse. EM Pulse's effects are great, but its cooldown/duration ratio is not good. Fallout is also amazing, but it depends on having dead players around. Comparatively, Farsight provides an amazing +16%/+24% defense, allowing you to softcap pets easily, and /Dark doubles up on all its defensive debuffs through the Dark Servant(who has Defender power scaling!) As you can see, the set roughly compares to /Time and /Dark in the regular set of effects it has, but the "big guns" - the big buff and the unique effects - just don't have enough oomph in them compared to other sets. This doesn't mean that Bots/Rad is impossible to play - bots have decent defense even on their own, and given a good group, /Rad can shine with its unique powers. It just does much better on other ATs, who don't have the headache of babysitting pets.
  16. Both Thugs/Time and Demons/Dark would be excellent choices. While /Time would double-up on defense, it would allow you to cap early and easily, and give you some leeway vs defense debuffs. Both /Dark and /Time provide a nice AoE heal to round off your defensive capabilities. These combinations are already some of the strongest on their own, so they'd be fine choices for a duo as well. You could also try the following combinations - these are usually more difficult to pull off on their own, but they might do better in a duo: Ninja/Time - With FF bubbles + Farsight the Ninjas will be easily capped on def, without having to rely on the MM defense auras, freeing up their slots. The Ninjas deliver a lot of single target DPS, which combines well with the Bots' AoE(although you need to wait to 32 to really get going with Bots). Beasts/Nature - Layer resistances on top of the defense from FF. Overgrowth allows both of you to take personal attacks and spam them to your hearts' content. Both sets rely on buffs rather than auras, so it's easier to manage the mix of ranged and melee pets. This is my favourite pairing in terms of how much synergy the two combos provide to each other(but keep in mind, that doesn't mean it's necessarily stronger than power picks like demons/thugs).
  17. 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)
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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. 😀
  23. 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.
  24. 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.
  25. 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. 😞
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