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Everything posted by Bopper
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Sorcery Pool Updates in Issue 27, Page 2
Bopper replied to Captain Powerhouse's topic in Developer's Corner
Enflame no longer procs from the pseudopets, it procs from an aura that does nothing except trigger procs every 10s. So it should have your accuracy bonuses. -
There is a chance to expand that, mostly to allow for various attack types and/or ranked enemies. As for the binomial stuff, I likely won't add that in. It doesn't change the average performance, so including it would almost force my hand into showing a distribution of results which is far too complicated for an excel spreadsheet. I thought about doing something like that to incorporate DDR and cascading defense but there is no easy way to do that. I had to create a program that uses Monte Carlo simulations to display long term performance.
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Ok, so you're saying you like how it's now set up? Epic ranged attacks use ranged modifiers. Pool ranged attacks use ranged modifiers. Pool melee attacks use melee modifiers. And primary/secondary attacks use melee modifiers on everything since its a melee AT (unless you want powers like Focus to use ranged modifiers).
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I'll have to look some other time. I got too many things I'm working on at the moment.
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Full stop on what exactly? I'm just telling you how something works. Page 4 gave: Tankers 0.95 melee (from 0.80), 0.80 ranged (from 0.50), and epics swapped to ranged modifiers (0.80 to 0.80). Brutes 0.75 melee (unchanged), 0.75 ranged (from 0.50), and epics swapped to ranged modifiers (0.75 to 0.75). Your statement also doesn't make sense, are you suggesting there shouldn't be separate melee/ranged modifiers? Or are you suggesting epics for brutes/tankers should still use melee modifiers despite the fact they're all ranged attacks? This would of course buff tankers considerably.
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"The Game is not Balanced around IO's"..... should it be?
Bopper replied to Galaxy Brain's topic in General Discussion
I count 52 pages and I don't know if I've read past the OP. I'll take a look at the post you're referencing though. Give me a minute Edit: more like, give me a day. I didn't realize I was being pointed to a novel. I'll look it over when I have more time, but reading over the first third of it the math seemed fine, but I stopped at the ddr portion. -
When you stated the probability of 3 attacks hitting you would only be 0.01% it seemed like you were selling the fact defense softcap is more amazing than it is. This is why I wanted to clarify your numbers as your intent didn't seem to match your analysis.
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In that case, the easiest way to calculate the probability of experiencing 3 or more hits given 20 attack opportunities occured, we want to calculate the exact probability of experiencing 0, 1, and 2 hits out of 20, then subtract that from 100%. P(0) = (1-0.05)^20 = 35.85% P(1) = 20 x (1-0.05)^19 x 0.05 = 37.74% P(2) = 20! / (18! x 2!) x (1-0.05)^18 x 0.05^2 = 18.87% P(3+) = 100% - P(0) - P(1) - P(2) = 7.5484% So in summary, the probability of experiencing 3 or more 50 damage attacks from 20 even-con minions is 7.5484%. It will obviously go much higher if you factor in accuracy modifiers for harder enemies.
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There is no fix, that is intended. The epics were never intended to have their damage buffed during the tanker buffs. So when Page 4 dropped, Tankers and Brutes had their epics changed from Melee_Damage table to Ranged_Damage table. To compensate for this, the Brute Ranged_Damage modifier was changed from 0.5 to 0.75 to match its melee modifer, and the Tanker Ranged_Damage modifier was changed from 0.5 to 0.80 to match its melee modifer (at the time). So in summary, Tankers and Brutes got a buff to their ranged damage modifiers in I26/Page4 that set it to their original melee damage modifiers (hooray if you used pool power ranged attacks, as they now do 50%-60% more damage). Epics switched to ranged damage modifiers so that they would do the same damage after Page 4 as they did before Page 4. Then Tankers had their melee damage modifiers increased from 0.80 to 0.95. In the end, Tankers got a buff for their Primary/Secondary/Pool powers. Brutes got a buff for their ranged Pool powers. And there is no change to epic power performance, thus fury from brutes on epics is amazeballs compared to tanker epics.
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This is only true if only 3 attacks were attempted. However you stated there were 20 attacks. So you need to bust out some binomial probability to get exact values. I can do that for you, but I'm not sure if you want the probability of exactly 3 attacks landing or if you want probability of at least 3 attacks landing. Also, 5% is only true if you are facing an even-con minion. If you are taking on higher level enemies and/or higher ranked enemies, they get accuracy modifiers that will increase their lowest probability to hit. For example, a +3 boss, with its 1.3x rank modifier and 1.3x level modifier will have an 8.45% chance to land an attack at softcapped defense.
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Hard to say. It takes me a lot of reds to reach a damage cap. It might take me one purple to reach defense softcap (who am I kidding, I'm already at the softcap). It might take a few oranges to be at resistance cap, but popping those are usually not needed if I'm already defense softcapped. If I want to restrict myself to not use inspirations while solo-playing (which is entirely a personal decision), then I would have to rely on my superior damage to help me mitigate damage. The sooner I can kill a threat, the more likely I survive. You mentioned you use claws, so I likely would open with Shockwave to knockdown the alpha, go in with spin to clear out some trash, then focus my energy into ST attacks on the real threats while I wait for my two AoEs to recharge. Combat jump straight up into Shockwave for a wide area knockdown, spin, repeat my ST onslaught. Being able to do that at 25-44% more damage than a tank helps. Granted, tanker spin will be stronger thanks to a 12ft radius and able to hit more than 10 targets, but the Brute will still hit the targets it will hit for 25-44% more damage. Does it even out? No. Does it close the gap? Yes. One last thing to keep in mind with all this, Tanks only got the melee damage modifiers buffed. Their epics use ranged modifiers. So if you use a large AoE from epics (I like to use dark obliteration) and if you like to use Gloom (which is why I like to use dark obliteration), those attacks on a tanker use a 0.8 modifer while a brute still has a 0.75 modifier.
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Right, that's what I was saying in my post. If you're not at the caps, your damage will be quite a bit more than a tank (25-44%, for typical options). At the caps (thanks to buffers or inspirations) will likely also put your Brute at the resistance/defense caps. The thing you likely won't be at the cap on (in this scenario) is HP. And unless the tanker variant is at the cap, its HP will likely be 25% more than a brute's. Then again, in this scenario, you probably have heals, enemy debuffs, etc also adding to your mitigation.
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Maybe. But it's a lot of variables and inverse relationships, so it would be a lot of work (especially trying to visualize it for you in a graph, at best I can maybe show something with 4-D representation). But at the caps it's pretty simple, Brutes can hit the same Defense/Resistance thresholds, so the capped HP is the main difference which is about 90% of a tank's.
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Black lines are at 95% (3 SOs) and 175% (3 SOs + Build Up). Brutes at 80% Fury do 44% and 25% more damage than Tanks at those lines, respectivley. At the caps, the Brute is 10.5% more damage than Tanks. Granted, the only way to hit those numbers are by eating inspirations and/or have teammates buffing you like crazy. In these scenarios, the Tanker's AoE is likely superflous as the trash will quickly be dead anyways, and the extra survivability is likely superflous as the insps/buffs will have you close to or over most of the needed thresholds (same for brutes, you're likely over these thresholds if you're eating insps or have massive team buffs). There are some exceptions to getting close to the cap without outside help based on powersets and incarnates like double stacking rage, cycling meltdown and adrenal booster, and having Assault Core Hybrid. However, those are mostly exceptions.
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I have issues with something similar. On my mobile device I could be typing a long response, then I have to edit something (a typo, as I'm prone to have) and while deleting the entire paragraph gets deleted instead of the few characters I was needing to fix. Not sure how/why it happens, I definitely did not have all the text selected. Perhaps there's some function built into my phone where a double-tap of delete becomes a delete entire paragraph...seems unlikely, but its happened too many times to rule it out. I just know it's frustrating
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The great thing about a dark/rad...it's a palindrome.
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Don't bother with number of casts. It gets messy if you were to (in performance tests) summon the pet too early. I assume only one can be out at a time, so if you assume it's always out, you only need to factor in the average debuff using its attack rate (which I did earlier). In reality, there is the fear of hitting the 4 stack cap which the average debuff will not factor in. However, at 25% chance, the probability of hitting it is low and you can eat the cost as negligible. But if you were to use Core and its 75% chance, you will hit the cap often and your true performance would be less than the average calculated estimation.
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I'll ball park it, but if we're only looking for average performance, I would need to know rate of fire (1 / cycle_time). I'll assume the VS is perma, so I'll ignore its cast time stuff for now since I think you already baked that into your rotation. So ultimately I would calculate the average debuff as: Accuracy x 8.3s x 0.25 x 2.5% / (3s + 1.32s) At 95% accuracy, that would be a 1.14% resistance debuff on average. For Core, triple it to 3.42%
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I see, well your formula seems to be set up incorrectly as you are showing better performance by having a longer cooldown and cast time. You get better performance by having quicker cycle times, so your cycle time (cooldown+arcana) should be in your denominator, not the numerator.
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Can you define Rotation_Time?
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I haven't looked at your spreadsheet since I don't think you have it linked in your OP (you should do that by the way), but I assume you are accounting for the VS's damage by applying its attack in recharge+arcanatime intervals. From that, you can calculate what your average reactive interface performance would be and simply add it into your regular attack chain. Looking at the numbers for VS, in an ideal scenario you might get 13-14 attacks per 60s. So take that rate of attacks as a ball park to see how many DoTs and how many res debuff procs that might fire, and bake that into your numbers. But check your combat logs first to verify interface is triggering from VS.
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I see your adjustment for factoring in the buff cast times helped the expected DPS to line up more with performance results. Will you do the same for VS? Also, a suggestion, when you make edits, go ahead and bump the thread. Or post new results in a reply (while also adding it to the OP)
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Supplemental math. I added a Stalker to make it a team of 8, and I gave the stalker an out of hide crit chance of 31% because of the 7 teammates. Subbing in a scrapper for a sentinel, using 95% damage enhancements, giving brutes 80% fury, I come up with the following. Scrapper team: scaled total = 15.6105 x 1.6 = 24.98 Sentinel team: scaled total = 14.91825 x 1.85 = 27.60 % change: +10.5% when opportunity is active. % change: -1.45% when opportunity is not active. This assumes of course everyone is using an attack with the same scaled damage