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Posted (edited)

Gunna put my spreadsheet through validation tests now. This will be a running tally. I'll just post times as I get them. Feel free to put your times up if you do your own comparisons. I'm running tests with Rikti Pylon settings since that is a single target with the least amount of variables involved. Bear in mind that the sheet can't account for lost time due to things like healing and clicking Ageless and stuff there are going to be variations. It's occurring to me that using Hybrid will skew numbers since it will be up for like 1.8 cycles (with Water/SR anyway) instead of up half the time like the sheet factors. Anyway....

 

The sheet: https://docs.google.com/spreadsheets/d/1t-biqau7l2-_mKiNXdRlB2ZmvwbIUCfP7k83dvz3Mg0/edit?usp=sharing

 

 

Assume no runs use Hybrid from here on out. Just the passive 10% boost. Also assume I'm stringing out the rotations to match the longest cooldown (Usually AIM)

 

I am recording these runs if anyone wants them for time verification.

 

Red numbers are deprecated since the set has changed so much that I would have to do new runs to get new numbers.

 

Set Expected DPS Observed Avg DPS Variance Variance %
Water/SR 255.23 230.42

-24.81

-9.72%
Elec/Bio w/Pet 330.68 330.45 -0.23 -0.07%
Elec/Bio 314.05 296.08 -17.97

-5.72%

Dark/Fire

281.31

276.00

-5.31

-1.92%

Dark/Fire no Decimation 273.61 272.45 -1.16 +0.43%
Dark/Rad 225.03 219.25 -5.78 -2.64%
Dark/Rad w/Annihilation 228.54 222.17 -6.37 -2.87%
Psi/Regen T2

248.04

230.91 -17.13 -7.42%
Psi/Regen T1 235.56 217.32 -18.24 -8.39%
         
         
         
         
         

 

 

Water/SR: This one was probably bad to start with because I don't have the 10 second cooldown on Enhanced Water Jet implemented. I changed the rotation to match what I ended up using in game.

Rotation: (5)-7-7-4-21-1-8

Build: 

Spoiler
| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Expected DPS with given rotation: 246.55 258.39 (227.39 237.78 without hybrid)

328 seconds: 244.73 DPS (hybrid used)

325 seconds: 245.81 DPS (hybrid used)

308 seconds: 252.33 DPS (hybrid used)

 

 

No Hybrid runs

Time : DPS

335 : 242.29

406 : 222.27

367 232.31

387 : 226.91

379 : 229.00

348 : 238.02

372 : 230.91

351 : 237.07

                               

                                  Time : DPS

No hybrid average: 373.75 : 230.42

 


 

Electric/Bio: Already had this made on the test server anyway, may as well compare. Seeing a bit of disparity, but I also 0'd out the cast time of VS on the sheet, which is cast twice in the time frame of the runs, so 6.6s unaccounted for. Lengthened rotation to 60s and added abilities 1 and 5 to rotation. Fixed VSs doubled damage, added his cast time back in, added in VS Radial debuff procs in. You get to double dip with him up. He's somewhere between helpful and very helpful.

Expected DPS with given rotation: 370.56 330.68 without hybrid

Time : DPS

208 : 312.18

208 : 312.18

190 : 329.65

198 : 321.49

198 : 321.49

174 : 348.21

170 : 353.39

168 : 356.08

 

Avg: 330.45

 

Removing the pet from the equation kind of smoothed things out, but still seeing disparity. Probably because Decimation mostly only applying to the ability immediately preceding it, but the formula just applies to to the total rotation time. That and Annihilation nor proccing near as often as it should. Added in abilities 1 and 5 to rotation to account for Aim and Opportunity casts.

Rotation: 3-6-4-20-21-(1), Two cycles will build your opportunity, there's a chance it may trigger off of Tesla Cage and you cast it out of cycle. The very high damage runs had many procs. It's essentially worth 4.4 seconds of cast time. Contribution is only averaged in the sheet.

Build:

Spoiler
| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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		|-------------------------------------------------------------------|

 

 

No pet, Expected DPS:  332.86 314.05

246 : 283.70

215 : 306.18

245 : 284.34

252 : 279.99

226 : 297.50

249 281.83

230 : 294.55

213 : 307.86

214 : 307.01

219 : 302.94

198 : 321.49

 

Avg:   232.22 : 292.95

 


 

As promised. Dark/Fire. This one I plotted out because I was tired of doing */Bio builds. Dark was a top contender, so I wanted to see how it played with */Fire. There's also good synergy between Fire being a resist set and Dark having the To Hit debuffs. The answer was "above average." Molten Embrace is no Fiery Embrace, it doesn't scale with enhancements like Fiery Embrace does.

Rotation: 3-4-(5)-21-7-20-(1)

Dominate holds the Decimation Proc, so I moved it to be in front of the 2 hardest hitting abilities not based off of procs. Switched Aim to be before Dominate, it lasts long enough for all 3 abilities after it to be under the Gaussian proc. Looking at the DPS shift after the first run kind of shows this.  Once again, a 5 ability rotation kinda synced up Opportunity casts to happen after 2 full rotations.

Build: This build *REQUIRES* Cardiac and Ageless to function. It's too end hungry without them, but it has enough damage to do well without Musculature. This is an end game build that doesn't function well in exemplar content.

Spoiler
| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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		|-------------------------------------------------------------------|

 

 

Expected DPS: 262.12 273.09

New sheet DPS Long rotation: 253.11

New sheet DPS Short rotation: 261.28

 

275 : 267.27

261 : 274.75

263 : 273.63

248 : 282.45

247 : 283.07

 

Average: 258.8 : 276.00

 

Decimation removed, slot empty, Expected: 253.42 263.70

New sheet DPS: 234.21

 

237 : 289.62 (yes, really)

272 : 268.80

282 : 263.81

269 : 270.38

274 : 268.78

251 : 280.60

271 : 269.32

 

Average: 265.14 : 272.45

 

Apparently lengthening the rotation to match the longest cooldown (Aim) is pretty important.

 


 

Alright, Dark/Rad test coming to you courtesy of @Sir Myshkin. Check his Post for the build.

 

So off the bat, Meltdown has a cooldown of ~118 seconds and Adrenal Booster has a cooldown of ~163 seconds, and I'm not going to expand the sheet out to cover that kind of time span. I think as long as I cover the duration of the buff that should cover things. The expected will probably be lower than the actual, as I've seen in almost every test so far. So this build can be End hungry, Ageless offsets it at first, but towards the end you have to hit Proton Therapy on cooldown to keep your endurance up, this ties up some cast time. Meltdown crash definitely hurts, be ready to use Proton Therapy when it drops. Being pinned to Defensive Opportunity also helps with End use. Damage wise, it never went below half health, very sturdy with a near constant 44% (7.5% after resists) to hit debuff. Proton Therapy was purely to keep End up. Also, I haven't modeled for Tactics to hold Build Up. Whatever, it's fine.

 

Rotation: 3-6-4-7-19-(2)-(18)

Expected: 202.98, these tests are going to take forever. Roughly 8 and a half minutes per run. I'm not excited.

 

601 : 191.63

 

Switched rotation and build, dropped Engulfing Darkness to pick up Smite. Integrated Gloom into rotation, first run saw several procs. Retooled the Gaussian proc in the Aim slot to have Tactics numbers just to account for the damage increase. Make sure you make a duplicated page before you do this stuff kids.

Rotation: 2-4-6-7-20-(18)

Expected: 206.9

New sheet DPS: 196.52

 

365 : 232.88

438 : 215.37

431 : 216.80

445 : 214.00

429 : 217.21

 

For the next runs I swapped the Ragnarok piece out of Dark Oblit for the Annihilation proc

Expected: 226.61

New sheet DPS: 214.17

 

 

430 : 217.00

420 : 219.13

414 : 220.45

375 : 230.08

389 : 224.17

 


 

Today's build is Psi/Regen/Ninja. This is the character I built after I challenged @ScarySai to a race between Sentinels and Blaster with the lowest end damage producers and he never acknowledged. I used Ninja instead of Psi to get a hold of some -res debuffs. The secondary does nothing to boost damage output, and Psi is filled with lackluster attacks. On top of that, the T1 ability is absolute garbage, so you're locked into Defensive Opportunity. Counterintuitively, I have Decimation slotted in the hardest hitting attack, now that I think about it, but whatever. Lotus Drop almost guarantees a Fury of the Gladiator proc, and Sting of the Wasp should give about a 50% uptime of Achilles' Heel.

The Rotation: 2-4-8-20-22-(5).  At the tail end of Ageless a gap does start to form between SotW and LD.

The build:

Spoiler
| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Expected: 225.93

New sheet DPS: 207.03

 

384 : 227.69

390 : 226.15

399 : 223.93

363 : 233.46

332 : 243.33

 

Swapped the T1 for the T2, other wise everything is identical. Switching to the T2 power and losing Offense mode is still a 5.89% increase in DPS. And that's with a secondary that doesn't directly increase damage.

 

Expected: 212.33

New sheet DPS: 203.15

 

417 : 219.78

428 : 217.42

458 : 211.55

425 : 218.05

417 : 219.78

Edited by underfyre
  • Like 2
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Posted

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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Posted
10 hours ago, Bopper said:

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)

 

I mean, since I have this better cooldown string to work with it's easier to expand the rotation block. If I push it out to account for the whole minute of the VS that would be the closest to accurate.

Posted

Did you post your build somewhere?  I'd like to review that.  Thanks!

 

@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

Posted

Thanks.  And definitely if you can post the builds your testing with. Whether it's via /buildsave or actual mxd files.   It helps me to figure out how the game works and to put context on the tests.     I did some MM testing back in 2019 and ended up losing several of my builds because I didn't do backups.  So I wasn't able to recreate my tests, which in turn led me to lose some context of what I was testing. 

 

PS. I appreciate all of your work!!

Posted (edited)
1 hour ago, underfyre said:

I have a suspicion that VS is also adding to the Reactive Radial debuff stacks, because why wouldn't he? I'm just not sure how to account for that. I mean, it's a constant based off of his single ability, so it shouldn't be super difficult. I'll have to think about it.

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.

Edited by Bopper

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Posted

The solution I came up with was: ((RECHARGE ((ROUNDUP(CAST 0.13210.132)2.58.3 25/ ROTATION_TIMEACCURACY)

 

With the duration of the debuff being 8.3s, I don't think it's really necessary to factor in how many times he has a chance to cast, just that he's alive and casting. Comes to a whopping 0.34%, I didn't alter it for Core yet.

Posted (edited)
5 minutes ago, underfyre said:

The solution I came up with was: ((RECHARGE ((ROUNDUP(CAST 0.13210.132)2.58.3 25/ ROTATION_TIMEACCURACY)

 

With the duration of the debuff being 8.3s, I don't think it's really necessary to factor in how many times he has a chance to cast, just that he's alive and casting. Comes to a whopping 0.34%, I didn't alter it for Core yet.

Can you define Rotation_Time?

Edited by Bopper

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Posted

In the case of the spreadsheet, the total amount of time it takes to complete the rotation. For the Sentinel sheet you need at least 2 cycles to build up enough Opportunity for it to calculate correctly, so at minimum 15 seconds. On the Water/SR sheet it takes 21.65 seconds to complete the rotation of 5-7-7-4-21-1-8-7-7-4-21-1-8. For the Elec/Bio it sheet it's a much longer 54.65 seconds to account for VS having such a long duration and his long cast time messing with things.

Posted
1 minute ago, underfyre said:

In the case of the spreadsheet, the total amount of time it takes to complete the rotation. For the Sentinel sheet you need at least 2 cycles to build up enough Opportunity for it to calculate correctly, so at minimum 15 seconds. On the Water/SR sheet it takes 21.65 seconds to complete the rotation of 5-7-7-4-21-1-8-7-7-4-21-1-8. For the Elec/Bio it sheet it's a much longer 54.65 seconds to account for VS having such a long duration and his long cast time messing with things.

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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Posted (edited)

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%

 

Edited by Bopper

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Posted
52 minutes ago, Bopper said:

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% / 4.32s

 

VS duration and recharge are matched, so as long as you recast him before he goes away he's essentially perma from the get go.

 

I'm kind of going back and forth on how to put his value in. With your equation it will be 1.29% which seems high. With mine it's 0.34% which seems low.

 

Nope...apparently working it out to how many times it's cast over the cycle (14.305) then doing the rest of the math just turned out to be a way longer equation for what you  already posted.

Posted (edited)
19 minutes ago, underfyre said:

Nope...apparently working it out to how many times it's cast over the cycle (14.305) then doing the rest of the math just turned out to be a way longer equation for what you  already posted.

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.

Edited by Bopper
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Posted (edited)

As promised. Dark/Fire. This one I plotted out because I was tired of doing */Bio builds. Dark was a top contender, so I wanted to see how it played with */Fire. The answer was "above average."  Molten Embrace is no Fiery Embrace, it doesn't scale with enhancements like Fiery Embrace does.

Rotation: 3-4-21-(5)-7-20-(1)

Dominate holds the Decimation Proc, so I moved it to be in front of the 2 hardest hitting abilities not based off of procs. I generally also hit Aim after Dominate. Looking at the DPS shift after the first run kind of shows this. Once again, a 5 ability rotation kinda synced up Opportunity casts to happen after 2 full rotations.

Build: This build *REQUIRES* Cardiac and Ageless to function. It's too end hungry without them, but it has enough damage to function without Musculature.

Spoiler













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Expected DPS: 262.12 273.09

 

275 : 267.27

261 : 274.75

263 : 273.63

248 : 282.45

247 : 283.07

 

Average: 258.8 : 276.00

 

Decimation removed, slot empty, Expected: 253.42 263.70

 

237 : 289.62 (yes, really)

272 : 268.80

282 : 263.81

269 : 270.38

274 : 268.78

251 : 280.60

271 : 269.32

 

Average: 265.14 : 272.45

 

Apparently lengthening the rotation to match the longest cooldown (Aim) is pretty important.

Edited by underfyre
Posted
Posted

If you want something interesting to poke holes in it with, this is a build I put together quite a bit back now designed around being on a team and cycling Meltdown and Adrenal Booster back and forth for a constant buff in favor of using something like Aim for short-term bursts. I used to have the math figured out for it back in the day, don't have it laying around anymore so I couldn't tell you what it's supposed to do, but it's definitely not an atypical Sentinel.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Sentinel
Primary Power Set: Dark Blast
Secondary Power Set: Radiation Armor
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Experimentation
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Gloom -- SprOppStr-Acc/Dmg(A), SprOppStr-Acc/Dmg/EndRdx(5), SprOppStr-Acc/Dmg/EndRdx/Rchg(17), SprOppStr-Acc/Dmg/Rchg(19), SprOppStr-Rchg/+Opportunity(19), SprOppStr-Dmg/Rchg(21)
Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-EndRdx/Rchg(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Max HP%(11)
Level 2: Umbral Torrent -- SprSntWar-Acc/Dmg(A), SprSntWar-Acc/Dmg/EndRdx(3), FrcFdb-Rechg%(15), Bmbdmt-+FireDmg(31), PstBls-Dam%(33), OvrFrc-Dam/KB(33)
Level 4: Gamma Boost -- Mrc-Rcvry+(A), PwrTrns-+Heal(21)
Level 6: Abyssal Gaze -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Acc/Dmg/EndRdx(34), CldSns-%Dam(34), GhsWdwEmb-Dam%(34), UnbCns-Dam%(36), GldNet-Dam%(36)
Level 8: Proton Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam(11), Ags-ResDam/EndRdx/Rchg(13), Ags-Psi/Status(13)
Level 10: Fallout Shelter -- EndRdx-I(A)
Level 12: Dark Obliteration -- SprSntWar-Acc/Dmg/EndRdx/Rchg(A), SprSntWar-Acc/Dmg/Rchg(15), Rgn-Dmg/EndRdx(36), Bmbdmt-+FireDmg(37), PstBls-Dam%(37), CldSns-%Dam(37)
Level 14: Kick -- Acc-I(A)
Level 16: Proton Therapy -- Prv-Heal(A), Prv-Heal/Rchg(17), PwrTrns-+Heal(33)
Level 18: Antumbral Beam -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(40), Apc-Dmg/EndRdx(42), Apc-Dam%(42), GldJvl-Dam%(42)
Level 20: Particle Acceleration -- Run-I(A)
Level 22: Tough -- GldArm-ResDam(A), GldArm-End/Res(23), GldArm-3defTpProc(23), StdPrt-ResDam/Def+(29)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def(25), ShlWal-Def/EndRdx(25), ShlWal-Def/EndRdx/Rchg(27), ShlWal-ResDam/Re TP(27), Rct-ResDam%(29)
Level 26: Speed of Sound -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(31)
Level 28: Particle Shielding -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(46), RgnTss-Regen+(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Toxic Dart -- HO:Nucle(A)
Level 35: Tactics -- GssSynFr--ToHit/EndRdx(A), GssSynFr--Build%(40)
Level 38: Meltdown -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(39), RechRdx-I(39)
Level 41: Netherworld Tentacles -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/EndRdx(43), Bmbdmt-+FireDmg(43), PstBls-Dam%(45), CldSns-%Dam(48)
Level 44: Engulfing Darkness -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/EndRdx(45), Arm-Acc/Rchg(45), Arm-Dmg/Rchg(46), Arm-Dam%(48)
Level 47: Adrenal Booster -- RechRdx-I(A), RechRdx-I(48)
Level 49: Darkest Night -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(50), DarWtcDsp-Rchg/EndRdx(50), DarWtcDsp-ToHitDeb/EndRdx(50)
Level 1: Opportunity
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(5)
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 4: Ninja Run
Level 50: Musculature Radial Paragon
Level 50: Ageless Core Epiphany
------------

 

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Posted
4 minutes ago, Sir Myshkin said:

If you want something interesting to poke holes in it with, this is a build I put together quite a bit back now designed around being on a team and cycling Meltdown and Adrenal Booster back and forth for a constant buff in favor of using something like Aim for short-term bursts. I used to have the math figured out for it back in the day, don't have it laying around anymore so I couldn't tell you what it's supposed to do, but it's definitely not an atypical Sentinel.

 

  Reveal hidden contents

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Sentinel
Primary Power Set: Dark Blast
Secondary Power Set: Radiation Armor
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Experimentation
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Gloom -- SprOppStr-Acc/Dmg(A), SprOppStr-Acc/Dmg/EndRdx(5), SprOppStr-Acc/Dmg/EndRdx/Rchg(17), SprOppStr-Acc/Dmg/Rchg(19), SprOppStr-Rchg/+Opportunity(19), SprOppStr-Dmg/Rchg(21)
Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-EndRdx/Rchg(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Max HP%(11)
Level 2: Umbral Torrent -- SprSntWar-Acc/Dmg(A), SprSntWar-Acc/Dmg/EndRdx(3), FrcFdb-Rechg%(15), Bmbdmt-+FireDmg(31), PstBls-Dam%(33), OvrFrc-Dam/KB(33)
Level 4: Gamma Boost -- Mrc-Rcvry+(A), PwrTrns-+Heal(21)
Level 6: Abyssal Gaze -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Acc/Dmg/EndRdx(34), CldSns-%Dam(34), GhsWdwEmb-Dam%(34), UnbCns-Dam%(36), GldNet-Dam%(36)
Level 8: Proton Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam(11), Ags-ResDam/EndRdx/Rchg(13), Ags-Psi/Status(13)
Level 10: Fallout Shelter -- EndRdx-I(A)
Level 12: Dark Obliteration -- SprSntWar-Acc/Dmg/EndRdx/Rchg(A), SprSntWar-Acc/Dmg/Rchg(15), Rgn-Dmg/EndRdx(36), Bmbdmt-+FireDmg(37), PstBls-Dam%(37), CldSns-%Dam(37)
Level 14: Kick -- Acc-I(A)
Level 16: Proton Therapy -- Prv-Heal(A), Prv-Heal/Rchg(17), PwrTrns-+Heal(33)
Level 18: Antumbral Beam -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(40), Apc-Dmg/EndRdx(42), Apc-Dam%(42), GldJvl-Dam%(42)
Level 20: Particle Acceleration -- Run-I(A)
Level 22: Tough -- GldArm-ResDam(A), GldArm-End/Res(23), GldArm-3defTpProc(23), StdPrt-ResDam/Def+(29)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def(25), ShlWal-Def/EndRdx(25), ShlWal-Def/EndRdx/Rchg(27), ShlWal-ResDam/Re TP(27), Rct-ResDam%(29)
Level 26: Speed of Sound -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(31)
Level 28: Particle Shielding -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(46), RgnTss-Regen+(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Toxic Dart -- HO:Nucle(A)
Level 35: Tactics -- GssSynFr--ToHit/EndRdx(A), GssSynFr--Build%(40)
Level 38: Meltdown -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(39), RechRdx-I(39)
Level 41: Netherworld Tentacles -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/EndRdx(43), Bmbdmt-+FireDmg(43), PstBls-Dam%(45), CldSns-%Dam(48)
Level 44: Engulfing Darkness -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/EndRdx(45), Arm-Acc/Rchg(45), Arm-Dmg/Rchg(46), Arm-Dam%(48)
Level 47: Adrenal Booster -- RechRdx-I(A), RechRdx-I(48)
Level 49: Darkest Night -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(50), DarWtcDsp-Rchg/EndRdx(50), DarWtcDsp-ToHitDeb/EndRdx(50)
Level 1: Opportunity
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(5)
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 4: Ninja Run
Level 50: Musculature Radial Paragon
Level 50: Ageless Core Epiphany
------------

 

 



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The great thing about a dark/rad...it's a palindrome. 

  • Haha 3

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Posted
9 hours ago, Sir Myshkin said:

If you want something interesting to poke holes in it with, this is a build I put together quite a bit back now designed around being on a team and cycling Meltdown and Adrenal Booster back and forth for a constant buff in favor of using something like Aim for short-term bursts. I used to have the math figured out for it back in the day, don't have it laying around anymore so I couldn't tell you what it's supposed to do, but it's definitely not an atypical Sentinel.

 

 

What's the planned rotation, and can I use purples if it ends up dying too much to finish?

 

Posted (edited)
1 hour ago, underfyre said:

What's the planned rotation... ?

It can pull off Gloom > Abyssal Gaze > Antumbral Beam at the height of Ageless, add in an extra Gloom once a gap starts to form.

 

The ideal approach would be starting with Meltdown, running 60/s, then activating Adrenal Booster when Meltdown drops for a continues +Dam, and the +Rech of Adrenal helps stabilize the drop in Ageless at its tail end. During "normal" play the FF+Rech in Umbral Torrent would be the last key to keeping MD+AB on loop. In a ST scenario against a static Pylon you'll likely run into a window of downtime in its starter run of 15-20/s. Do with that knowledge what you will. It's kind of a "Do I double Rage before I test?" kind of scenario. Once you get the motor running though, it'd be easy to bounce Pylon to Pylon on that two minute cycle of Ageless > Meltdown > Adrenal Boost.

 

1 hour ago, underfyre said:

can I use purples if it ends up dying too much to finish?

 

It's your barbeque my friend.

 

Shouldn't find it too have too much trouble though. Meltdown will hit 75% cap, Particle provides regen and absorb (I'd probably suggest starting off the test with that activated already), and the heal jumps in for 50% every ~16/s (so about 600-800 HP depending on whether you test with Accolades added on or not). There's also multiple Power Transfer procs in there to maximize that passive heal chance. This build also oozes so much endurance recovery it can solve the world's energy crisis so make sure to throw Darkest Night on the Pylon, that added -Dam will give you an extra bump in protection that will make that 75% cap feel a bit more like 80-90% and also give more mileage to the 12% defense in the build by simulating it up to ~20-25%. While Adrenal is up it too will be boosting secondary effects like the -ToHit in all of the Dark attacks*. 

 

Like I said, not atypical for most folks. This thing is built on Mad King principles.

Edited by Sir Myshkin
*I did a check on what the Pylon would get hit with, just two applications of -7.75% and the -20% from DN while under Adrenal is -35.5% ToHit which effectively "soft caps" the build while engaged with the Pylon.
Posted
3 minutes ago, Sir Myshkin said:

It can pull off Gloom > Abyssal Gaze > Antumbral Beam at the height of Ageless, add in an extra Gloom once a gap starts to form.

 

Shouldn't find it too have too much trouble though. Meltdown will hit 75% cap, Particle provides regen and absorb (I'd probably suggest starting off the test with that activated already), and the heal jumps in for 50% every ~16/s (so about 600-800 HP depending on whether you test with Accolades added on or not). There's also multiple Power Transfer procs in there to maximize that passive heal chance. This build also oozes so much endurance recovery it can solve the world's energy crisis so make sure to throw Darkest Night on the Pylon, that added -Dam will give you an extra bump in protection that will make that 75% cap feel a bit more like 80-90% and also give more mileage to the 12% defense in the build by simulating it up to ~20-25%. While Adrenal is up it too will be boosting secondary effects like the -ToHit in all of the Dark attacks. 

 

Yeah, I had to change the pool data when I saw Darkest Night was a toggle. I'll have that up. That plus the rest of the Dark To Hit debuffs should be enough to pad the low defense numbers. I came up with a cleaner, theoretically higher damage and gapless rotation. Today is kind of a down day in my class, so I'll build this up and start the post. The damage is honestly going to be low, and I'm looking at over 8 and a half minutes tests for a single run, so I don't really look forward to this lol.

Posted
31 minutes ago, underfyre said:

I'm looking at over 8 and a half minutes tests for a single run

What's worse: that I couldn't remember the Pylon formula off the top of my head, or the fact I realized I didn't need it to know what DPS 8:30 would produce? Also, you should be getting better than that without even considering Opportunity or Reactive/Degenerative -Res/-MaxHP. 

 

The real amusing part would be if you could get seven bodies to fill a team for the Gaussian proc, that thing would go off several times per minute and heavily skew results there as well.

 

I napkin mathed the gap versus the damage and there didn't look to be much difference in Gloom > Abysaal > Gloom > Antumberal versus Gloom > Abyssal > Dark Oblit > Antumberal until I remembered that the back-end formula on AoE for Procs will wreak havoc on Dark Oblit for ST on a Pylon alone which made me think of this:

 

If you haven't built it yet, I could suggest a minor tweak just for the kicks of this test and trade Engulfing Darkness for Smite and steal an extra slot from Netherworld Tentacles to give it a 5-piece suite of Hecatomb (exclude acc/rech) plus an extra damage proc. 

 

That'd give you Gloom > Abyssal > Smite > Antumberal and still keeps the bulk spirit of the build while incidentally giving it a rather heavy ST bump. Yes yes, Smite is a great ST attack but I had reasons for not including it originally.

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