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Attack Chain?


Boon

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Coming up with attack chains is kind of an art, not a science. You look at the attacks available to you, think about possible ways to chain them together, and see which one works out the best. The calculations involved are just arithmetic: DPS is damage per second, ie, (total damage of the chain)/(total seconds required to execute it).

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Typically you set the chain as the length of your forearm multiplied by 1.5. Cut a chain of the number of links that equals that distance. If you are using spiked chains, reduce the length of the links by the length of the handle. Be sure to wear eye protection.

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1 hour ago, mousestalker said:

Typically you set the chain as the length of your forearm multiplied by 1.5. Cut a chain of the number of links that equals that distance. If you are using spiked chains, reduce the length of the links by the length of the handle. Be sure to wear eye protection.

That's only if they are using Imperial units. 

 

Does anyone remember the metric conversion?

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6 hours ago, Boon said:

Can anyone tell me how to calculate an attack chain?

I'm confused by the vagueness of your question.  For instance, a level 6 claws scrapper, while only having access to a small number of attacks, will be able to attack much more frequently, since the claws attacks have very short cooldowns.  At the same time, a titan weapon scrapper of the same level will have many more gaps in their attack chain - not just because of longer cooldowns, but also because they have to build up momentum before they can really get going, and they have very few attacks to choose from.  This is one reason why many people talk about "leveling builds" vs how their character will function with all powers available to them...

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23 hours ago, daHob said:

That's only if they are using Imperial units. 

 

Does anyone remember the metric conversion?

Well, you need to have a metric arm converter before you start fooling with chains.

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Just now, Frostbiter said:

Well, you need to have a metric arm converter before you start fooling with chains.

If you buy the Metric Converters at the Auction House, you can use them to convert your chains into much more valuable items and sell them for lots of influence...

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On 8/5/2019 at 4:26 PM, biostem said:

I'm confused by the vagueness of your question.  For instance, a level 6 claws scrapper, while only having access to a small number of attacks, will be able to attack much more frequently, since the claws attacks have very short cooldowns.  At the same time, a titan weapon scrapper of the same level will have many more gaps in their attack chain - not just because of longer cooldowns, but also because they have to build up momentum before they can really get going, and they have very few attacks to choose from.  This is one reason why many people talk about "leveling builds" vs how their character will function with all powers available to them...

This, and then there's secondary effects to consider.  If you're a Dominator or Controller, you want to lead with your crowd control powers and then go for attacks.  Other ATs might want to lead with an attack that does knockdown, stun, or gives a boost of a debuff.  And then you'd also probably want to prioritize and attack that does the most damage first, the quicker they're dead the less chance they have of hitting you right?  And how about mob number?  If there's a bunch of foes crowding around you, you want an AoE attack first probably, and only a single target attack if there's not that many.

 

There are so many variables to take into consideration that's it's too vague a question to give as simple an answer for.

 

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On 8/5/2019 at 6:44 PM, Boon said:

Can anyone tell me how to calculate an attack chain?

As others have stated, the question is very open ended as there are so many variables to account for. The simplest answer I can give to you is that you want to find the minimum number of attacks (and gaps) that fill a rotation which prioritizes the use of your highest DPA (damage per activation) abilities while being constrained by available recharge modifications (+ other enhancements) and endurance usage limits to achieve the highest possible DPS. But that's only part of the truth: then there's also the potential for different procs, secondary effects (notably -Regen or -Res), etc., that might skew calculations case by case depending on the build.

 

Because it's not really an exact science, usually the way to go about it is to first assume a reasonable maximum of recharge enhancements (0%, 50%, 100%, 200%, 300%, depends on the person and build) and check how often you can cycle your strongest attack (=best DPA). Second, you figure out what you're going to fill the gaps with (typically your second and third most powerful attacks), and calculate backwards how much recharge enhancement those abilities need. Optimizing past this point gets more complex as you'll want to compare the trade-offs between small gaps of doing nothing vs. no gaps but longer intervals between strong attacks (i.e. 0.3 seconds wait for "good attack" vs. 1 second of "weak attack" and activating "good attack" 0.7 seconds late), filling gaps with lower DPA but shorter animation attacks, adding procs vs. damage or recharge enhancements, injecting abilities with secondary effects and so on.

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