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Ice/fire/soul scrapper running degen, musculature, and assault.  I'm averaging about 1:30 with hybrid off and 1:20 with it on.  The attack chain I'm using is Ice Sword>Freezing Touch>Moon Beam>Ice Sword>Freezing Touch>Burn with critical strikes proc slotted in Ice Sword.  There's a gap between ice sword and freezing touch so I'll hit build up or fiery embrace before ice sword after MB.  I tried running the same chain with frost instead of ice sword and got nearly the exact same times.  I had a few standout runs where I was really close to going under a minute.

 

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Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Ice Melee
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Ice Sword -- Hct-Dmg(A), SprCrtStr-Rchg/+50% Crit(3), ImpSwf-Dam%(3), TchofDth-Dam%(5), GldStr-%Dam(5), Mk'Bit-Dam%(7)
Level 1: Fire Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(9)
Level 2: Blazing Aura -- Obl-Dmg(A), Obl-Acc/Rchg(11), Obl-Dmg/Rchg(11), Obl-Acc/Dmg/Rchg(13), Obl-Acc/Dmg/EndRdx/Rchg(13), Obl-%Dam(15)
Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(21), Prv-Heal/Rchg/EndRdx(23), Prv-Absorb%(23)
Level 6: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(25)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27), Rct-Def/EndRdx(27), Ksm-ToHit+(29)
Level 12: Frost -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg(29), SprScrStr-Dmg/Rchg(31), SprScrStr-Acc/Dmg/Rchg(31), SprScrStr-Dmg/EndRdx/Rchg(31), SprScrStr-Acc/Dmg/EndRdx/Rchg(33)
Level 14: Tactics -- GssSynFr--ToHit/EndRdx(A)
Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Max HP%(33), UnbGrd-Rchg/ResDam(34)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 20: Boxing -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(34), AbsAmz-Acc/Stun/Rchg(36), AbsAmz-Acc/Rchg(36), AbsAmz-EndRdx/Stun(36)
Level 22: Tough -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(37), HO:Ribo(37)
Level 24: Build Up -- GssSynFr--Build%(A)
Level 26: Freezing Touch -- Hct-Dam%(A), Hct-Dmg/Rchg(37), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(39), UnbCns-Dam%(40)
Level 28: Burn -- Arm-Dmg(A), ScrDrv-Dam%(40), Obl-%Dam(40), Arm-Dam%(42), Erd-%Dam(42), FuroftheG-ResDeb%(42)
Level 30: Consume -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(45)
Level 32: Frozen Aura -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(46), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(48)
Level 35: Moonbeam -- Apc-Dmg(A), StnoftheM-Dam%(48), CldSns-%Dam(48), GldJvl-Dam%(50), Apc-Dam%(50)
Level 38: Fiery Embrace -- RechRdx-I(A)
Level 41: Shadow Meld -- LucoftheG-Def/Rchg+(A)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
Level 47: Temperature Protection -- GldArm-3defTpProc(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Quick Form
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 -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17), EndMod-I(19)
Level 50: Musculature Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
------------



 

 

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5 hours ago, josh1622 said:

Ice/fire/soul scrapper running degen, musculature, and assault.  I'm averaging about 1:30 with hybrid off and 1:20 with it on.  The attack chain I'm using is Ice Sword>Freezing Touch>Moon Beam>Ice Sword>Freezing Touch>Burn with critical strikes proc slotted in Ice Sword.  There's a gap between ice sword and freezing touch so I'll hit build up or fiery embrace before ice sword after MB.  I tried running the same chain with frost instead of ice sword and got nearly the exact same times.  I had a few standout runs where I was really close to going under a minute.

 

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Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Ice Melee
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Ice Sword -- Hct-Dmg(A), SprCrtStr-Rchg/+50% Crit(3), ImpSwf-Dam%(3), TchofDth-Dam%(5), GldStr-%Dam(5), Mk'Bit-Dam%(7)
Level 1: Fire Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(9)
Level 2: Blazing Aura -- Obl-Dmg(A), Obl-Acc/Rchg(11), Obl-Dmg/Rchg(11), Obl-Acc/Dmg/Rchg(13), Obl-Acc/Dmg/EndRdx/Rchg(13), Obl-%Dam(15)
Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(21), Prv-Heal/Rchg/EndRdx(23), Prv-Absorb%(23)
Level 6: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(25)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27), Rct-Def/EndRdx(27), Ksm-ToHit+(29)
Level 12: Frost -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg(29), SprScrStr-Dmg/Rchg(31), SprScrStr-Acc/Dmg/Rchg(31), SprScrStr-Dmg/EndRdx/Rchg(31), SprScrStr-Acc/Dmg/EndRdx/Rchg(33)
Level 14: Tactics -- GssSynFr--ToHit/EndRdx(A)
Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Max HP%(33), UnbGrd-Rchg/ResDam(34)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 20: Boxing -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(34), AbsAmz-Acc/Stun/Rchg(36), AbsAmz-Acc/Rchg(36), AbsAmz-EndRdx/Stun(36)
Level 22: Tough -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(37), HO:Ribo(37)
Level 24: Build Up -- GssSynFr--Build%(A)
Level 26: Freezing Touch -- Hct-Dam%(A), Hct-Dmg/Rchg(37), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(39), UnbCns-Dam%(40)
Level 28: Burn -- Arm-Dmg(A), ScrDrv-Dam%(40), Obl-%Dam(40), Arm-Dam%(42), Erd-%Dam(42), FuroftheG-ResDeb%(42)
Level 30: Consume -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(45)
Level 32: Frozen Aura -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(46), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(48)
Level 35: Moonbeam -- Apc-Dmg(A), StnoftheM-Dam%(48), CldSns-%Dam(48), GldJvl-Dam%(50), Apc-Dam%(50)
Level 38: Fiery Embrace -- RechRdx-I(A)
Level 41: Shadow Meld -- LucoftheG-Def/Rchg+(A)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
Level 47: Temperature Protection -- GldArm-3defTpProc(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Quick Form
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 -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17), EndMod-I(19)
Level 50: Musculature Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
------------



 

 

holy shit thats some loooow times for ice 

 

moonbeam really does some dang work. i wonder how badly the proc nerfs will affect its perf postpatch.

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48 minutes ago, Kanil said:

moonbeam really does some dang work. i wonder how badly the proc nerfs will affect its perf postpatch.

I don't think it should hurt it too much since there is no recharge slotted.  I can't remember the number I saw quoted but I think Bopper said that with 0% rech the 3.5 PPM IOs should still be at 70%+ chance.  Should barely feel a difference, especially on crits.  The regular blast set snipes with 12s recharge still proc great.

Edited by josh1622
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On 3/24/2021 at 3:26 AM, SomeGuy said:

Finally got to try a EM/BIO/SOUL scrapper. Averaged 1:32 after a few runs. It could definitely be better with more practice. Just did about 5 runs, enough to disrupt a MSR forming I wasn't aware of. lol woops

The peak of the Pylon Testing Experience has to be just minding your own business and then watching confused Broadcasts asking if they can join the MSR. Never gets old.

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On 3/23/2021 at 7:26 PM, SomeGuy said:

Finally got to try a EM/BIO/SOUL scrapper. Averaged 1:32 after a few runs. It could definitely be better with more practice. Just did about 5 runs, enough to disrupt a MSR forming I wasn't aware of. lol woops

 

That's pretty easy to accidentally do.  I sometimes play very early AM PST, and I still managed to accidentally disrupt one that was just starting up one of the few times I've tried pylon testing.  Watching the DMG/Combat chat tabs means not seeing Broadcast, LFG, or even Tells sometimes.

 

Is there a reliable way to get private Pylons so that doesn't happen?

Edited by InvaderStych
Clarity

You see a mousetrap? I see free cheese and a f$%^ing challenge.

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Elec/Bio/Mu Stalker

 

Tier 4 Musculature Radial

Tier 4 Degenerative Radial

Tier 4 Assault Hybrid (not activated)

 

3:13 for 326 DPS

 

Not sure what Core will do for the ST DPS, but I did go Radial as I was thinking (could be wrong) that the Toxic Proc was better for general map clearing.  Also, I feel it could maybe go faster, as this run seemed to be the worst for Build Up Recharging (could be perception) and my Assassin Strike > Havok Punch > Chain Induction > Zapp > Havoc Punch > Repeat has just a bit of a gap.

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rad/ninja/mace blaster

 

t4 core muscle/ageless/core degen/core assault (off)

w/ def amplifier(sigh)

 

times:

avg: 1m31s
 

Spoiler

 

1m42s

1m38s

1m25s

1m25s

1m48s

1m22s

1m22s

 

 

string is GD->snipe->choking powder->cosmic blast (or whatever the slow as hell move is called)->sting of the wasp, achilles/fury slotted in GD and decimation build up chance slotted in cosmic blast

 

idk how i feel about this char still, it's annoying how much 'extra' stuff you gotta do vs just playin to make em go wild

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realized i never actually like, wrote down times for my ice/bio/mu scrapper so yeah.

the ice/fire/soul has me curious, so i tested it out. kind of disappointing results but also, Eh

 

ice melee/bio/mu (zapp + ball lightning)

t4 core muscle, core degen, core ageless, hybrid assault (off)

 

times:
avg: 1m36s
 

Spoiler

 

1m34s

1m39s

1m34s

1m45s (whiffs on BU frozen touch)

1m45s (tons of whiffs again?!)

1m40s

1m30s

1m40s

1m23s

1m25s

1m45s

1m40s

 

 

decidedly average for bio armor scrapping, but has a cute thing where frozen aura is somehow i think my best ST option in rotation instead of ice sword. so ti goes:

GIS (crit strikes)->freezing touch->zapp->GIS->freezing touch->frozen aura

 

Edited by Kanil
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3 hours ago, Kanil said:

GIS (crit strikes)->freezing touch->zapp->GIS->freezing touch->frozen aura

Interesting.  I went ice/fire because I didn't think you could get those pylon times with ice/bio due to the wonky attack chain.  I think you could get a bit better time just switching to moon beam because I found out recently that zapp's critical chance isn't boosted by the ATO like moon beam. 

I might be able to improve my pylon time a little bit if I went with GIS but I wanted to have a faster attack chain for team situations where I've got plenty of recharge buffs.  When freezing touch is back in almost 3s its painful to be stuck casting GIS.  When it comes down to it we came up with a pretty similar attack chain.  I didn't consider using frozen aura like I'm using burn but it's pretty obvious now.

 

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39 minutes ago, josh1622 said:

Interesting.  I went ice/fire because I didn't think you could get those pylon times with ice/bio due to the wonky attack chain.  I think you could get a bit better time just switching to moon beam because I found out recently that zapp's critical chance isn't boosted by the ATO like moon beam. 

I might be able to improve my pylon time a little bit if I went with GIS but I wanted to have a faster attack chain for team situations where I've got plenty of recharge buffs.  When freezing touch is back in almost 3s its painful to be stuck casting GIS.  When it comes down to it we came up with a pretty similar attack chain.  I didn't consider using frozen aura like I'm using burn but it's pretty obvious now.

 

 

it's definitely likely it would be better to swap to moonbeam but i want ball lightning to have a second pbaoe/aoe for extremely fast AOEing (see: clear times in trapdoor).

GIS crit strikes is also important in live play because it lets you much more likely have crit strikes on command for crit frozen aura/ball lightning for AOE-melting - in a team/fast paced setting you can ignore it and just use faster attacks but if you're taking lead or taking care of crowds having that kind of firepower is really important.

 

 

 

realized i don't think i posted this char either so cranked out some times with them. there's a kind of.. 'meme' around DB stalker to where folks assume it has better firepower than DB scrapper because of the insanely high DPA string (AS-abs-ss-abs) combined with assassin's mark, but in my own playing of the chars (since db is one of my favs) i've never really 'felt' it - the burst damage is certainly significantly higher bc of AS but in AV busting it always felt a lot worse.

 

figured i'd put some numbers to it, and here's what i got:

db/bio/experimentation (adrenal booster) stalker

t4 core muscle,ageless,assault (off )t3 degen core

 

times:

avg: 1m37s

Spoiler

 

1m28s

1m38s

1m37s

1m39s

1m45s

1m35s

1m37s

1m38s

 

 

there's an interesting element to where it's much more stable than db/bio scrapper in terms of results (all within the 1m30-1m40ish range vs possibly ranging up to 2m) but i wanted to do a direct comparison, so ran some more scrapper testing too.

 

db/bio scrapper

t4 core muscle,ageless,assault (off )t3 degen core

 

times:

avg: 1m37s
 

Spoiler

 

1m35s

1m37s

1m42s

1m38s

1m34s

 

 

 

huh, what the fuck

well, it's a smaller sample because i've seen db/bio get sub1m and over 2m so lol

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Decided to try swapping to greater ice sword after seeing the success you had with your build.   The results were similar.  I've tried the same chain with frost, ice sword, and greater ice sword now and seem to average about a minute and a half no matter what.  The attack chain with regular ice sword suffers more from gaps when ageless decays, so it's likely worse over a testing period longer than a pylon kill.

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48 minutes ago, BrandX said:

So ran my Elec/Bio/Mu Stalker in the other two adapations to see the difference

 

Defensive Adaption 5:13 =  250 DPS

Efficient Adaption 4:20 = 275 DPS

and the Offensive was 3:13 = 326 DPS

 

Same Incarnates as before.

I was able to get 2 minute runs with Elec/Nin stalker. I am positive you can get mid-low 1s with elec/bio.

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If/when we finally move away from pylons I have a feeling there will be a shake up on how we perceive ATs and the damage they can dish out.

 

Stalkers will go down with AVs running around, which we might say it is unfair since in a team there will be -someone- who is capable of grabbing agro and preventing this. But it's still a consideration.

 

The -res procs will start be worth less as per my testing a few weeks back. This will narrow a lot the gap between the 'best' sets who are lauded as biggo damage... because they can fit all the -res procs and the pylon tests love these.

 

Same applies with secondaries. Bio tests great, but only partly because of the +damage. The -res aura also plays on that and it pads the results in ways not necessarily reflecting real gameplay.

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23 hours ago, Sovera said:

If/when we finally move away from pylons I have a feeling there will be a shake up on how we perceive ATs and the damage they can dish out.

 

Stalkers will go down with AVs running around, which we might say it is unfair since in a team there will be -someone- who is capable of grabbing agro and preventing this. But it's still a consideration.

I walked through, I dunno, ten or so AVs solo with my ice/bio stalker, and only a few of them ran from me.

 

Like, it definitely happened, it's not like I was a tank, but lots of them just stuck around to fight it out, and it was only rarely the case that there was much running.

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23 hours ago, BrandX said:

 

What was your chain?  Were you using Mu Epic?

God no, not Mu. Now that I think about it, I wasn't using an epic at all for the chain. I would have to go back a pretty far ways for me to find the chain. I know it involved: ass strike, charged brawl, jacob's ladder, and chain induction. Can't remember the order though.

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On 3/28/2021 at 5:07 PM, Sovera said:

Stalkers will go down with AVs running around, which we might say it is unfair since in a team there will be -someone- who is capable of grabbing agro and preventing this. But it's still a consideration

 

Keep in mind, stalkers are missing a roughly 31% crit buff from teaming, for the purposes of pylons.

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On 3/29/2021 at 8:49 PM, SomeGuy said:

God no, not Mu. Now that I think about it, I wasn't using an epic at all for the chain. I would have to go back a pretty far ways for me to find the chain. I know it involved: ass strike, charged brawl, jacob's ladder, and chain induction. Can't remember the order though.

I was just looking over making a elec stalker build last night and I think that it's probably just a chain of those 4 powers you listed.  The cast times and recharge and work out just right if you go Chain>Jacobs>Charged brawl>AS.  Probably with procs in jacobs. 

Edited by josh1622
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7 hours ago, josh1622 said:

I was just looking over making a elec stalker build last night and I think that it's probably just a chain of those 4 powers you listed.  The cast times and recharge and work out just right if you go Chain>Jacobs>Charged brawl>AS.  Probably with procs in jacobs. 

I absolutely remember the Arma set/proc, with the PVP -Res proc going in jacob's ladder. Tier 1 and 2 AT proc in ass strike. Best placement for the tier 2 AT proc? I dunno. I reasoned to myself it was.

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savage/bio/fire scrapper

t4 muscle, t3 ageless, t3 degen, t3 assault (off)

avg: 2m2s

times:
 

Spoiler

 

1m58s

1m55s

2m10s

2m

2m13s

1m52s

2m5s

2m13s

 

 

 

string is vicious (w/ strikes) -> savage -> maiming -> savage.

throw in savage leap when it's up and melt armor when it's up.

 

interestingly/annoyingly, the build up (blood thirst) is surprisingly a factor in the weakness of the sustained DPS/dmg - mostly because of the lower damage boost and absurdly long anim time (2s!). any time gaussian's doesn't proc on it, it's just straight up a damage/time loss in the long run. it's strange, because you'd think the slightly longer (15s) timeframe for the much smaller (46%) damage buff (vs 10s/100% default on reg. build ups) might make up for it, but like most alternate 'build up' replacements it unfortunately doesn't.

 

i actually went out of my way to test diff strings and slottings by including hemo since it got "fixed" on scrappers and it's still garbage, sadly. the crit works, but does so little damage vs. just doing the regular string that it's an active time loss averaging about 10-15s to include hemo in strings. that's not accounting for how awful it is to use in live play where the super long tick means it's effectively worthless vs. most targets - basically nothing besides EBs/AVs will live long enough for the damage to matter and the damage on the move is so spread out that regen ticks really fuck it up anyways vs. being able to burst out big amounts of damage.

 

i've noticed a very big factor to notice in terms of comparing scrapper performance between pretty similarly slotted sets to push out as much damage as possible and it's how crit strikes + build up interact to create massive spikes of damage that really account for large time gains in performance - savage is unable to take advantage of crit strikes (due to having poor ST power choices/power choices in general to slot it) decently on top of having a poor man's build up so the effect is doubled over - this is the weakest scrapper primary i've tested, though i've no doubt the obvious other picks of like, KM, staff, and spines are all probably worse.

 

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1 hour ago, Kanil said:

savage/bio/fire scrapper

t4 muscle, t3 ageless, t3 degen, t3 assault (off)

avg: 2m2s

times:
 

  Reveal hidden contents

 

1m58s

1m55s

2m10s

2m

2m13s

1m52s

2m5s

2m13s

 

 

 

string is vicious (w/ strikes) -> savage -> maiming -> savage.

throw in savage leap when it's up and melt armor when it's up.

 

interestingly/annoyingly, the build up (blood thirst) is surprisingly a factor in the weakness of the sustained DPS/dmg - mostly because of the lower damage boost and absurdly long anim time (2s!). any time gaussian's doesn't proc on it, it's just straight up a damage/time loss in the long run. it's strange, because you'd think the slightly longer (15s) timeframe for the much smaller (46%) damage buff (vs 10s/100% default on reg. build ups) might make up for it, but like most alternate 'build up' replacements it unfortunately doesn't.

 

i actually went out of my way to test diff strings and slottings by including hemo since it got "fixed" on scrappers and it's still garbage, sadly. the crit works, but does so little damage vs. just doing the regular string that it's an active time loss averaging about 10-15s to include hemo in strings. that's not accounting for how awful it is to use in live play where the super long tick means it's effectively worthless vs. most targets - basically nothing besides EBs/AVs will live long enough for the damage to matter and the damage on the move is so spread out that regen ticks really fuck it up anyways vs. being able to burst out big amounts of damage.

 

i've noticed a very big factor to notice in terms of comparing scrapper performance between pretty similarly slotted sets to push out as much damage as possible and it's how crit strikes + build up interact to create massive spikes of damage that really account for large time gains in performance - savage is unable to take advantage of crit strikes (due to having poor ST power choices/power choices in general to slot it) decently on top of having a poor man's build up so the effect is doubled over - this is the weakest scrapper primary i've tested, though i've no doubt the obvious other picks of like, KM, staff, and spines are all probably worse.

 

I have such a love/hate relationship with the Blood Thirst animation. On one hand, it’s so cool and really RAGE like. On the other, it takes fooooorrrreeeeeevvvveeerrrr to animate.

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