Bug with this fix: the buff is applied by making an attack, so it doesn't apply to the first attack. "I was ready for it when you shot me, but the second shot, that was a total surprise".
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How does one know if SA is procing? I can't see any icons or any indication in the combat log when trying out test dummies.
Upon hitting an enemy above 90% with a single target attack you get an invisible 6 second buff that grants you 10/20% global crit chance (depending on rank) that can be viewed in your character sheet. After the enemy's hp drops below 90% you stop getting this buff and thus your character sheet's crit chance does not change.
See that's interesting now because you can keep "surprise attacking" any mob in the group you're attacking that's still above 90% to keep the bonus going.... so that could lead to some strategies.
See that's interesting now because you can keep "surprise attacking" any mob in the group you're attacking that's still above 90% to keep the bonus going.... so that could lead to some strategies.
In theory yes, but I suspect impractically annoying to actually do.
Upon hitting an enemy above 90% with a single target attack you get an invisible 6 second buff that grants you 10/20% global crit chance (depending on rank) that can be viewed in your character sheet. After the enemy's hp drops below 90% you stop getting this buff and thus your character sheet's crit chance does not change.
So does that mean you can tap a single target attack, pick up the +20% crit chance and then go to town with an AoE for 6 seconds?
Yup. Probably better to tap an attack with a Stun and then Kaboom your helpless enemies into tomorrow, though. I have an Archer character that will enjoy this....
Yup. Probably better to tap an attack with a Stun and then Kaboom your helpless enemies into tomorrow, though. I have an Archer character that will enjoy this....
Using my marksman AT, what would be the right sequence to best take advantage of this,
I thinking tap Straight shot to get the debuff, tap explosive arrow (with kaboom adv) to get that set, then let storm of arrows rip for the rest. Does that sound right?
I'm kind of curious how best to test the dps on a build which has Surprise Attack (and thus is using the Avenger tree). I.e. test dummies never lose hit points, so they are always at more than 90% HP. Running a parser in that context gives a false idea of dps over a long fight, like a cosmic. What's a better way to get a sense of SA's value?
I'm kind of curious how best to test the dps on a build which has Surprise Attack (and thus is using the Avenger tree). I.e. test dummies never lose hit points, so they are always at more than 90% HP. Running a parser in that context gives a false idea of dps over a long fight, like a cosmic. What's a better way to get a sense of SA's value?
Like you said, it depends on the context of the fight. Is the target's HP going down in even increments of 10% or less per increment?
If it's a mob, well SA is awesome... because you can make it work such that a crit = one shot.
If it's a cosmic, depends on the run. For example, at Kiga the first 70% of hp might be easy / smooth to take down but once the storms roll in with extra dmg when he's below 1/3rd hp then people start dying and he heals and usually not up to 90% where SA would trigger. So then it's not that 90% of the fight is spent without SA.....it's more like 95-98% of the fight is when he's below 90% HP. Same deal with Eido. Or a bad Ape run. In smooth runs SA might proc for more of the fight and be more useful.
For Dino it could be the inverse. If the team keeps missing checks Dino could keep refilling its hp past the 90% mark increasing SA procs.
As for how to parse a build in the PH that has SA you could take the assumption that the HP of your target will go down in even increments over the course of a few minutes. In this case, it means that 90% of the time you wont have SA and 10% of the time you will have it. So just recreate that.
Parse your DPS without SA for 5 minutes (300 seconds)....label that as DPS A. Then go pick up SA, parse your DPS for a few minutes and label that as your DPS B.
Now you will only have DPS B for 10% of the fight, and DPS A for 90% of the fight. Say the average fight lasts 10 minutes...aka 600 seconds. You will have DPS B for 60s and DPS A for 540s. B*60 + A*540 = total dmg over 600s.
total dmg / 600s = combined DPS for the fight where you had SA active 10% of the time.
But again, this is on the assumption that the targets hp is going down evenly. If it's not then SA will either be active for more or even less of the fight.
TLDR: parse with SA and then parse without SA. Determine the right % mix of SA based on what fight you are optimizing for and then blend it in accordingly to get your final expected DPS.
As for how to parse a build in the PH that has SA you could take the assumption that the HP of your target will go down in even increments over the course of a few minutes. In this case, it means that 90% of the time you wont have SA and 10% of the time you will have it. So just recreate that.
Parse your DPS without SA for 5 minutes (300 seconds)....label that as DPS A. Then go pick up SA, parse your DPS for a few minutes and label that as your DPS B.
Now you will only have DPS B for 10% of the fight, and DPS A for 90% of the fight. Say the average fight lasts 10 minutes...aka 600 seconds. You will have DPS B for 60s and DPS A for 540s. B*60 + A*540 = total dmg over 600s.
total dmg / 600s = combined DPS for the fight where you had SA active 10% of the time.
But again, this is on the assumption that the targets hp is going down evenly. If it's not then SA will either be active for more or even less of the fight.
TLDR: parse with SA and then parse without SA. Determine the right % mix of SA based on what fight you are optimizing for and then blend it in accordingly to get your final expected DPS.
Note that the 6s buff might go well past 90% if you're dealing with targets you want to kill very fast, such as greens at eido; 6s is a large fraction of the total lifespan of a green.
Thanks for the detailed suggestion. I will give that a try. I'm trying to get a handle on whether Guaridcator or Avengicator will be more useful on a build.
Since there isn't any DR on crit chance you can just calculate dps.
It's worth noting that the CritChance and Severity numbers still need to come from the parser and not your character sheet especially if you are using any powers/specs in your rotation that modify those two variables during a given fight.
Only true if working with effects whose behavior does not match their tooltips.
Severity already behaves that way by definition as in the char sheet does not reflect actual parsed severity. As for CritChance, I'd say even when tooltips match the effects, say with LnL+PBR+TC+Find the Mark, you'll still want the numbers to come from the parse as opposed to being based on calculations of tooltips and predicted proc/duration rates.
And if you did want to run the calculation via those predictions I guess you could change the formula to account for them, but I'm guessing that would be more of a pain than just running a 5 min parse.
In any case, the average effect of Surprise Attack is a 1/2% crit increase over the full fight duration, unless the various margin cases (not applying to the first hit, applying for up to 6s after target drops below 90%) are important, or the target spends a disproportionate amount of time at some particular level of health. This makes it almost always worse than Focused Strikes, though other features of the Avenger tree might make up for it.
Comments
"I was ready for it when you shot me, but the second shot, that was a total surprise".
Epic Stronghold
Block timing explained
__________________________________________________________________
Alts:
Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
- - - - - -
Feel free to visit my websites!^^:
DeviantART|FurAffinity|
Twitter
Is character size affected by this?
My super cool CC build and how to use it.
Well, anyhow, if it doesn't even work on the very first shot, it doesn't even matter in fact.
Now it's easily demonstrable that it was not working with those powers since the critical chance bonus shows up in your stat windows.
But yeah, the fix also has the consequence that your first attack, aka the "surprise attack", does not have increased crit.
Epic Stronghold
Block timing explained
Upon hitting an enemy above 90% with a single target attack you get an invisible 6 second buff that grants you 10/20% global crit chance (depending on rank) that can be viewed in your character sheet. After the enemy's hp drops below 90% you stop getting this buff and thus your character sheet's crit chance does not change.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
No but in all seriousness...lol at this "fix."
So does that mean you can tap a single target attack, pick up the +20% crit chance and then go to town with an AoE for 6 seconds?
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I thinking tap Straight shot to get the debuff, tap explosive arrow (with kaboom adv) to get that set, then let storm of arrows rip for the rest. Does that sound right?
Like you said, it depends on the context of the fight. Is the target's HP going down in even increments of 10% or less per increment?
If it's a mob, well SA is awesome... because you can make it work such that a crit = one shot.
If it's a cosmic, depends on the run. For example, at Kiga the first 70% of hp might be easy / smooth to take down but once the storms roll in with extra dmg when he's below 1/3rd hp then people start dying and he heals and usually not up to 90% where SA would trigger. So then it's not that 90% of the fight is spent without SA.....it's more like 95-98% of the fight is when he's below 90% HP. Same deal with Eido. Or a bad Ape run. In smooth runs SA might proc for more of the fight and be more useful.
For Dino it could be the inverse. If the team keeps missing checks Dino could keep refilling its hp past the 90% mark increasing SA procs.
As for how to parse a build in the PH that has SA you could take the assumption that the HP of your target will go down in even increments over the course of a few minutes. In this case, it means that 90% of the time you wont have SA and 10% of the time you will have it. So just recreate that.
Parse your DPS without SA for 5 minutes (300 seconds)....label that as DPS A. Then go pick up SA, parse your DPS for a few minutes and label that as your DPS B.
Now you will only have DPS B for 10% of the fight, and DPS A for 90% of the fight. Say the average fight lasts 10 minutes...aka 600 seconds. You will have DPS B for 60s and DPS A for 540s. B*60 + A*540 = total dmg over 600s.
total dmg / 600s = combined DPS for the fight where you had SA active 10% of the time.
But again, this is on the assumption that the targets hp is going down evenly. If it's not then SA will either be active for more or even less of the fight.
TLDR: parse with SA and then parse without SA. Determine the right % mix of SA based on what fight you are optimizing for and then blend it in accordingly to get your final expected DPS.
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
Spectre beats Eido in an SG run: VIDEO HERE
I love it when you speak nerd to me
Epic Stronghold
Block timing explained
part of dps that uses surprise attack
add part of dps that doesn't use surprise attack
divide by crit layer stuff
multiply by crit - 0.2
Or all in all
It's worth noting that the CritChance and Severity numbers still need to come from the parser and not your character sheet especially if you are using any powers/specs in your rotation that modify those two variables during a given fight.
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
Spectre beats Eido in an SG run: VIDEO HERE
Epic Stronghold
Block timing explained
And if you did want to run the calculation via those predictions I guess you could change the formula to account for them, but I'm guessing that would be more of a pain than just running a 5 min parse.
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
Spectre beats Eido in an SG run: VIDEO HERE
Epic Stronghold
Block timing explained