A while back I made a sheet that
compared melee abilities with one another. It's woefully outdated so I'm going to start making logs of powers in general. The idea behind this log is to see where powers stand DPS wise while under a uniformed build.
- This is not an optimal build, but one that permits me to swap out forms, passives and powers and retain the same damage bonuses across them. Ego will be swapped out for Strength when testing melee abilities.
- While this may not paint a truly accurate picture of power output, it gives a good idea where they fall.
- No active offenses are used. No spec tree debuffs are used.
- A Depleted Uranium Core (DUC) is being used. This is to illustrate what powers can benefit from it.
- Circle of Arcane Power is used to negate having to build around a energy return.
- I chose to go with a crit build to get the most damage out of the powers as it's much easier to see disparities the larger the numbers.
- Powers will take advantage of optimal damage debuffs available to them. This was done to see just how much access to debuffs affects power output.
- "Tack on powers" like Strafing Run will not be used as they can boost the dps of any build. The one exception to this will be Mental Storm as it provides a hefty debuff for Ego powers. However, it will be used sparingly simply to maintain the debuff.
- Parses are long to try and even out critical hits and damage variance. These parses are also all macro'd to decrease human error.
- Maintain powers may occasionally take advantage of Maintain Canceling.
I will update this log whenever I get around to doing another round of parses. Feel free to share thoughts. Also interested if you think there are more efficient power rotations.
======================== The Build ========================
Offense Role
Offense 645.6 (19%)
Dex 353
Ego 353
Int 152
Critical 40.5%
Severity 117.5%
Damage bonus from form: 112%
Damage bonus from superstats: 76%
Damage bonus from ranged passives: 109%
======================== Archery ========================
Power: Snap Shot
Ranks and Advantages: Rank 3
Passive Used: Kinetic Manipulation
Rotation: Snap Shot
Thoughts: Not a very good representation of the power due to not being able to get bonus damage from low health targets.
Edit: Selphea made a good point that Snap Shots delay was a bit high. I tinkered with setups and couldn't get it below .81, which is really high for a .5 activation power. Straight Shot was slowing it down tremendously so I removed Straight shot.
Power: Focused Shot
Ranks and Advantages: Rank 3
Passive Used: Kinetic Manipulation
Rotation: Straight Shot -> Focused Shot x2
Thoughts: I expected this to be a touch higher. It's kind of annoying that Straight Shot's duration is so short.
Power: Storm of Arrows
Ranks and Advantages: Rank 3
Passive Used: Kinetic Manipulation
Rotation: Storm of Arrows -> Snap Shot x2
Thoughts: One of the few 100ft range aoe attacks. My favorite archery power, I tend to use the rooting advantage. Looks like the bonus damage does not scale with Depleted Uranium Cores.
======================== Celestial ========================
Power: Rebuke
Ranks and Advantages: Rank 3
Passive Used: Ego Form
Rotation: Rebuke
Thoughts: This has a really cool animation. Damage isn't as low as I thought it would be, although this power is greatly overshadowed by Celestial Conduit. I guess the stun adv could be useful.
Sadly these sorts of powers are generally ignored as we aren't really pressed for space on powers and it's more valuable to have dedicated strong abilities rather then ones that split themselves up.
Power: Celestia Conduit
Ranks and Advantages: Rank 3
Passive Used: Ego Form
Rotation: Celestia Conduit (Maintained)
Thoughts: That's not bad for a power that doubles as a heal. Delay comes out to .88 if you divide the hits and time, which is interesting for a maintain that applies every 1 second. I guess being able to cancel the maintain out early and the .5 activation brings it down.
Power: Celestia Conduit
Ranks and Advantages: Rank 3
Passive Used: Ego Form
Rotation: Celestia Conduit (Tapped)
Thoughts: Well the tap damage isn't that much more impressive (and part of it is due to a slightly higher crit for this parse), and it costs a heck of a lot more to use tapping it. Still though, I don't think maintains should have different activation times.
Power: Celestia Conduit
Ranks and Advantages: Rank 3
Passive Used: Ego Form
Rotation: Celestia Conduit (Canceled out of the maintain about 4/5ths of a second in)
Thoughts: Well then. I gotta say I don't think that's intended. Even the minhit is trying to tell us something.
======================== Darkness ========================
Power: Shadow Blast
Ranks and Advantages: Rank 3
Passive Used: Ego Form
Rotation: Shadow Blast
Thoughts: I am seeing that many damage types lack desirable debuffs. The debuff on Ebon Ruin is a bit too low to be worth using, at least solo.
Power: Ebon Rift
Ranks and Advantages: Rank 2 | Vengeful Shadows
Passive Used: Shadow Form
Rotation: Ebon Rift
Thoughts: This power does not trigger concentration. I was using Lifedrain to maintain concentration when Rift was on cooldown, which has been cut from the log. Like all 'pet' powers DUC does not work with this. Interesting that Vengeful Shadows can crit, definitely better than R3 of this power.
Power: Ebon Ruin
Ranks and Advantages: Rank 3 | Nyctophobia
Passive Used: Shadow Form
Rotation: Ebon Ruin
Thoughts: About where I expected it to fall. The additional damage over time does not crit and does not fully benefit from DUC. For this test I was using Circle of Ebon Wrath to apply Fear. Including a second parse as the ACT parser does not divide up the main hit from the dot.
Power: Ebon Ruin
Ranks and Advantages: Rank 3 | Nyctophobia
Passive Used: Shadow Form
Rotation: Ego Blade Breech -> Ebon Ruin
Thoughts: Not really ideal and under normal circumstances would likely drop your damage (frankly it's not worth it under ideal circumstances), but placing it up here since it's the only worthwhile dimensional debuff.
Power: Shadow Embrace
Ranks and Advantages: Rank 3
Passive Used: Shadow Form
Rotation: Shadow Embrace
Thoughts: Back in the day Shadow Embrace could knock cosmics. This was really annoying in Teleios Tower when someone would knock the Ultimate Mind into the water.
Power: Shadow Embrace
Ranks and Advantages: Rank 3
Passive Used: Shadow Form
Rotation: Ego Blade Breech -> Shadow Embrace
Thoughts: With the debuff.
Power: Lifedrain
Ranks and Advantages: Rank 3
Passive Used: Shadow Form
Rotation: Lifedrain
Thoughts: Not bad damage for a power that has strong healing output.
Power: Lifedrain
Ranks and Advantages: Rank 3
Passive Used: Shadow Form
Rotation: Ego Blade Breech -> Lifedrain
Thoughts: With the debuff.
======================== Earth ========================
Power: Stone Shot
Ranks and Advantages: Rank 3
Passive Used: Earth Form
Rotation: Demolish -> Half Charged Stone Shot -> Stone Shot x12
Thoughts: Half charge is there to refresh concentration. The power roots you which makes moving into melee to apply demolish difficult. I think Stagger could use some work.
Power: Stone Shot
Ranks and Advantages: Rank 3
Passive Used: Earth Form
Rotation: Stone Shot
Thoughts: Without the debuff.
======================== Electricity ========================
Power: Lightning Arc
Ranks and Advantages: Rank 3
Passive Used: Electric Form
Rotation: Thunderstrike -> Lightning Arc x5
Thoughts: Also not much for worthwhile electric debuffs. Invocation of Storm Calling does not last long enough to justify using. Lightning Arc gets to shine more in team settings where there are more resistance debuffs flying around and other sources of Negative Ions.
======================== Fire ========================
Power: Conflagration
Ranks and Advantages: Rank 3
Passive Used: Fiery Form
Rotation: Fireball (w/adv) -> Heat Wave (w/adv) -> Conflagration x2
Thoughts: Not a power I see often, but is and has always been insanely good. The fire set is unique in that it gets access to a truly obscene amount of resistance debuffs. Only drawback is its higher energy cost and can sometimes be nonfunctional against large targets.
Power: Fire Strike
Ranks and Advantages: Rank 3
Passive Used: Fiery Form
Rotation: Firesnake -> Heat Wave (w/adv) -> Fire Strike
Thoughts: That's actually a respectable amount of damage from a power that's generally considered to be poor. Although Fire Strike has better uses as a support power, being able to refresh Clinging Flames is really handy for powers like Rimefire.
Power: Fire Breath
Ranks and Advantages: Rank 3
Passive Used: Fiery Form
Rotation: Firesnake -> Heat Wave -> Fire Breath
Thoughts: Debuffs really helped this one out. Pretty good damage, but least amount of utility amongst the breath attacks.
======================== Force ========================
Power: Crushing Wave
Ranks and Advantages: Rank 3
Passive Used: Kinetic Manipulation
Rotation: Crushing Wave
Thoughts: Why doesn't this power trigger Concentration when half maintained? Due to this I won't be testing it with Demolish because getting into melee and keeping up Concentration would be a touch annoying. NNot bad considering no other debuffs are being used. However...
Power: Crushing Wave
Ranks and Advantages: Rank 3
Passive Used: Kinetic Manipulation
Rotation: Crushing Wave | Cancel out the maintain after 1500 miliseconds
Thoughts: Crushing Wave's damage does not ramp up, so it's better to cancel the attack out early. The damage you gain isn't that great, but noticeable.
======================== Gadgets ========================
Power: Ricochet Throw
Ranks and Advantages: Rank 3
Passive Used: Kinetic Manipulation
Rotation: Ricochet Throw
Thoughts: Not a good representation of this power as its not utilizing its effect. Not bad though.
Power: Gauntlet Chainsaw
Ranks and Advantages: Rank 3
Passive Used: Way of the Warrior
Rotation: Shred Combo (Penetrating Strikes) -> Gauntlet Chainsaw x3
Thoughts: You won't be able to utilize its area effect often, but it's a nice addition.
======================== Heavy Weapons ========================
Power: Skewer
Ranks and Advantages: Rank 3 | Initiative
Passive Used: Unstoppable
Rotation: Demolish -> Skewer (tap)
Thoughts:Power: Skewer
Ranks and Advantages: Rank 3 | Follow Through
Passive Used: Unstoppable
Rotation: Demolish -> Skewer (full charge) x9
Thoughts: Not sure how I feel about Skewer being better damage than Annihilate.
Power: Annihilate
Ranks and Advantages: Rank 3
Passive Used: Unstoppable
Rotation: Demolish -> Annihilate (tap)
Thoughts: Tap and full charge appear to do the same dps.
Power: Annihilate
Ranks and Advantages: Rank 3
Passive Used: Unstoppable
Rotation: Demolish -> Annihilate (full charge) x7
Thoughts: Annihilate was cooler when it had that advantage that dropped foe attack range down to 20'.
Power: Cleave
Ranks and Advantages: Rank 3
Passive Used: Unstoppable
Rotation: Demolish -> Cleave combo
Thoughts:
======================== Ice ========================
Power: Ice Blast
Ranks and Advantages: Rank 2 | Hard Frost
Passive Used: Fiery Form
Rotation: Firesnake -> Ice Blast
Thoughts: I'm pretty convinced Ice Blast is the most potent dps ability in the game at this point. It's low cost, requires little setup, and can further boost its damage levels with Rimefire support. Two Gun Mojo can rival its damage, but loses out due to lack of accessible debuffs and synergies.
Power: Frost Breath
Ranks and Advantages: Rank 3
Passive Used: Fiery Form
Rotation: Firesnake -> Frost Breath
Thoughts: The only breath attack that has scaling damage based on the maintain time.
Comments
Power: Dragon's Claw
Ranks and Advantages: Rank 3
Passive Used: Way of the Warrior
Rotation: Shred Combo (Penetrating Strikes) -> Dragon's Claw (Tap)
Thoughts: About where I expected it to fall. Used shred as the bleed damage slightly wins over Vipers Fangs.
Power: Tiger's Bite
Ranks and Advantages: Rank 3
Passive Used: Way of the Warrior
Rotation: Shred Combo (Penetrating Strikes) -> Tiger's Bite (Tap)
Thoughts: Tap damage seems low...
Power: Tiger's Bite
Ranks and Advantages: Rank 3
Passive Used: Way of the Warrior
Rotation: Shred Combo (Penetrating Strikes) -> Tiger's Bite (Full Charge)
Thoughts: Not common to see a power that's better using full charges.
Power: Reaper's Embrace
Ranks and Advantages: Rank 3
Passive Used: Way of the Warrior
Rotation: Shred Combo (Penetrating Strikes) x3 -> Reaper's Embrace (Tap)
Thoughts: If anyone knows a faster way to apply bleeds, do tell. I tried the lariats, scything blade, and settled on spamming the shred combo 3 times using aspect of the bestial for a reliable 5 bleeds. I tested tap and charged and they both leveled out to roughly the same output.
Power: Tiger's Bite | Reaper's Embrace
Ranks and Advantages: Rank 3
Passive Used: Way of the Warrior
Rotation: Shred Combo (Penetrating Strikes) x3 -> Reaper's Embrace (Tap) -> Tiger's Bite (Full Charge)
Thoughts: Adding in tiger's bite doesn't add much. Having to reapply shredded means damage lost from bleed/shred while building back up to 5 bleed stacks.
Power: Shuriken Throw
Ranks and Advantages: Rank 3
Passive Used: Kinetic Manipulation
Rotation: Shuriken Throw
Thoughts: For some reason I thought this one would be higher. I have memories of using this in PvP way back when and it being decent. Oh well.
Power: Shockwave
Ranks and Advantages: Rank 3
Passive Used: Electric Form
Rotation: Shockwave
Thoughts: Looked into Sonic Boom Generator for a sonic debuff. Sadly it's only 10% for 8 seconds, not worth it. Damage is pretty low, but power is considerably cheaper than most maintained aoes.
Power: Haymaker
Ranks and Advantages: Rank 3
Passive Used: Unstoppable
Rotation: Demolish (Below the Belt) -> Haymaker Full Charge x4
Thoughts: That Max Hit. I do find it interesting that it's falling slightly below Massacre, as my old previous tests had it slightly above. Perhaps macroing rotations had something to do with it.
Power: Demolish
Ranks and Advantages: Rank 2 | Below the Belt
Passive Used: Unstoppable
Rotation: Demolish (Below the Belt) full charge
Thoughts: R2 w/adv + full charges wound up having the same DPS as Rank 3 taps. Rank 3 taps is way too energy intensive.
Power: Uppercut
Ranks and Advantages: Rank 3
Passive Used: Unstoppable
Rotation: Demolish (Below the Belt) -> Uppercut full charge x6
Thoughts: Solid, but doesn't do much more over just using Demolish.
Power: Beatdown
Ranks and Advantages: Rank 3
Passive Used: Unstoppable
Rotation: Demolish (Below the Belt) -> Beatdown
Thoughts: So there is something very, very strange about Beatdown. I was wondering why the first two hits were coming up very short on crit rate. Turns out the first two hits hit for dual damage, one crushing, and another slashing. The slashing portion cannot crit and does 0 damage. The snare/root bonus damage advantage is likely falling on the severity layer as it was giving me no benefit. Or it doesn't work.
Power: Defensive Combo
Ranks and Advantages: Rank 3
Passive Used: Unstoppable
Rotation: Demolish (Below the Belt) -> Defensive Combo
Thoughts: Has better utility than Beatdown with the last hit being aoe, adding Defiance and having better threat generation.
Power: Iron Chain
Ranks and Advantages: Rank 3
Passive Used: Earth Form
Rotation: Demolish -> Iron Chain
Thoughts: Inferior version of Lash. Demolish hikes up its delay considerably.
Power: Iron Chain
Ranks and Advantages: Rank 3
Passive Used: Earth Form
Rotation: Iron Chain
Thoughts: Including a no debuff version. While adding in Demolish does increase output, it's a pain to flip between melee and range and likely won't be that much of an increase under actual game encounters.
Edit: Updated parse as original one had a faulty delay.
Power: Iron Cyclone
Passive Used: Earth Form
Rotation: Demolish -> Iron Cyclone
Thoughts: So what this is telling me is if you want to go Might chains go Iron Cyclone all the way. Unless you really want the knockback adv on Iron Chain, which requires you to be enraged to get the most benefit, when chains don't scale off of melee damage. I think chains could use the strong arm adv too.
Power: Two Gun Mojo
Ranks and Advantages: Rank 2 | Close the Gap
Passive Used: Kinetic Manipulation
Rotation: Two Gun Mojo
Thoughts: Ranged physical does not get many options for debuffs, but Two Gun Mojo doesn't need them, it takes a top DPS spot just fine on its own. I might try rotating in Chest Beam, but I generally find debuffs not to be worth it unless they're around -20%.
Power: Assault Rifle
Ranks and Advantages: Rank 2 | Mow 'Em Down
Passive Used: Kinetic Manipulation
Rotation: Assault Rifle
Thoughts: Pretty good damage.
Power: Gatling Gun
Ranks and Advantages: Rank 3
Passive Used: Kinetic Manipulation
Rotation: Gatling Gun
Thoughts: Gatling Gun seems finicky with DUC.
Power: Submachinegun Burst
Ranks and Advantages: Rank 3
Passive Used: Kinetic Manipulation
Rotation: Submachinegun Burst
Thoughts: Nothing to note here.
Power: Bullet Ballet
Ranks and Advantages: Rank 2 | Not Without Incident | Break the Trigger
Passive Used: Way of the Warrior
Rotation: Bullet Ballet
Thoughts: This power would really benefit from being a single damage type. Because it's split between Crushing and piercing Demolish is not worth using here. It also doesn't help that Bullet Ballet pretty much doesn't benefit from DUC at all.
Power: Laser Sword
Ranks and Advantages: Rank 2 | Particle Acceleration
Passive Used: Electric Form
Rotation: Particle Accelerator -> Unified Theory -> Laser Sword
Thoughts: Can anyone take away Laser Swords melee crown? Particle Accelerator and Unified Theory are so clunky and boring, but the buff so worth it.
Power: Laser Sword
Ranks and Advantages: Rank 2 | Particle Acceleration
Passive Used: Electric Form
Rotation: Laser Sword
Thoughts: You lose a bit of damage not using unified theory and particle accelerator, but the reality is those attacks are so clunky that in actual encounters they probably wouldn't add much. Kinda funny that Laser Sword does a ton of damage on its lonesome. I wonder if its damage was balanced around the damage penalty from the Laser Knight advantage.
Power: Massacre
Ranks and Advantages: Rank 3
Passive Used: Way of the Warrior
Rotation: Shred Combo (Penetrating Strikes) -> Massacre
Thoughts: Massacre gaining bleed refresh and Shred gaining Shredded really brought it up in the ranks. I rather wish Unstoppable benefited bleed damage as it would be a nice passive for this. Something to note, bleeding usually does not benefit from DUC. I'm not sure why it sometimes does, but it would appear that refreshing bleeds causes DUC to work even less with them (as seen in the lower logs).
Power: Bite
Ranks and Advantages: Rank 3
Passive Used: Way of the Warrior
Rotation: Shred Combo (Penetrating Strikes) -> Bite
Thoughts: Very good damage for such a low tier power, sadly Massacre and Shred renders it pretty pointless.
Power: Shred
Ranks and Advantages: Rank 2 |Penetrating Strikes
Passive Used: Way of the Warrior
Rotation: Shred Combo
Thoughts: Also very good damage for a power that's dirt cheap in cost.
Power: Frenzy
Ranks and Advantages: Rank 3
Passive Used: Way of the Warrior
Rotation: Shred Combo (Penetrating Strikes) -> Frenzy Combo
Thoughts: Its advantage is not on the base layer so it's not worth using. I would say the damage is solid for an aoe, but melee cones are basically single target attacks with how limited they are. Not bad single target damage for how cheap in cost it is.
Power: Infernal Blast
Ranks and Advantages: Rank 3
Passive Used: Fiery Form
Rotation: Firesnake -> Infernal Blast
Thoughts: (Finds humor in the min hit being 666 for Deadly Poison). Poison stacks are a nice damage boost. Other than that just another dirt cheap decent power.
Power: Lash
Ranks and Advantages: Rank 3
Passive Used: Fiery Form
Rotation: Firesnake -> Lash
Thoughts: Not the best test for Lash as it gains additional damage for every poison stack. I think I'll do another test later on against a target with a ton of poison stacks and see what happens.
Power: Defile
Ranks and Advantages: Rank 3
Passive Used: Fiery Form
Rotation: Firesnake -> Defile
Thoughts: Defile was considered ridiculously overpowered when introduced years ago. Still a solid power.
Power: Vicious Cyclone
Ranks and Advantages: Rank 3
Passive Used: Fiery Form
Rotation: Firesnake -> Vicious Cyclone
Thoughts: You just keep showing up Might Chains.
Power: Epidemic
Ranks and Advantages: Rank 3
Passive Used: Fiery Form
Rotation: Firesnake -> Epidemic
Thoughts: I was actually surprised how much damage Epidemic does.
Power: Venomous Breath
Ranks and Advantages: Rank 3
Passive Used: Fiery Form
Rotation: Firesnake -> Venomous Breath
Thoughts: For all its utility venomous breath does decent damage too. The poison adv + a bleed applicator would likely net more damage.
Power: Devour Essence
Ranks and Advantages: Rank 3
Passive Used: Fiery Form
Rotation: Fire Snake -> Devour Essence x3
Thoughts: No surprises here.
Power: Telekinetic Assault
Ranks and Advantages: Rank 3
Passive Used: Ego Form
Rotation: Mental Storm -> TK Assault
Thoughts: I'm surprised I don't see TK Assault that often. I guess it was forgotten after the blast buffs a while back.
Power: Telekinetic Lance
Ranks and Advantages: Rank 3
Passive Used: Ego Form
Rotation: Mental Storm -> TK Assault -> TK Lance
Thoughts: I might try another rotation for this as I wasn't always popping 5 stacks. Always 4, sometimes 5. That's a really sad result, though. TK Lance's bonus hits do not work with DUC.
Power: Ego Blade Annihilation
Ranks and Advantages: Rank 2 | Mental Acuity
Passive Used: Ego Form
Rotation: Mental Storm -> Ego Blade Breach x6 -> Ego Blade Annihilation (tap)
Thoughts: Mental Storm was used sparingly to not skew the results too much. Considering how much -res is being used in this parse and Mental Storm propping up the damage a bit, Ego Blades are on the lower rung for melee damage. The Ego Annihilation dot does not benefit from DUC. Strangely enough the rupture damage does.
Power: Ego Blast
Ranks and Advantages: Rank 2 | Mind Opener
Passive Used: Ego Form
Rotation: Mental Storm -> Ego Blast
Thoughts: Edit: Redid this one. Damage is about where I expected it now. Not quite as good as Ice Blast but in the same league.
Power: Hurricane
Ranks and Advantages: Rank 3
Passive Used: Stormbringer
Rotation: Hurricane
Thoughts: Hurricane wound up being a lengthy test as I wanted to see if stacking up debuffs of appropriate types was worth it. Here's Hurricane all by itself, pretty high damage for a mobile wide range aoe.
Power: Hurricane
Ranks and Advantages: Rank 3
Passive Used: Stormbringer
Rotation: Firesnake -> Hurricane
Thoughts: Firesnake seems worth it.
Power: Typhoon
Ranks and Advantages: Rank 3
Passive Used: Stormbringer
Rotation: Firesnake -> Typhoon
Thoughts: Based on my findings for Hurricane I decided Firesnake was the optimal debuff choice on this. Pretty good for a cone, was difficult supplying the energy. Although it's a little sad that Hurricane comes pretty darn close to this.
Power: Wind Breath
Ranks and Advantages: Rank 3
Passive Used: Stormbringer
Rotation: Wind Breath
Thoughts: Not much to say about it, although I always found this good for a wolf character. KB adv on it is handy for rage stacking.
Power: Wind Breath
Ranks and Advantages: Rank 3
Passive Used: Stormbringer
Rotation: Fire Snake -> Wind Breath
Thoughts: Firesnake didn't add all that much either. Split damage types can be a bit obnoxious when it comes to picking debuffs.
Was ur Epid test using R3 or Outreak, btw? I find R3 is better for dps, where Outbreak is better for getting 10x DP faster (which can be useful for, say, the Lash build, though IBlast can apply and refresh DP stacks on-tap, and for Lash you could also add Defile's debuff).
Infernal SN has many diff rotations avail, but I'm not sure any of them actually stick out for single-target (blast -> PS defile, defile debuff to blast spam, epid spam, epid -> blast w/ AVM, defile spam, lash builds, bleed and poison stacking w/ vile lariat, etc).
For a Firestrike build, I'd prob try Avenger spec w/ Fireballl and Pre-emptive Strikes in a FStrike -> Fireball rotation. Seems like the most natural way to make use of Firestrike to me.
Pretty good analysis thus far. Though energy concerns can def be an issue for some builds, its more the exception than the rule for a strong general build setup.
- Be safe and have fun, champs - for science!
My Defile testing was put on hold while I figure out a way to tapspam it without compromising the build's damage bonuses. My last attempt did not go well, although from previous parses with a AoPM build it's not that much higher above Infernal Blast and requires a good amount of work to not deplete your energy, even with Supernatural Power.
With Lash I want to see what happens in a team setting with say 30 stacks of poison going. Curious if it has a cap for damage bonus and how many it takes for it to rival higher damage abilities.
Ah yeah, Fireball would be a good power to try out.
Last time I tested, I did notice a strange behavior w/ Deadly Poison, where if ya refresh it repeatedly simply by tapping IBlast, eventually the poison ticks stop working properly and the dmg from them drops off. This didn't seem to happen if ya apply a new stack (ie. full charge IBlast instead of tap). But its been a while since I checked, and I'm not sure if this behavior holds true for other types of debuffs/DoTs.
- Be safe and have fun, champs - for science!
I do think you can squeeze a bit more dps out of conflagration, but it would require an extra power (firesnake) and/or a bit more complicated rotation. Since you really do not need to use heatwave that often to keep the debuff up, you can do:
firesnake>fireball>heatwave>conflagration x2>firesnake>fireball>conflagration x3
It'd be interesting to see if devoting time to a low dps move like HW for the debuff is worth it overall or not. It does make sense to fully channel it in the opener since its not like ya want to go full bore vs. a boss as a squishier dps anyways; taps should be able to maintain it after that.
- Be safe and have fun, champs - for science!
I do think it's worth it since it's a long duration debuff. But tapping would not work since it gets 6 -resistance stacks all with their own duration (so no refreshing all stacks with a tap).
I doubt the added resistance debuff from firesnake will be useful on bossfights, but the changed rotation is still a bit higher dps with or without firesnake.
That parse had heat wave dropping to 5 just as I was tapping it to keep it at 6. Firesnake wound up being a dps drop as I was hitting the -res cap with Heat Wave and Fireball.
Firesnake might be worth swapping in just for an aoe debuff or better team debuffs, but for single target I think heat Wave and Fireball are a bit better.
I generally like to use Defile as a baseline ranged attack. Its damage isn't stepping on the toes of melee too much and it takes quite a bit of build work to get at a spammable pace, even with a quirky energy unlock. All the blasts posted here require very little building, and have high return.
Epic Stronghold
Block timing explained
Passive Used: Ego Form
Rotation: Mental Storm -> Ego Blast
Thoughts: Edit: Redid this one. Damage is about where I expected it now. Not quite as good as Ice Blast but in the same league.
Power: Telekinetic Assault
Passive Used: Ego Form
Rotation: Mental Storm -> TK Assault
Thoughts: I'm surprised I don't see TK Assault that often. I guess it was forgotten after the blast buffs a while back.
Power: Telekinetic Lance
Passive Used: Ego Form
Rotation: Mental Storm -> TK Assault -> TK Lance
Thoughts: I might try another rotation for this as I wasn't always popping 5 stacks. Always 4, sometimes 5. That's a really sad result, though.
My secret's out! :eek:
But the Blasts are going to look weak because they can't AO rotate to proc Avenger Mastery often. For the sake of fairness, there's nothing that can be done about that though.
I personally have always liked using TK Assault and TK Lance.
However due to curiosity I've only recently been using both with Mental Storm. TK Assault is my favourite, TK Lance is only sometimes good, most of the time (at least for me) without my AO it doesn't crit that often.
Have you tried using Incisive Wit -> Mental Storm -> TK Assault ? Or that same set up but with TK Lance (if Incisive Wit holds)
I've used Incisive Wit as a mini AO in the past and found it relatively rewarding. The only downside is the time it can take to proc.
Also, have you ever compared Crushing Wave and Wind Breath? I personally think (and no doubt do others) that Crushing Wave needs to be extended to 5 seconds to be put on par with other cone powers, or re made similar to them in terms of ticks and damage.
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__________________________
I assume w/ the Mind Opener test that you were referring to TP Reverb and its weirdness instead of Ego Reverb?
Also, the crit rng seems high for the TKA-focused test, but a bit low for the test that used TKL. I'd expect more from the latter- namely an higher crit rate w/ Guardicator and Ego PSS.The avg resist for TKL was also a bit worse than for TKA for some reason. Just seems off to me..
- Be safe and have fun, champs - for science!
Not surprising, because from the tooltip, Chance to critically hit with this power is increase for each stack of Ego Leech you have. (And it's 3% crit/stack). 46%+15% = 61%, which is a lot closer to 66%... Sigh that Upper Hand wouldn't work here ... or does it? (cue dramatic music)
That at least explains the "relative" weakness of TKL here.
Just saying- resistance diff aside, one test seems to have had good crit rng, where the other fell on the opposite end of the scale there. I dun think the comparison is bunk or anything.
- Be safe and have fun, champs - for science!
Unless ... the critical chance isn't scaling properly throughout the maintain. Now wouldn't that be a bug ... :rolleyes:
Also using a quick binomial calculator, I calculate the chance of getting N ego leech stacks over 6 seconds (from both TKA (20%, full maintain) and Ego Infusion (1 stack/2 seconds)) to be:
3 13%
4 30%
5 57%
Might be that one maintain of TKA is just a bit short.
From my experience, its quite random w/ the stacks from TKA, but it also depends if ur throwing other powers in there. Just one TKA maintain w/ EL often won't be enough for 5 stacks by the end of it, but just adding another (no-cd) power into the rotation normally means ya can potentially squeeze in another stack regardless of the rng.
Perhaps TKL is only a good idea if ya need just one full TKA maintain between uses to get 5x EL consistently, but due to EL stacks and TKA's ramp up, its a loss or a dps wash otherwise vs. just committing to TKA at 5 stacks (as these tests seem to show).
- Be safe and have fun, champs - for science!
TL;DR: TKA seems to work properly, but the ego leech bonus appears to be double that of the tooltip (6% vs 3%).
Tested with the help of some clever automation. No puny unreliable humans.
Character base crit rate: 27.4%
Rotation 1:
Build ego leech to 5, then loop:
- TKA, 3 seconds
- Pause, 500 ms
Stack count was manually verified to be 5 for the whole time.
TKA: 524 hits (283 crit)
Crit rate: 54%
95% CI: 49.6-58.3%
Rotation 2:
Loop:
- TK burst, tap (for one stack of EL)
- Ego Blade Annihilation, 1.5 seconds (full charge, starts DOT)
- Pause, 500 ms
- TKA, 5 seconds
- Pause, 17s (to drop all stacks)
Stack count was verified to be 0 at the start of TKA. "Average" stack count was around 1-2 (no hard numbers, sorry).
TKA: 657 hits (217 crit)
Crit rate: 33%
95% CI: 29.4-36.8%
... And that's all the time I have for testing right now.
Good to get better support for the theory that TKA was getting a higher bonus than expected. Math rules :x
- Be safe and have fun, champs - for science!
I dunno, so far every blast I've posted here I think is overperforming.
Yep, telepathic, mistype.
Huh, I didn't notice the resistance drop in TKL. Oh, that would be why. Because the bonus hit doesn't work with depleted uranium core.
Good catch on the DUC factor. TKL's EL-derived dmg proc is sometimes very delayed, so that tells me its not coded straightforward and could have snags like not getting proper resistances going for it.
Too many bugged details w/ the powers in this game.
- Be safe and have fun, champs - for science!
While IC is a very good 2 pt advantage, it's on an energy builder which will in the long run drop your output significantly waiting for it to proc. If you happen to get it to proc during random eb uses, it's great, but not something I'm going to use for these tests.
I haven't looked at the breaths yet, I suspect venomous breath will be the one to beat...
Ego Blast DPS was 6,531 (73% crit) vs TKA with 5,239 (88% crit).
I started the Ego Blast parse with a full charge so I would get Disorient immediately and I noted it dropped off once which necessitated another full charge but it didn't seem to affect DPS too much.
TKA was always full maintains so AO's and Mental Storm both had to wait for TKA to finish. In my observations, this was suboptimal since AO and MS was often activated a few seconds after cd unlike the Ego Blast build. (But would you really want to break a maintain??)
Really not sure why your test showed Ego Blast so much lower. Another odd thing I noticed in your test was MS was much lower in the Ego Blast parse whereas in mine it was 50% higher.
Also for fun I tested Ice Blast and Firesnake R2 w/TB on Quarry at 100 ft with Ice Sheath R2 w/SC instead of LNL. Got 5,850 DPS. Of note, using Ego Surge is a pretty high DPS increase to Mental Storm so that helped Ego Blast pull ahead of Ice (but Ice can fight at 100 ft).
Interesting how Rimefire and Mental Storm takes Ice Blast to almost 7K DPS.
Post up the details of your parses, let's see how often Mind Opener was triggering on Ego Blast.
Edit: Redid the parse and got a different result. It feels like the previous parse was omitting a passive (I know that wasn't the case but it's the only explanation I have as the delays and crits aren't off). Still not as potent as Ice Blast, but it's in the same league.
Passive Used: Kinetic Manipulation
Rotation: Ricochet Throw
Thoughts: Not a good representation of this power as its not utilizing its effect. Not bad though.
Power: Snap Shot
Passive Used: Kinetic Manipulation
Rotation: Snap Shot
Thoughts: Another not very good representation of the power due to not being able to get bonus damage from low health targets.
Edit: Selphea made a good point that Snap Shots delay was a bit high. I tinkered with setups and couldn't get it below .81, which is really high for a .5 activation power. Straight Shot was slowing it down tremendously so I removed Straight shot. Oh look, DPS is the same without Straight Shot's debuffs. Link for the old Straight Shot -> Snap Shot parse.
Power: Focused Shot
Passive Used: Kinetic Manipulation
Rotation: Straight Shot -> Focused Shot x2
Thoughts: I expected this to be a touch higher. It's kind of annoying that Straight Shot's duration is so short.
Power: Storm of Arrows
Passive Used: Kinetic Manipulation
Rotation: Storm of Arrows -> Snap Shot x2
Thoughts: One of the few 100ft range aoe attacks. My favorite archery power, I tend to use the rooting advantage. Looks like the bonus damage does not scale with Depleted Uranium Cores.
Edit: Redid the parse using Snap Shot in place of Straight shot. Link to old parse.
Omitted Test: Explosive Arrow (Where's the Kaboom?)
Sadly there are no passives that would neatly let me test a piercing/fire damage setup. I tried out a Quarry setup using Striaght Shot, Fire Snake, and Explosive Arrow and got around 2,700 dps. WTK has some potential with its fire typing. Another idea is throwing in Gas Arrow.
Archery seems to come up short compared to the other stuff posted here, but it is a mobile long ranged set and one of the few sets spared of the low tier power buff pass a while back.
Epic Stronghold
Block timing explained
Anyway Snap Shot gets killed by input delay. You can do something with Storm of Arrows and Trapped, but I doubt it will help all that much.
The sad thing is that even though Snap Shot's the highest non-cd ST attack in Archery, it being instant means its actually not much better than a charged Sonic Arrow w/ the DD adv- esp if ya add in AoE-boosting specs. Whenever I tested diff rotations on the Marksman I never really got significantly better results using Snap Shot (not counting the execute range dmg), though I did tend to run into more energy issues then too. RT taps, though good, also get hit hard by that delay (though RT's base dmg is still high enough that its not as bad).
Oh, and if ur going to test TC as a passive, Kaiz, I'd be interested to see if ya can corroborate LockOn to not be giving the correct crit-related bonuses. I'd love the passive to not be critically bugged atm, but I think it still is.
- Be safe and have fun, champs - for science!
Epic Stronghold
Block timing explained
Let's look at Two Gun Mojo and Lightning Arc. They have .5 activation times and their delay readout on the parses is .57 and .54, very close to their advertised time. Now let's look at Snap Shot which has a .5 activation time, but the parse shows it at .65. Pretty big disparity. The power use for these parses was mostly automated, so human error shouldn't be the cause of it.
While such small differences seems trivial, in the long run it will impact the power's performance quite a bit. Another interesting tidbit is maintains stop dealing damage before the maintain bar fully animates, making it advantageous to halt the maintain early and retrigger it.
The yellow line shows just about where maintains stop dealing damage.
Furthermore, the maintain counts as a full maintain as far as power requirements are concerned at that point too. ie Epidemic will double its poison stacks at that point.
This gives maintains a significant edge over taps. I haven't gotten to the melee powers yet, but Devour essense for instance was one of the higest dps melee abilities during my inital melee tests a while back.
Epic Stronghold
Block timing explained
The maintain end tick issue may be due to interface lag, the extra tick they gain in the 1st second (ex. TGM and LArc get 9 ticks total instead of the listed/implied 8) throwing off the rest of the cast bar, or the simple fact that the cast bars aren't meant to be 100% accurate. Like power anims, I suspect its cause they are just a visual cue. Its evident if you try to partially charge a power, but the charge line on the bar stammers and doesn't always smoothly stop at its indicated fill when released. Or the case of getting a stack of FotTiger or Conc for half-charging when the final bar graphic didn't quite fill up halfway, etc.
It is interesting that you got a slightly shorter avg delay w/ LArc vs. TGM, though, and even w/ adding in another power for LArc's rotation. Hmm..
Snap Shot's avg delay was in line w/ my testing for power activation delays, though, w/ a 0.5 sec listed activation time having a ~0.15-0.16 sec avg delay.
You are correct, though- it does seem that the last tick of a maintain doesn't align w/ the end of the cast bar.
*shrug* Nearly everything related to CO's listed times for things is off. Hard to make sense of it all.
- Be safe and have fun, champs - for science!
When only looking at LA it looks good.
The test lasted 9:51 minutes = 591 seconds
In total there were 1106 hits, so on average 591/1106=0,534 seconds per hit, which is pretty close to the 0.54 in the log.
So then looking at TGM.
The test lasted 9:54 minutes = 594 seconds
In total there were 1182 hits, so on average 594/1182=0,5025 seconds per hit, which is not exactly the 0.57 in the log.
Or the total average delay on the epidemic test
The test lasted 11:50 minutes = 710 seconds
In total there were 3231 hits, so on average 710/3231=0,2197 seconds per hit, that is pretty far off from the 0.27 in the logs.
Why is that odd? It just tells you it takes 0.67 seconds for the maintain to start, but that is not tied to anything that happens during the maintain. Those activation times are also why it is completely normal for a 4 seconds maintain to do 9 hits, the total time it takes to complete one maintain is 4+0.5 or 4+0.67 or x+y seconds. Sword cyclone is the only maintain I know about that does not do its first hit right after the activation time, which causes it to not do any damage when tapped.
I think it's odd to have a activation time that differs from its maintain damage time. Seems inconsistent.
Epic Stronghold
Block timing explained
Checked a few of the delay times and I haven't really found a pattern to which ones are inconsistent. Deadly Poison was off on the Lash/Epidemic one but fine on the Infernal Blast one.
But it still odd....
I'd say as long as there's no lag/snr's happening during ur tests, or long downtime between power use, it can mostly be ignored for a full build parse- like one of the things to be broken out only if something really seems off w/ dps build comparisons.
- Be safe and have fun, champs - for science!
Passive Used: Kinetic Manipulation
Rotation: Shuriken Throw
Thoughts: For some reason I thought this one would be higher. I have memories of using this in PvP way back when and it being decent. Oh well.
Power: Shadow Blast
Passive Used: Ego Form
Rotation: Shadow Blast
Thoughts: I am seeing that many damage types lack desirable debuffs. The debuff on Ebon Ruin is a bit too low to be worth using, at least solo.
Power: Rebuke
Passive Used: Ego Form
Rotation:Rebuke
Thoughts: This has a really cool animation. Damage isn't as low as I thought it would be, although this power is greatly overshadowed by Celestial Conduit. I guess the stun adv could be useful.
Sadly these sorts of powers are generally ignored as we aren't really pressed for space on powers and it's more valuable to have dedicated strong abilities rather then ones that split themselves up.
Passive Used: Ego Form
Rotation: Celestia Conduit (Maintained)
Thoughts: That's not bad for a power that doubles as a heal. Delay comes out to .88 if you divide the hits and time, which is interesting for a maintain that applies every 1 second. I guess being able to cancel the maintain out early and the .5 activation brings it down.
Power: Celestia Conduit
Passive Used: Ego Form
Rotation: Celestia Conduit (Tapped)
Thoughts: Well the tap damage isn't that much more impressive (and part of it is due to a slightly higher crit for this parse), and it costs a heck of a lot more to use tapping it. Still though, I don't think maintains should have different activation times.
This is working as intended to make up for the long delay the animation can case at first cast, you'll notice that first hit takes much long than 0.5 to do damage (when not doing tap spam).
Well then. I gotta say I don't think that's intended.
Even the minhit is trying to tell us something.
Another odd thing about conduit.
With illumination active the first hit can "chain" to your primary target when healing (this is also not very reliable, and only works on healing), so you can sometimes see conduit heal your primary target 3 times at the start of the maintain. But even with these probably bugged mechanics, iniquity is still a far better heal....
Celestial in general just needs to be reworked a bit, something like make conduit hit every 0.5 seconds to targets affected by illumination (and remove that extra hit after activation time), and give rebuke an AoE component against targets affected by illumination.