Bill Z Bubba

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  1. Bill Z Bubba

    Best aoe dmg

    Here's my take on insps. I don't use them for testing. Period. Ever. I do, however, use them when playing.

    Testing is what we do when studying powerset comparison. If I want to to "cheat," I can fire up my brother's account with some emp defender on autofollow spamming me with heal other, fortitude and the two RAs. (Yes, there are ways to set more than one power on auto, but they aren't even remotely legal and will get you in trouble.) I don't do this, of course, because it trashes any hope of me determining what the sets I'm using are capable of under normal circumstances.

    Another example: One of the things we're trying to determine here is whether SS's aoe output is actually all it's stated to be. We all know that rage is part of that equation. If I'm going to spam myself with reds to punch up to the damage cap I can do so without bothering with rage at all. Then I don't have to deal with the rage crash at all, either.

    It skews the results of the test. You're going to run out of your favored inspiration when you're mowing through a few hundred enemies on a map. You're going to end up with different tiered insps and run into situations where you don't have 3 to bind into 1.

    If you want to know the max aoe output, just know it. Get your attack chain, ignore the 5% miss rate, calculate it at the damage cap, done. But that doesn't tell us much.
  2. Bill Z Bubba

    Best aoe dmg

    Quote:
    Originally Posted by Fiery-Enforcer View Post
    Alright, I did a few more tests including what you suggested. With Rage/Foot Stomp/Blazing Aura I got around 605k inf/minute, while with FU/Spin/Eviscerate/Death Shroud I got around 625k inf/minute, thus giving the edge to Claws in this case.

    Now here's a test I decided to do which would be hard to duplicate, so I just did a few runs with each. I added the epic AoE into the equation, Dark Obliteration with Claws and Fireball with SS, I know Fireball has an edge in this situation. I also added inspiration usage, specifically I converted everything into reds and used them like crazy.

    The results I got with the Claws/Dark worked out to around 1 mil inf/minute each run, while the SS/Fire worked out to around 1.35 mil inf/minute each run. I know this isn't the ideal comparison namely because of Dark Obliteration vs. Fireball, but that's all I can work with right now.
    I like it. It gives us some benchmarks to shoot for. I do wish someone out there had a tricked out claws/fire/pyre to play around with.

    And we know that not only is fireball > dark obliteration but blazing aura > death shroud. I'd personally stay away from inspiration use specifically because of the huge variable involved there.
  3. Bill Z Bubba

    Best aoe dmg

    That's what I would expect to see. Now do the same with fu/spin/eviscerate/death shroud versus rage/footstomp/blazing aura.
  4. Bill Z Bubba

    Best aoe dmg

    Quote:
    On a power-per-power basis, Footstomp is freaking awesome, though.
    I would NEVER claim otherwise. Just wish SS: hand clap did damage as well.
  5. /tips a Guinness

    Be well, man.
  6. Bill Z Bubba

    Best aoe dmg

    Quote:
    Simplicity is effectiveness in this case, though. For every moment that BillZ's theoretical Claws character has to reposition, he loses DPS. Doesn't mean that his numbers are invalid, but it's inappropriate to dismiss a 350% advantage in area.
    I really should load up wegame and post a video. There's little to no repositioning going on.

    I run up to a spawn and attack. During attack animations, enemy AI causes the spawn to surround me. As a minion dies it creates space for another enemy to close in. Watch large spawn combat from above and it's easy to click on enemies that are stacked irregularly to leverage cones.

    The period of time when foot stomp's larger radius shines is when you're left with just a few enemies at short range using ranged attacks after the majority of the spawn has already been wiped out.

    When farming, it's best to ignore those anyway and allow them to fall by utilizing the conga line of stupidity. Bounce from spawn to spawn, nuke the majority, ignore the stragglers, more often than not they'll run to catch up and dive into the fray only to meet their inevitable demise.

    EDIT: And yes, it gets really silly when I'm fighting +4s and the KB from shockwave turns into KD.
  7. Ignore mitigation. Be the bomb. Get a single -KB IO in there somewhere. Mag 3 only works on LTs and lower, I believe.

    Soul Drain, Fiery Embrace, Burn, Shadow Maul, RotP
  8. Bill Z Bubba

    Best aoe dmg

    Quote:
    Bill, I want to thank you for bringing the final say to the argument.
    I wouldn't go that far. If I've learned anything being a part of this community it's that validation should occur regardless of how well we expect our calculations to correlate with reality.

    I could probably work out the electric numbers, but CoD needs some updating and I'm unsure on the numbers behind Elec's teleport attack. We're also all leaning toward /FA being the winner, but no one has put up the numbers for SS/Shield. Since you can't have claws/shield, I'd be very curious as to whether shield charge + aao cranks SS into the winner's circle. But then, /SD would also benefit Elec just as well.
  9. Bill Z Bubba

    Best aoe dmg

    And full circle we have come.

    So the question: Why is the perception of SS's AoE dominance so prevalent when it doesn't stand up to scrutiny?
  10. Bill Z Bubba

    Best aoe dmg

    Quote:
    Wouldn't x=3 mean you need 200% global recharge, since ~100% will come from enhancements?
    Yea, when I state global I mean from all sources. Enhancements, quickness, hasten, whatever. Regardless, you're right in that 300 isn't as hard to do as that post made it seem. 70 from hasten, 37.5 from LotGs, 95 from enhancement, 50 from 5 purple sets, 47.5% more needed from elsewhere.

    True about that force feedback proc. That must rock in foot stomp.

    Quote:
    If you actually activated Rage every 60 seconds, then you'd be killing 1/6th of the damage. You'd spend 10 seconds crashed, 50 seconds double raged, 10 seconds crashed, and so on. The crash would be eating into each activation. To get 1/7th you would activate rage the instant the crash ended. That seems possible enough, watching your damage bonus and everything.
    I think that's what I used in the original results are in thread, but it never sounded right to me.

    If I turn on rage, the first crash will occur 120 seconds later and last 10 seconds. Right? If rage fires again at 60 seconds, then I still get the rage crash from second 120 to second 130. 50 seconds later... ohhhh. Ooo, that's bad for the doublestackers. Good catch.
  11. Bill Z Bubba

    Best aoe dmg

    I realized you were correct while outside smoking. The variable, rage, coming off of A affects both C and D. Same way that the variable, followup, coming from B affects C and D.

    You were correct to correct me. My bad.

    Edit: However, the posts containing actual math stand. Claws doesn't have particularly awesome AoE and comes out on top even adding in a damage secondary and an APP aoe. I'm very curious as to whether some of the other aoe-centric primaries show similar damage output.
  12. Bill Z Bubba

    Best aoe dmg

    So you're going to argue against my analogy when you aren't even aware of what the variables I used stood for and then state that I'm correct anyway?

    Ok.

    For the record, if you take the time to go through my posts, you'll see what those variables actually mean.

    But I'll save you the time.

    A is super strength.
    B is claws.
    C is fiery aura.
    D in this case, is pyre mastery.

    B + C + D is greater than A + C + D as the last post has shown.
  13. Bill Z Bubba

    Best aoe dmg

    Quote:
    Originally Posted by BunnyAnomaly View Post
    Not sure what you are trying to show. My post was correct, your algebra was wrong.
    Prove it. My numbers haven't been wrong once in this thread.

    The only thing up to question is whether foot stomp's large radius is as much a boon as some believe it to be.

    Your hope that my math is wrong means nothing here.
  14. Bill Z Bubba

    Best aoe dmg

    I'm going to start by noting that I just got done running 2 scanner missions with council, meaning large wolves thrown into the mix at +4/x8 diff. I found that if there was 10 enemies to be hit, the spin was hitting them with the expected 5% chance to miss. So again, I'm finding this thought that the radius is playing a huge role to bit a bit overstated. I also saw many occurences of eviscerate hitting 5 enemies due to the way enemies swarm the player up until they began to thin out. So I am willing to play around with those numbers. As we've seen with the AI recently, those that choose to leave melee tend to get quite a ways away before turning and attacking from range.

    Let's examine BunnyAnomaly's post then, completely, using double stacked rage. We've already stated that you have to have 300% total recharge in rage for a true doublestacking. (240/1+3=60)

    We've already shown that the rage crash kills 1/7th of damage output when double stacked. (lasts 120 seconds, fires off every 60, crash occurs for 10 every 60)

    To get that 300% recharge, we're going to need a few things.
    ED-capped rec-red at 95
    Hasten for 70
    5 LotG +recharge for 37.5
    5 purple sets for 50

    Still short 47.5% global rec-red, but we'll assume you've got it. And we'll assume that each of your attacks has somehow managed to get 95% rec-red slotted AND 95% damage slotted AND you're at the tohit cap so you only miss 5% of the time. (A rather tall order, but we'll roll with it.)

    We'll also assume the brute went blue side to get pyre mastery.

    Recharge on footstomp at 300% recharge is now 5 seconds from 20 with a 2.244 second arcanatime cast.
    Recharge on fireball at 300% recharge is now 8 seconds from 32 with a 1.188 atime cast.
    Recharge on burn at 300% recharge is now 6.25 from 25 with a 2.244 atime cast.

    Total activation time: 5.676 seconds
    Max targets: 10, 16, 5
    Base damage: 59.23, 37.54, 103.48

    With those weird recharge times, you don't have a solid chain. Even AT 3005 recharge in everything. But again, we'll roll with it assuming that recharge starts after the power's activation. (There's some question about that but we haven't gotten a definitive answer.)

    What we're really looking at is around 10 seconds for fireball's activation + recharge and in that 10 seconds, we get to use each attack once.

    Blazing aura does 9.18 every 2 seconds so 45.9 during chain with max target of 10.

    160% from rage
    150% from fury
    95% from enhancement

    Total base damage: 59.23 + 37.54 + 103.48 + 45.9 = 246.15
    With Damage buffs: 246.15 * 5.05 = 1243.06 Now that's against one target with all attacks and DoT ticks hitting it for a DPS of 124.31. But we can not ignore the 1/7th drop to zero damage output when doublestacking rage. This drops it down to 1065.48 or 106.55 DPS.


    Let's move on to claws. Same rules. 300% recharge.

    There we're adding fireball, burn and blazing aura to spin and eviscerate. Same 10 seconds. Do all 5 powers fit in that 10 seconds?
    Spin atime: 2.64
    Evisc atime: 2.508
    + burn and fireball = 8.58 total chain time

    Guess I do get to add 1.054 for followup. Single stacked due to length of chain.

    Base damage: 78.83 + 90.96 + 37.54 + 103.48 + 45.9 = 356.71
    30% from followup
    150% from fury
    95% from enhancement
    Damage buffed = 1337.67 or 133.78 DPS

    Hmmm. Ok. Let's deal with the aoe sizes now.

    SS: Hell, it's all pbaoes, so let it have the full size even though we know that the numbers drop as the spawn size drops and as enemies run to range.

    New damage totals for SS hitting everything:
    (592.3 + 600.64 + 517.4 + 459) * 5.05 * 6/7 = 9390.14

    For claws, we'll say spin only hits 9. Eviscerate only hits 3.
    (709.47 + 272.88 + 600.64 + 517.4 + 459) * 3.75 = 9597.71

    Guess what kills SS? The rage crash. If you single stack rage so you only get 1 crash every 120 seconds you end up with:
    (592.3 + 600.64 + 517.4 + 459) * 4.25 * 12/13 = 8510.49
    Well cool, double stacking still wins over single stacking.

    This is fun. But.... what if adding fireball and burn isn't the most efficient way for a claws to run when he's got 300% recharge? New chain is fu, spin, eviscerate, using same targets hit as above... but the chain only takes 6.24 seconds.
    (709.47 + 272.88 + 459) * 4.05 = 5837.47 but the new DPS is 935.49

    bahh, better to leave in burn and fireball

    Again, I'm using claws because it's my favorite set and the one I number crunch the most. Anybody can do this with the other sets.

    All I'm trying to show is that the love of SS's aoe output doesn't really seem to correlate to the math behind the game. I don't need 300% recharge to do followup, spin, eviscerate repeat. For the SS user, the moment you go below that 300% global recharge in Rage, that double stacked buff goes away but the length of time between crashes increases.
  15. All true. To counter, because of fitness going inherent, Invul will be able to take hasten earlier for more DP up time on top of grabbing tough/weave earlier as well. Since we're talking brutes here, QR won't enter into the picture until level 20. Until then, it looks like invul has the better resists backed by hastened DP while WP has the obviously better regen but the resists aren't that hot.
  16. I've started to post several times in this thread, but chose to sit back and watch for a while instead.

    I find that I have agree that quartz crystals, while a serious pain the in the butt in their own right, don't need to get nerfed. If they do, they rularuu observers need to be nerfed and any attack that autohits needs to lose its autohit status.

    And although I am on record in the past stating that ALL autohit powers should be removed/altered, I no longer feel that way.

    Ian, if you are ever facing more than one quartz crystal in a mission, it's because you're facing a team sized spawn and should either have buffs from those teammates or the teammates should be assisting in their destruction. Arguing that angle is a non-starter.

    Once we could say that defense debuffs were too prevalent and too much of a an issue for SR and its one-trick ponyness. With 95% DDR, we can't make that claim anymore.

    That leaves tohit buffs and autohits. I can think of TWO autohit attacks in the game that I run into. Romulus' fluffy in the last mission of the ITF and that Rularuu AV with his autohit pbaoe aura. Not common enough to mess with and both are team based content.

    That leaves tohit buffs. What do we got? Quartz crystals, Nemesis vengeance and Rularuu observers? Oh, and enemy pets sitting at 75% tohit instead of the 50% they're supposed to hit at? And weapon sets that have higher base accuracy... and then we found out some of the new enemies in tip missions are sitting at 64% base tohit instead of 50%....

    Wait, which side am I arguing for again?
  17. Anyone else getting extremely slow response times from anything on the Titan Network at cohtitan.com?

    Been trying to use CoD in the last hour and having little luck.

    Edit: Back to normal. Please disregard.
  18. Bill Z Bubba

    Best aoe dmg

    Quote:
    Originally Posted by Fiery-Enforcer View Post
    Cause we know everything on paper works out exactly the same in game.
    Yes, when all the variables are accounted for, math describes perfectly what happens in game. If you like, however, once I get my spines/fire/pyre scrapper to 50 and fully IOed out, I'll load up hero stats and see what I get. He's 24 now.

    Maelwys, thanks for your numbers, but we both know that no one is running around at the recharge cap. If we could, I'd be running followup, spin, .5 second pause, repeat as my aoe chain.
  19. Bill Z Bubba

    Best aoe dmg

    Quote:
    Originally Posted by HelinCarnate View Post
    Why would we forget about using attacks outside of the primary? Footstomp in addition to Rage is what makes SS good. I don't think anyone here believes that SS on its own with only Footstomp is better at aoe than any other set. That is why people are saying SS/Fire/Mu or in some cases SS/Fire/Fire. Since those options are available and they are all boosted by Rage they should be taken into account.

    Also once again you are forgetting the point of the thread. Best aoe damage, not how easy a set is to level or if it is a late bloomer or not.

    And Billz, yes claws/fire/whateveryouwant rocks. But over time, it will take more time to clear wall to wall mobs than ss/fire/mu. While math is helpfull to figure out the potential, it does not tell us reality. I have seen a great claws/fire in action and yes it is a sight to behold. But it still took longer to clear the same area than my ss/fire/mu which is not quite finished yet.
    Why are you leaving MU off of the claws/fire?

    How do I know that the claws/fire was built to the same level of the ss/fire/mu? You can ignore math all you wish, but attempting to make the argument that "math doesn't tell the whole story" while ignoring the fact that math DOES tell the whole story is quite senseless.

    If you're going to make the case for how awesome SS is for farming and then compare it to something while not taking everything into account, you're wasting everyone's time.

    Now if someone else wants to do the work necessary, please do, but I'm going to flatly ignore anyone that attempts to sway me using anything but hard data.

    As far as I've seen so far, a set with multiple AoEs is going to dish out more aoe damage than SS with its one aoe.

    I get to add fiery embrace to both. I get to add blazing aura to both. I get to add ball lightning to both.

    Math ain't hard, folks.

    I'm dealing with A and B and B > A
    If I add C to both, B+C > A+C
    If I add D to both, B+C+D > A+C+D

    This isn't rocket surgery.
  20. Bill Z Bubba

    Best aoe dmg

    Quote:
    Originally Posted by Maelwys View Post

    Thirdly: I believe this is currently a discussion about farming potential, meaning consistent AOE damage output... not maximum spike AOE damage output once-every-30-seconds. Of course Build Up is going to equal the performance of a Single-Stacked Rage over a ten second period. But after that, Build Up runs out and Rage keeps on going. And Going. And Going. And ends up passing itself again on the next lap.
    If we're dealing with the same level of recharge and want to do a like for like comparison of rage versus buildup, let's do so.

    In order to get rage double stacked, it must recharge in 60 seconds down from 240 seconds. There's that 300% recharge again. What? Don't actually have that much? Then you're not double stacking rage 100% of the time.

    But we'll say you are.

    300% recharge in buildup means that its recharge is down to 90/4 = 22.5 seconds. It lasts 10 seconds. Up 10, down 12.5. Since recharge begins after cast. (Or close to that.) Since we're ignoring rage's cast time, we'll ignore bu's.

    Brutes get 80% from buildup. 44% up time. For averaging purposes, the buff that can be calculated for buildup on a brute with the same level of recharge that a doublestacking rager uses is 35.6% damage buff.
  21. Bill Z Bubba

    Best aoe dmg

    Quote:
    Originally Posted by Maelwys View Post
    I'm not naturally inclined to be a big supporter of SS for farming purposes... but it seems to me that 2.1 seconds worth of animation time in a seven second measurement period would leave the SS a considerable mount of time free to use more AoEs (say, Electrifying Fences and Ball Lightning) which would also get the benefit from Rage, compared to a Claws user (or Hypothetical Elec user) who would have little or no room in their AoE attack chain free to use those AoEs, even if redraw time wasn't an issue?

    So whilst taken by itself the SS set might not win out at AoE damage output, but [Footstomp combined with Rage] makes a rather good base on which to build.
    Agreed. Based on what we see there, we know we can add in fireball easily, so let's do so.

    Fireball does .9 (scaler) damage to up to 16 enemies. (Insert dramatic music here.)
    The brute damage mod is 41.708 (looks like melee damage mod is being used for APP fireball) so the attack does 37.5372 base damage. Using the same amount of global recharge in FB as we used in FS, it gets the 32 second base recharge down to 11 seconds.

    37.5 * 1+.95+1.5+1.6 * 16 = 3030
    Account for rage crash: 2597
    DPS = 236
    Add that to the 366 we got for foot stomp and we're up to 602.

    Claws still wins. Throw in burn on top of that and things change again.

    But we can still throw burn and fireball in with claws. Yes, the chain lengthens out considerably, and we have to add in redraw, and the +60% from double stacked followup becomes +30% for single stacking, hell, drop FU completely, what do we get for just fireball, spin, eviscerate?

    37.5 + 78.83 + 90.96
    With target caps: 600 + 788.3 + 454.8
    With fury and enhancement = 1843.1 * 1+.95+1.5 = 6358.7 in 6 seconds or 1060 DPS EDIT: oops, forgot redraw. Make it 7 seconds for 908 DPS.

    Still not lookin too good for ol' SS.
  22. Quote:
    Originally Posted by Anti_Proton View Post
    Fascinating. I seriously thought it not possible.
    A lot that was impossible became possible with IOs. Incarnate Abilities are going to continue that trend.
  23. Quote:
    Originally Posted by PumBumbler View Post
    This statement always makes me wonder how the rest of the game is so much different. Other than 'fer realz' PvP, the game is pretty much see target, kill target, move on...so doing tasks that will net you task force merits is pretty similar to getting tickets, Amerits or just plain old levelling.

    Of course, special/zone events can be a little different, but I fail to see how it's that boring to get a set of teammates and zerg a TF or three or more each night. You can pretty much do whatever you want in between, including marketing, channel bombing or a quick duck into Virchoo Pocket D.

    And there is nothing wrong with drinking while playing. Sometimes it might even lubricate your experience, especially in Pocket D.
    I was solo. I was running the same arc over and over and over again. Zone in, kill boss and spawn. Zone out. Zone in. Kill boss. Zone out. Zone in. Run lap killing all necessary. Zone out. Zone in. Fly to last section. Kill boss and spawn.

    Repeat.

    That is in NO way the same thing as: Zone in, clear map for the love of the killin, zone out.

    And THAT is in no way the same for me as Bounce from map to map, enemy type to enemy type, run TF here and there, run some papers at +4/x8, run some AE maps at +0/x8 for tickets, hop from new lowbie to new lowbie, etc.
  24. Bill Z Bubba

    Best aoe dmg

    SS: Foot stomp: rec-red needed to get it down to 5 seconds for 2 stomps per 10 seconds: Base recharge is 20sec.
    5 = 20 / 1+X
    5 + 5x = 20
    x = 3 300% global recharge needed in footstomp. Yea, that ain't happening.
    How about 7 seconds? 186% recharge needed, yea, that's completely doable.

    So FS fires off every 7 seconds on a decent build.

    It does 59.23 smashing damage (highly resisted) at base hitting up to 10 enemies.

    75% fury is the new baseline. That's 150% damage buff. Double stacked rage adds another 160%. (Note: for it to double stack, it has to fire off every 60 seconds. This means after every 60 seconds, there's a 10 second dead period. 1/7th of the time, the brute will deal 0 damage with foot stomp.

    Amount of damage the SS user now dishes out IF it hits all 10 targets and assuming you've also managed to get 95% worth of damage enhancement slotted:

    59.23 * 1+.95+1.5+1.6 * 10 = 2991 points of damage pushed out. But we have to account for the rage crash: 2991*6/7 = 2564 total damage every 7 seconds

    Raged-Furied-Fully slotted foot stomp DPS = 366


    I don't know crap about electric melee, so I'm not going there. But I will do claws cuz that I know.

    I use followup, eviscerate, spin as my aoe chain. I won't even bother with FU's damage, but I will consider its double stacked buff of 60% on a brute.

    Spin does 78.83 lethal, also up to 10 enemies.
    Eviscerate does 90.96 lethal, but only to up to 5.

    The total animation time of the chain is less than 7 seconds, but we'll call it 7 for the hell of it.

    150% from fury, 95% from enhancement, 60% from followup, against target cap.
    Spin: 78.83 * 1+1.5+.95+.6 * 10 = 3193 damage
    Eviscerate: 90.96 * 1+1.5+.95+.6 * 5 = 1842 damage
    Total damage dealt in 7 seconds is 5035 or 719 DPS

    719 versus 366.

    Looks like claws kicks the crap out of super strength on AoE output.

    But does this show the whole story?

    Nope. Foot stomp's radius is much large than spin's. It has an easier time affecting 10 enemies at a time. However, this is often grossly overstated by the proponents of SS.

    This also ignored aoes taken from the APP/PPPs which any good farmer would. Foot Stomp + Fireball or Foot Stomp + Ball Lightning + Elec Fences is certainly going to bring the SS farmer much closer to the claws user. Of course, the claws user can go get those as well, can't he? Sadly for him, he will have to suffer through redraw issues.

    The electric melee user won't.

    EDIT: Yea, I ignored fiery embrace. It's proc damage. Slap it on top if ya like, but it's going to benefit those using more aoes in a given time period than those using less.
  25. Quote:
    Originally Posted by SwellGuy View Post
    I could do 112 merits in 4 hours but I'd pull my hair out in bored frustration from repeating the same thing over and over. Usually I get to about 1 hour of it before I bail and do something else.
    When I was doing my push to get those pvp recipes, I was averaging 56 merits in 72 minutes. 100 a night would take a little over two hours. The mind-numbing boredom of that would drive me to drink.