Lycanus

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  1. Lycanus

    My Collected Art

    Medusae New Art

    Hanging out with Namikashi

    Got this piece of art recently during an artist's promotional event. "One Night with Nami": decent price (want to say $15, but the ad isn't up anymore for me to check) for a pic with a character of your choice and the artist's character "Namikashi".

    I paid for two characters and let the artist chose which characters.

    The rabbit girl is also one of my characters, but unlikely to be made a Coh character: reason why: Halloweeners (no, they aren't on CO either, but was playing around with CO's character creator at the time)

    I had another "night with" pic from the same artist with different characters, including one CoH character, but I can't post that here for mature-content reasons, just look for it in my recent uploads on DA.
  2. Lycanus

    Dark/Fire build

    Quote:
    Originally Posted by SteelKing View Post
    Your build is great until lvl 41. Although it looks like a good idea to stack Invoke Panic with CoF, the long recharge time of Invoke Panic makes this approach inefficient.

    My advice is that you should drop the entire presence pool, add OG (it's a great power with just one Accuracy-IO) and Taunt slotted with four Mocking Beratement-IO's (giving you 1.8 Endu and 2.5% S/L-Def). The last power would be a pure quality of life choice like Soul Transfer or Conserve Power.

    Btw: It's great to see another DA/FM Tanker. Mine was the only one I've ever seen since the introduction of this combo.
    I thought about suggesting this as well, but tend not to suggest against what I take to be theme builds.

    Taunt is loads better than provoke, however, Invoke is a decent power for a character that doesn't already have AoE fear (I've played with it on Dark/Regen and Kat/Inv) but its a bit superfluous on top of a primary or secondary fear (even one as buggy as CoF can be)

    as for the other epic pools:

    Energy is great for increasing endurance, which you might consider, picking up Conserve Energy and Physical Perfection (given your heavy end-consumption, I'd avoid the temptation to take Focused Accuracy)

    Fire is good for extra damage given melt armor and fireball (fireball also makes a decent taunt)

    Ice is always excellent for taunt because it adds a debuff to damage, debuffs generally double the taunt of a given power.

    Earth would probably be similar to ice given that it also debuffs.

    Don't know if Dark epics are available yet to tanks, but they apply debuff, soft control and damage.
  3. Lycanus

    Dark/Fire build

    Quote:
    Originally Posted by parabola_EU View Post
    She was ice/fire and a highly enjoyable ride so I'm happy to go /fire again for this one. Luckily enough it fits the concept too. Does the dot on fire cause extra aggro generation?



    Yeah this could be an issue. Not sure what to do about it really - dropping CoF would make sense from the numbers side but I wanted to fear element for concept reasons (also another layer of mitigation). Any changes to the build will likely drop S/L or E/N def as well ... To be honest I might run with it and accept that I can't sustain an unbroken attack chain. I can use the breaks for re-positioning etc.

    Thanks again for your advice - now all I need to do is devote some time and level this toon (altitis ... sigh).
    Ah, yes, /Fire has a lot of AoE, making it a heavy threat builder.
  4. Quote:
    Originally Posted by NeonPower View Post
    Long post...

    anyhow, my scrappers numbers are quite a bit higher than that if you see my build =)
    i'm sporting over 70hp/s with one enemy, as well as higher def and res values than stated, so this should improve my survivability to real high, plus with the damage output ill be KICKIN ***!!


    thanx everyone for the replies, i think we have a clear winner here scrapper: 1bazillion votes Tanker: about 5 votes =P

    I shall be rolling myself a nice DM/WP scrapper on defiant (midnight Mettle)

    =)
    The build I used was not maxed out by any regards, had I wanted to do that, I would have checked up on set bonuses, uniques, health and Physical Perfection.

    My interest was to show two identically slotted builds against identical circumstances therefore reducing the differences to the variations between a tank and scrapper.

    The assumption most make is that the difference between a tank and a scrapper or a tank and brute is going to be found mainly in the differences between the differences of their defensive powers' base rates.

    However, I've tended to find that the biggest multiplier of survival time is the difference in hit points. Tankers are a lot higher than brutes of the same power set as well.

    And, indeed, Dark Melee does contribute directly to survival, however, it isn't one of the few.

    Any set with reliable status effects contributes directly to survival if used properly, though some status effects (KB in particular) have steep learning curves and can cause more problems than help in the hands of a poor user.

    Also, the -recharge in ice and spines also contribute directly to survival by slowing the number of attacks
  5. Quote:
    Originally Posted by Ironblade View Post
    Tell me about it. I have the Performance Shifter proc and Stamina fully (3) slotted.
    AFTER that, I have an additional 45.5% recovery. That includes 2 uniques, set bonuses and Physical Perfection (which I really took for the regen). Having that crazy amount of recovery let me take Focused Accuracy as my 10th toggle.
    You know, you can get another copy of the Endurance proc and put it in the physical perfection.

    My Dark/Regen has one in each of Quick Recovery and Stamina. Dark Ring Mistresses and Even Sappers give her little trouble.
  6. Quote:
    Originally Posted by Miss_Freeze_NA View Post
    The soft cap of 45% reduced by the Rage crash to 25% positional defense is a joke. You have to keep in mind, not every player uses pools/IO set bonuses to maximize their defense. Nor are powersets balanced around IO set bonuses. SR slotted with SOs (not including pools) is around 30% Defense (you can reach the cap with pools). This is what the survivability of this set is built around. 30% positional is not that great to begin with, then couple that with the Rage crash debuff and you mind as well not have any toggles on for 10 seconds.



    A set built around resistance does not really care about a pure defense debuff since their survivability is based around resisting damage, not avoiding it.

    The DEF debuff on Rage crashing should be looked at. There are a lot more DEF based sets for tanks and brutes now to warrant it.
    Assume 100 attacks of 10 damage each.

    The pure defense fighter pre-crash will be hit 20 times for 200 damage.
    After the crash, they will be hit 40 times for 400 damage.

    A resist-based defense with 50% resistance will be hit 50 times for 250 damage (500 reduced by half).
    A resist-based defense after crash will be hit 70 times for 350 damage (700 reduced by half). Hmm, they will be hurt less, interesting.
  7. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    how pale?
    Looking at all Heals given 95% enhancement, and all Defenses and Resists given 50% enhancement

    High Pain Tolerance

    Scrapper: +394.887 HP with 8.445% Resist All
    Tanker: +552.8595 HP with 11.25% Resist All

    Mind over Body

    Scrapper: 25.32% resist S/L, 22.5% resist Psi
    Tanker: 33.75% resist S/L, 30% resist Psi

    Fast Healing

    Scrapper: +146.25% Regen (25.95% Resist Regeneration debuff)
    Tanker: +146.25% Regen (32.94% Resist Regeneration debuff)

    Indomitable Will

    Scrapper: 11.25% Psi Defense
    Tanker: 15% Psi Defense

    Rise to the Challenge

    Scrapper: +195% Regen, +48.75% Regen per opponent over 1, -3.75% to hit to each opponent
    Tanker: +195% Regen, +48.75% Regen per opponent over 1, -3.5% to hit to each opponent

    Quick Recovery

    Scrapper: +58.5% Recovery
    Tanker: +58.5% Recovery

    Heightened Senses

    Scrapper: 3.72% S/L Def, 14.625% Def F/C/E/N, 17% Resist Defense Debuff
    Tanker: 4.95% S/L Def, 19.5% Def F/C/E/N, 21.63% Resist Defense Debuff

    Strength of Will

    Scrapper: 28.125% S/L Res, 14.07% F/C/E/N/Psi/Tox, +58.5% Recovery
    Tanker: 37.5% S/L Res, 24.375% F/C/E/N/Psi/Tox, +58.5% Recovery

    Totals

    Scrapper:
    HP: 1733.487

    S/L Resist: 33.765%, w/SoW: 61.89%
    Psi Resist: 30.945%, w/SoW: 45.15%
    Fire/Cold/Energy/Negative/Toxic Resist: 8.445%, w/SoW: 22.515%

    Resist Regeneration Debuff: 25.95%
    Resist Defense Debuff: 17%

    To Hit Debuff: -3.75%

    S/L Defense: 3.72%
    Psi Defense: 11.25%
    Fire/Cold/Energy/Negative Defense: 14.625%

    Regeneration with no Opponents: +146.25% (17.79 HP/Sec)
    1 opponent: +341.25% (31.87 HP/Sec)
    5 opponents: +536.25% (45.96 HP/Sec)
    10 opponents: +780% (63.56 HP/Sec)

    Recovery: +58.5% recovery w/SoWill: +117%

    ***************************

    Assuming 10 enemies with a base 50% to hit attacking for 100 damage every 4 seconds over a space of 20 seconds.

    That's a total of 5 attacks per enemy and 50 attacks overall.

    Offense is not considered here, either enemies are replaced as they die, or else they have high resistance to your attacks.

    *******************

    Against S/L damage:

    Hit 21.525 times for 2152.5 damage reduced by resistances to 1425.21 damage.

    Regeneration heals 1271.2 damage over that time for a total hit point deficit of -154.01.

    Death in 225.11 seconds (including the already listed 20 seconds).

    In SoWill, the resistance increases reduces the damage to 820.32, meaning all damage is healed by end of 20 seconds.

    No death while SoWill will last.

    Doubling the damage to 200 changes the numbers to as follows.

    Hit 21.525 times for 4305 damage reduced by resistances to 2851.42 damage.

    Regeneration heals 1271.2 damage over that time for a total hit point deficit of -1580.22.

    Death in 22.45 seconds (including the listed 20 seconds).

    In SoWill, the resistance increases reduces the damage to 1640.64, meaning a total hit point deficit of -369.44

    Death in 93.84 seconds (including the already listed 20 seconds)

    ***********

    Against Psi:

    Hit 17.5 times for 1750 damage reduced by resistances to 1208.46 damage.

    Regeneration heals 1271.2 damage over that time meaning all damage is healed by the end of the 20 seconds.

    No death coming.

    In SoWill, the damage is reduced further to 959.88 damage.

    No death while SoWill will last.

    Doubling the damage to 200 changes the numbers to as follows.

    Hit 17.5 times for 3500 damage reduced by resistances to 2416.93 damage.

    Regeneration heals 1271.2 damage over that time for a total hit point deficit of -1145.73.

    Death in 30.26 seconds, including the already listed 20 seconds.

    In SoWill, the resistance increases reduces the damage to 1919.75, meaning a total hit point deficit of -648.55.

    Death in 53.46 seconds (including the listed 20 seconds)

    ****************

    Against F/C/E/N:

    Hit 15.8125 times for 1581.25 damage reduced by resistances to 1447.71 damage.

    Regeneration heals 1271.2 damage over that time meaning that a total hit point deficit of -176.51.

    Death in 196.42 seconds (including the already listed 20 seconds)

    In SoWill, the damage is reduced further to 1225.23 damage.

    No death while SoWill will last.

    Doubling the damage to 200 changes the numbers to as follows.

    Hit 15.8125 times for 3162.5 damage reduced by resistances to 2895.42 damage.

    Regeneration heals 1271.2 damage over that time for a total hit point deficit of -1624.22.

    Death in 21.35 seconds, including the already listed 20 seconds.

    In SoWill, the resistance increases reduces the damage to 2450.46, meaning a total hit point deficit of -1179.26.

    Death in 29.4 seconds (including the listed 20 seconds)

    *************

    Against Toxic Damage:

    Hit 23.125 times for 2312.5 damage reduced by resistances to 2117.21 damage.

    Regeneration heals 1271.2 damage over that time meaning that a total hit point deficit of -846.01.

    Death in 40.98 seconds (including the already listed 20 seconds)

    In SoWill, the damage is reduced further to 1791.84 damage for a total hit point deficit of -520.64

    Death in 66.59 seconds, including the already listed 20 seconds.

    Doubling the damage to 200 changes the numbers to as follows.

    Hit 23.125 times for 4625 damage reduced by resistances to 4234.42 damage.

    Regeneration heals 1271.2 damage over that time for a total hit point deficit of -2963.22.

    Death has already occurred.

    In SoWill, the resistance increases reduces the damage to 3583.68, meaning a total hit point deficit of -2312.48.

    Death has already occured.

    Death in 29.4 seconds (including the listed 20 seconds)

    ****************************************
    ****************************************

    Tanker:
    HP: 2426.9595

    S/L Resist: 45%, w/SoW: 82.5%
    Psi Resist: 41.25%, w/SoW: 65.625%
    Fire/Cold/Energy/Negative/Toxic Resist: 11.25%, w/SoW: 35.625%

    Resist Regeneration Debuff: 32.94%
    Resist Defense Debuff: 21.63%

    To Hit Debuff: -3.5%

    S/L Defense: 4.95%
    Psi Defense: 15%
    Fire/Cold/Energy/Negative Defense: 19.5%

    Regeneration with no Opponents: +146.25% (24.9 HP/Sec)
    1 opponent: +341.25% (44.62 HP/Sec)
    5 opponents: +536.25% (64.34 HP/Sec)
    10 opponents: +780% (88.99 HP/Sec)

    Recovery: +58.5% recovery w/SoWill: +117%

    *******************

    Against S/L damage:

    Hit 20.775 times for 2077.5 damage reduced by resistances to 1142.625 damage.

    Regeneration heals 1779.8 damage over that time for a total hit point deficit of none.

    Death not in sight.

    In SoWill, the resistance increases reduces the damage to 363.5625, meaning all damage is healed by end of 20 seconds.

    No death in sight.

    Doubling the damage to 200 changes the numbers to as follows.

    Hit 20.775 times for 4155 damage reduced by resistances to 2285.25 damage.

    Regeneration heals 1779.8 damage over that time for a total hit point deficit of -505.45.

    Death in 96.03 seconds (including the listed 20 seconds).

    In SoWill, the resistance increases reduces the damage to 727.125, meaning a total hit point deficit of none.

    No Death while SoWill lasts.

    ***********

    Against Psi:

    Hit 15.75 times for 1575 damage reduced by resistances to 925.3125 damage.

    Regeneration heals 1779.8 damage over that time for a total hit point deficit of none.

    No death coming.

    In SoWill, the damage is reduced further to 541.41 damage.

    No death while SoWill will last.

    Doubling the damage to 200 changes the numbers to as follows.

    Hit 17.5 times for 3150 damage reduced by resistances to 1850.625 damage.

    Regeneration heals 1779.8 damage over that time for a total hit point deficit of -70.825.

    Death in 685.34 seconds, including the already listed 20 seconds.

    In SoWill, the resistance increases reduces the damage to 1082.82, meaning a total hit point deficit of none.

    No death while SoWill lasts.

    ****************

    Against F/C/E/N:

    Hit 13.5 times for 1350 damage reduced by resistances to 1198.125 damage.

    Regeneration heals 1779.8 damage over that time for a total hit point deficit of none.

    Death not in sight.

    In SoWill, the damage is reduced further to 869.0625 damage.

    No death while SoWill will last.

    Doubling the damage to 200 changes the numbers to as follows.

    Hit 13.5 times for 2700 damage reduced by resistances to 2396.25 damage.

    Regeneration heals 1779.8 damage over that time for a total hit point deficit of -616.45.

    Death in 78.74 seconds, including the already listed 20 seconds.

    In SoWill, the resistance increases reduces the damage to 1738.125, meaning a total hit point deficit of none.

    No death while SoWill lasts.

    *************

    Against Toxic Damage:

    Hit 23.25 times for 2325 damage reduced by resistances to 2063.44 damage.

    Regeneration heals 1779.8 damage over that time for a total hit point deficit of -283.6375.

    Death in 171.13 seconds (including the already listed 20 seconds)

    In SoWill, the damage is reduced further to 1496.72 damage for a total hit point deficit of none.

    No death while SoWill lasts.

    Doubling the damage to 200 changes the numbers to as follows.

    Hit 23.25 times for 4650 damage reduced by resistances to 4126.88 damage.

    Regeneration heals 1779.8 damage over that time for a total hit point deficit of -2347.08.

    Death in 20.68 seconds including the 20 seconds already listed.

    In SoWill, the resistance increases reduces the damage to 2993.44, meaning a total hit point deficit of -1213.64.

    Death in 39.99 seconds included the listed 20 seconds.

    ******************************************

    Overall, with the tanker as 100% survivability to all categories, the scrapper has the following percentages of survivability:

    Smashing/Lethal: 23.38%
    Psionic: 4.41%
    Fire/Cold/Energy/Negative: 27.11%
    Toxic: 73.52%
  8. Tankers will never equal the killing potential of a scrapper.

    Critical Hit and a lower starting damage modifier means that even brutes have a hard time matching scrappers for damage.

    Looking at Shadow Maul and taking into account tanker, brute and scrapper damage potentials:

    Brute: Base Damage: 89.92; Maxxed Out Damage: 854.24
    Tanker: Base Damage: 95.92; Maxxed Out Damage: 479.6
    Scrapper: Base Damage: 134.88; Maxxed Out Damage: 809.28

    looks like the Brute comes out on top?

    Well, then you take into account Critical Hit.

    With Critical Hit, that scrapper can do potential 1618.56 damage with his/her Maul.

    By the same function, however, what you survived as a /WP will be a pale match to what you can survive as a WP/
  9. Quote:
    Originally Posted by Shard_Warrior View Post
    I understand what you were saying.

    Yes, the Rage crash isn't a total Defense crash. It's a 20% Defense debuff for 10 seconds. I think the point was that DEF based sets (that offer little in the way of RES) will feel that 20% debuff a lot more than RES based sets. Since there are more DEF based sets in the game now, it might be worth looking into that DEF debuff at some point.
    Actually, a lot of Def-based builds can pass soft-cap easier than Res-based builds can get to cap.

    You're only going to feel the defense debuff that takes you below the soft-cap.

    Meanwhile a pure RES based set with no DEF will feel every part of that debuff for the simple fact that they have no padding to soften the blow.
  10. Lycanus

    Dark/Fire build

    Quote:
    Originally Posted by parabola_EU View Post
    Thanks for the advice and very helpful numbers Lycanus. I have to admit I've been using finger in the air estimates for how much of any enhancement is enough rather than sitting down and running the numbers.

    Also hadn't thought about threat all that much. My only previous tanking experience has been an ice tank with procced up auras and holding aggro was laughably easy. I once had a stone tank quit the team in a huff because he couldn't peel aggro off me no matter what he tried (and the fights tended to be half over before he arrived ...)

    I do want to team (pretty much exclusively) with this toon so I think I'm going to make the changes you suggest. Thanks again for your help!
    no problem, question, was your previous ice tank ice/ice?

    Because ice has slow on almost every attack making produce huge amounts of threat.

    Do note, however, that I've been told I was multiplying an extra 2.050 into all my numbers. Thankfully, the mistake is in EVERY number, and since I've only dealt with one AT, the numbers maintain the same ratio to each other and the mistake is merely one of value rather than percentages. (6 to 4 having the same ratio as 3 to 2, for instance)

    More seriously, I've recently heard the endurance proc is more like once every 10 seconds instead of once every second, so the endurance is not as secure as I thought. You will have a net loss of endurance with both enhancement types, but it will only be around 15.8 endurance after 12 seconds for my suggestions, giving you an ability to go full tilt for one minute 12 seconds, at the end of which you would have around 5.2 endurance left.
  11. Quote:
    Originally Posted by magikwand View Post
    I don't find the -def portion of the crash to be anything awful, personally. Yes, I have died once or twice from the crash, but I think it was due to losing all of my remaining endurance and toggles vs losing defense.

    I don't see the point in a SStrength user skipping Rage, as I find it to be the one of the top three powers in the set. That, KO blow and Footstomp of course. Sure, everyone can make their builds however they want, but skipping rage is insane in my eyes.

    ps, Lycanus, I think there needs to be a special number cruncher's forum in here somewhere. I tried to read this post, and the thread you just created, but I just got lost. Perhaps you can give me the cliff's notes?
    The superstrength is about 8% better at producing threat than energy melee's best effort and 48% better than energy's common effort.

    The cliff notes version of my thread is this:

    the high the damage, the more threat the power produces
    the longer the taunt duration of a power, the more threat it produces
    if a power has a debuff it has approximately double the threat as it would have if it didn't

    which is stuff we already pretty much knew

    all I was trying to do was find decent estimates for the values so that we can compare sets and against other ATs to find issues where there might be aggro issues (such as trying to keep your teammates from grabbing aggro)

    One problem I'm noting for when Going Rogue comes up is that Brutes will start aggroing a tanker with near-maxxed taunts on his attacks at about when they reach 585% damage bonus. Given that Brutes have less than half the survivability of a similar setted tanker (based on unenhanced Invuln vs Smashing/Lethal damage), this means that Brutes have a chance of pulling an AV on to themselves and finding that their health dropping.
  12. Quote:
    Originally Posted by Fleeting Whisper View Post
    The 2.050 that you're multiplying into the formula as Taunt modifier (actually Melee_Taunt) is already part of Taunt Duration. It also doesn't apply to Tanker Taunt from attacks (which uses Melee_InherentTaunt, which is 13.500 for Tankers at 50)

    The power "Taunt" has a duration of 20.000 * Melee_Taunt (2.050 for Tankers, Brutes, and Stalkers at 50) = 41s before enhancements. An attack, such as Super Strength's "Punch" has a Taunt duration of 1.000 * Melee_InherentTaunt (13.500 for everyone at 50) = 13.5s before enhancements.

    Multiplying the Taunt modifier into the Threat equation throws your values off, since the Taunt modifier is already part of your Duration variable.
    Thanks, I'll get that reworked the coming weekend....I don't want to do too much number crunching night before work.

    At the moment, I only have on AT worked on, so the numbers have the same proportional relationship.

    What will REALLY dig into me is if it turns out multiple debuffs apply the debuff modifier multiple times.
  13. that said, comparing Shield/SS and Shield/EM on a threat basis: (threat is listed in millions and based on unenhanced statistics)

    Note: I was just supplied with a bit of information regarding one of the modifiers I was using in my threat formula, as such, these values are a bit off. Essentially, they have to be divided by 2.050 (was unaware that modifier was already included in taunt duration values.) Will fix the numbers later. The comparison is proportionally unchanged.

    I've estimated AAO to produce .221 threat per proc. However, it also buffs your damage (+10% per opponent), which buffs the threat of your other powers.

    That said, looking at the two sets:

    Energy Melee has the following powers (5 targets max unless otherwise stated):
    Barrage: 6.5 threat at 3.4 ft radius with a 6 second recharge and 1.33 animation time
    Energy Punch: 4.925 threat at at 5 ft radius with a 4 second recharge and .83 animation time
    Bone Smasher: 8.077 threat at 8.2 ft radius with an 8 second recharge and 1.5 animation time
    Taunt: .672 threat at 15 ft radius with a 10 second recharge and 1.67 animation time
    Whirling Hands: 4.925 threat at 8 ft radius - 10 targets max with a 14 second recharge and 2.5 animation time
    Stun: 2.462 threat at 9.8 ft radius with a 20 second recharge and 1.8 animation time
    Energy Transfer: 22.457 threat at 11.4 ft radius with a 20 second recharge and 2.67 animation time
    Total Focus: 35.065 threat at 17.8 ft radius with a 20 second recharge and 3.3 animation time

    Against all Odds adds the following threat to each power:
    Barrage: +.65 threat per opponent
    Energy Punch: +.4925 threat per opponent
    Bone Smasher: +.8077 threat per opponent
    Taunt: no damage, no added threat
    Whirling Hands: +.4925 threat per opponent
    Stun: +.2462 threat per opponent
    Energy Transfer: +2.2457 threat per opponent
    Total Focus: +3.5065 threat per opponent

    Build up adds the following threat to each power:
    Barrage: +5.2
    Energy Punch: +3.94
    Bone Smasher: +6.462
    Whirling Hands: +3.94
    Stun: +1.97
    Energy Transfer: +17.966
    Total Focus: +28.052

    Super Strength has the following powers

    Super Strength 75% to hit
    Jab: 3.349 threat at a 3.4 ft radius with a 2 second recharge with a 1.07 animation time
    Punch: 4.925 threat at a 5 ft radius with a 4 second recharge with a 1.2 animation time
    Haymaker: 8.077 threat at a 8.2 ft radius with an 8 second recharge with a 1.5 animation time
    Taunt: 0.672 at a 15 ft radius with a 10 second recharge with a 1.67 animation time
    Hand Clap: 0.221 at a 15 ft radius - 10 targets max with a 30 second recharge with a 1.23 animation time
    Knockout Blow: 35.065 at a 17.8 ft radius with a 25 second recharge with a 2.23 animation time
    Hurl: 16.153 at a 8.2 ft radius with an 8 second recharge and 80 ft range with a 2.5 animation time
    Foot Stomp: 6.993 at a 15 ft radius with a 20 second recharge with a 2.1 animation time

    Against All Odds would add the following threat:
    Jab: +.3349 per opponent
    Punch: +.4925 per opponent
    Haymaker: +.8077 per opponent
    Taunt: No damage, no increase
    Hand Clap: No damage, no increase
    Knockout Blow: +3.5065 per opponent
    Hurl: +1.6153 per opponent
    Foot Stomp: +.6993 per opponent

    Rage adds the following estimated threat
    Jab: +2.679
    Punch: +3.94
    Haymaker: +6.462
    Taunt: No damage, no increase
    Hand Clap: No damage, no increase
    Knockout Blow: +28.052
    Hurl: +12.922
    Foot Stomp: +5.594

    It is possible to perma-rage, which means that while the build up and rage have the same bonuses, the overall increase to both threat and damage from rage is superior (minus the end-rage drop)

    Continuing on threat, let's assume a raw alpha attack chain dumping all of the previous powers with max damage enhancement from Against All Odds and Rage/Build Up:

    Barrage: 18.2 threat to 5 targets, 91 threat total
    Energy Punch: 13.79 threat to 5 targets, 68.95 threat total
    Bone Smasher: 22.6156 threat to 5 targets, 113.078 threat total
    Taunt: 0.672 threat to 5 targets, 3.36 threat total
    Whirling Hands: 13.79 threat to 10 targets, 137.9 threat total
    Stun: 6.8936 threat to 5 targets, 34.468 threat total
    Energy Transfer: 62.8796 threat to 5 targets, 314.398 threat total
    Total Focus: 98.182 threat to 5 targets, 490.91 threat total

    1254.064 total threat applied
    125.4064 threat per opponent (averaged over 10 targets)
    237.0228 threat can be applied to one target if not rotating targets

    15.6 second attack chain

    80.3887 overall threat per second
    8.03887 average threat per second
    15.1938 focused threat per second

    9.825 average radius (not taken into account)

    Given the build up will wear out before the attack chain finishes, I'm going to re-do stats based on Energy Punch, Stun and Taunt being at the end of the chain.

    Nothing would be lost on Taunt since it isn't enhanced by damage anyway (no damage to start unless a damage proc is slotted, but that doesn't seem affected by damage boost either)

    Moving from a *2.8 dam modifier to a *2 modifier means a roughly 71.43% reduction meaning a loss of 3.94 threat from Energy Punch, * 5, total loss of 19.7 threat; and a loss of 1.9696 threat from stun, * 5 total loss of 9.848 threat.

    A grand total lost threat of 29.548.

    producing new rates of:

    1224.516 total threat applied
    122.4516 threat per opponent (averaged over 10 targets)
    231.1132 threat can be applied to one target if not rotating targets

    78.4946 overall threat per second
    7.84946 average threat per second
    14.8149 focused threat per second

    And, even assuming that you can instantly attack with the same chain (you can't, see below) the next chain would have a 71% reduction of the first listed unfeasible threats:

    895.778 total threat applied
    89.5778 threat per opponent (averaged over 10 targets)
    169.3053 threat can be applied to one target if not rotating targets

    57.4216 overall threat per second
    5.74216 average threat per second
    10.8529 focused threat per second

    If you attacked in this order to make best use of build up:

    Whirling Hands -> Energy Transfer -> Total Focus -> Bone Smasher -> Barrage -> Energy Punch -> Stun -> Taunt

    Then, by the end of the chain the following powers are recharged:

    None

    Whirling Hands will recharge in .9 seconds
    Energy Transfer will recharge in 9.57 seconds
    Total Focus will recharge in 12.87 seconds
    Bone Smasher will recharge in 2.37 seconds
    Barrage will recharge in 1.7 seconds
    Energy Punch will recharge in .53 seconds
    Stun will recharge in 18.33 seconds
    Taunt will recharge in 10 seconds

    Taking out the 10+ second recharges, I have the following attack chain:

    Energy Punch -> Barrage -> Bone Smasher

    at which point you have to wait for the following recharges:

    Energy Punch: .34 seconds
    Barrage: 3.67 seconds
    Bone Smasher: 8 seconds

    The produced threat would be (not including build-up as it would be assumed that BU is saved for when big attacks are ready):
    Barrage: 13 threat on five targets, 65 threat total
    Energy Punch: 9.85 threat on five targets, 49.25 threat total
    Bone Smasher: 16.154 threat on five targets, 80.77 threat total

    195.02 total threat applied
    19.502 threat per opponent (averaged over 10 targets)
    39.004 threat can be applied to one target if not rotating targets

    3.66 second attack chain

    53.2842 overall threat per second
    5.32842 average threat per second
    10.657 focused threat per second

    5.4 average radius (not taken into account)

    *******************************

    Superstrength by comparison:

    Jab: 9.3772 threat to 5 targets, 46.886 threat total
    Punch: 13.79 threat to 5 targets, 68.95 threat total
    Haymaker: 22.6156 threat to 5 targets, 113.078 threat total
    Taunt: 0.672 threat to 5 targets, 3.36 threat total
    Handclap: .221 threat to 10 targets, 2.21 threat total
    Knockout Blow: 98.182 threat to 5 targets, 490.91 threat total
    Hurl: 45.2284 threat to 5 targets, 226.142 threat total
    Foot Stomp: 19.5804 threat to 10 targets, 195.804 threat total

    1147.34 total threat applied
    114.734 threat per opponent (averaged over 10 targets)
    209.6666 threat can be applied to one target if not rotating targets

    13.5 second attack chain

    84.9881 overall threat per second
    8.49881 average threat per second
    15.4167 focused threat per second

    10.95 average radius (not taken into account)

    Rage is still running after 13.5 seconds and will continue to run so the same threat rates apply.

    The attack chain is more flexible because of the longer damage boost duration allowing you to intersperse quicker and slower powers so that you can make best use of recharge:

    Foot Stomp -> Haymaker -> Punch -> Hurl -> Knockout Blow -> Jab -> Hand Clap -> Taunt

    Then the powers recharged at the end of the attack chain would then be:

    Haymaker, Punch and Jab

    Hurl will recharge in 1.8 seconds
    Foot Stomp will recharge in 6.4 seconds
    Knockout Blow will recharge in 21.06 seconds
    Hand Clap will recharge in 28.33 seconds
    Taunt will recharge in 10 seconds

    Dropping the 10+ recharges, you have the following attack chain:

    Jab -> Haymaker -> Punch -> Jab -> Hurl -> Jab -> Punch

    At which point you have the following wait times:

    Jab: .8 seconds
    Punch: 4 seconds
    Haymaker: .96 seconds
    Hurl: 5.73 seconds

    The threat produced here would be:

    The produced threat would be (rage included as it is still running strong):
    Jab: 9.3772 threat to 5 targets 3 times, 140.658 threat total
    Punch: 13.79 threat to 5 targets twice, 137.9 threat total
    Haymaker: 22.6156 threat to 5 targets, 113.078 threat total
    Hurl: 45.2284 threat to 5 targets, 226.142 threat total

    617.778 total threat applied
    61.7778 threat per opponent (averaged over 10 targets)
    123.5556 threat can be applied to one target if not rotating targets

    9.61 second attack chain

    64.2849 overall threat per second
    6.42849 average threat per second
    12.857 focused threat per second

    6.15 average radius (not taken into account)
  14. Quote:
    Originally Posted by Cold_X View Post
    I haz one and it is the rockzers.

    Against All Odds + Soul Drain is just mean. The -To Hit of Dark and +def of Shield pair very well together. The small heal from Dark Melee is nice for keeping your HP up as well, since Shield lacks a heal.

    The dark shield looks pretty cool too and I'm sure you could come up with something clever concept wise.
    I have a MA/Shield on a static team with a Shield/Dark

    It is, indeed, a very ugly situation to unleash on people.
  15. Lycanus

    Aura Proc Rates

    hmm, the 1 per 2sec proc on the damage auras is going to halve the TPS I figured for Amethyst's Mudpots.


    I was asking this in relation to trying to calculate threat per second

    on the other hand, wow, no wonder chilling is so threat provoking. Then again, even that doubling probably won't make it equal to many damage auras.
  16. the suggestion I got from my personal tanker guru is that you basically shouldn't worry about set bonuses until level 50 and the bonuses of single sets are enough to get you to the necessary percentages with set bonuses being the only remaining advancement.

    Until then, the advice I received is to look at your individual power percentages rather than set bonuses.
  17. interesting, do we have any idea what detective, academia and science breakthroughs do? I'm assuming Recall is some sort of teleport.
  18. Dull Pain takes the edge off of everything that's not Smashing/Lethal.

    It is pretty much the only mitigation you have in Inv against psi attacks.
  19. You know, about the only stat we don't have an inspiration for is Recharge, so how about a recharge inspiration?

    Urgency: +5% recharge
    Incredible Urgency: +7.5% recharge
    Great Urgency: +10% recharge
  20. Lycanus

    Dark/Fire build

    you might also want to replace that abyss with a fear IO chance for psi damage. Any damage you can put in that toggle will make it's threat skyrocket.
  21. It would be nice if the global enhancements were reflected on our power-information.

    If I have a global boost of 45% recharge, I'd like to see that reflected in each of my individual powers instead of having to refigure out the recharges for all my powers simply because the current info on each power only includes enhancements.

    Also, I've been toying around a bit with trying to figure out the threats generated by each power (see link in sig) but with all the missing pieces, the most I can efficiently do is predict broad trends: such as the fact that a 50 dam IO and a 50 taunt IO in the same power produce a 202.8% increase of threat generated, as adverse the 42.4% increase that each individual IO would give, or the 84.8% increase that two of the same type would increase it by. (this because you are applying two multipliers, one to damage and one to threat duration, as adverse merely making one multiplier bigger)

    But I'd really like it if the threat generated were one of the numbers listed in the information.
  22. Lycanus

    Dark/Fire build

    not bad

    1.59 end consumption with all combat toggles running, with a recovery of 3.14 endurance per second

    most of your clicks have 40% to 70% end reduction however, and I suppose you always have the option of shutting off some of the more expensive powers at times.

    I'm assuming this is a solo build since I don't see much taunt involved, save provoke which is somewhat limited.

    However, if you want to increase your threat, you might look at dropping the single Multi-Strikes in Death Shroud and Fire Sword Circle.

    currently, your Fire Sword Circle produces 14.89 threat (in millions), by replacing the multistrike with a dedicated taunt enhancement you increase that threat to 19.6.

    The cost being a drop in damage from 134.47 to 124.33, endurance cost from 10.05 to 11.36 and accuracy from 1.968 to 1.756 (not accounting for your global bonus).

    Likewise, your Death Shroud is producing 1.921 threat per tick, replacing the multistrike with a taunt brings that threat to 2.529.

    The cost here is a damage drop from 17.36 to 16.05, an accuracy drop from 1.31 to 1.17 and an endurance increase from .27 to .31.

    The most dangerous thing here being the the endurance bump.

    Using an attack chain of the following:

    FSC
    Combustion
    Incinerate
    GFS
    FS
    Scorch

    a 12 second attack chain

    (I'm avoiding the attacks I haven't done threat ratings for yet)

    (given all the acc bonuses, I'm assuming an overal to hit of 95%)

    You have a total DPS of 409.43 (this figuring total damage, ie, if you do an aoe power and deal 5 damage to two different targets, that's 10 damage total)
    An average DPS of 40.943 (averaged over 10 targets)

    If you aren't spreading your attacks and are instead focusing on one opponent, then the dps for that individual is 85.85.

    Your endurance consumption for that time, assuming all toggles running is:

    38.56 for clicks, 19.08 for toggles, making a total of 57.64

    on average your chance for end will proc 2.4 times in 12 seconds for 24 endurance (obvious average) and your base recovery will regain you 37.68 endurance.

    Which is a total recovery of 61.68, meaning you will, on average recover more than you lose.

    Your Threat per Second looks like this (remember numbers are in millions):

    Total TPS (all targets combined) 72.6375
    Average TPS: 7.26375
    Individual TPS (if focusing on one opponent): 10.1045

    If you replace the two enhancements I suggested, the stats look like this:

    Total DPS: 388.95
    Average DPS: 38.895
    Individual DPS(focused target): 74.4

    Endurance Consumption Clicks -39.87
    Endurance Consumption Toggles -19.56
    Total Endurance Consumption: -59.43
    Endurance Recovery +37.68
    Endurance Proc +24
    Total Endurance Gain: +61.68
    Net: +2.25 gain

    Total TPS: 82.6425
    Average TPS: 8.26425
    Individual TPS: 15.4225

    Remember, the threat numbers are in millions.

    That's effectively a 5% reduction to total and average DPS, 14% reduction to individual/focused DPS and overall no short term change to endurance while increasing total and average TPS by 13% and individual/focused TPS by 52%.
  23. (bah, I feel stupid for continuously repsonding to myself, but keep thinking of more stuff and don't want to keep editting)

    Anyway. Stuff to add to chart:

    the effect of power procs:

    example, Fire Sword has a dot effect where each DoT has a 80% chance of occuring, these ticks are not accounted for in the threat rate. Nor was anything else that had a less than 100% chance of happening.

    In some cases, where the proc is a debuff (such as on a lot of electrical attacks), that could effectively double the generated threat.

    Gah, I should have done all the build ups the same way I did the extra hits on Soul Drain, that way you could just add that threat in.....

    bleh
  24. Chart, somewhat formatted.

    Toggle: Threat - Accuracy - Spec
    Click Power: Threat - Recharge - Animation - Accuracy

    Dark Armor
    Death Shroud: 0.480 - 1
    Dark Regeneration: 0.480 - 30 - 1.17 - 1 - 10 targets
    Cloak of Fear: 0.108 - 0.67
    Oppressive Gloom: 0.108 - 1 - .96 dam/tar to user

    Electric Armor
    Lightning Field: 0.961 - 1
    Power Sink: 0.008 - 60 - 2.03 - 1 - 10 targets

    Fiery Aura
    Blazing Aura: 0.528 - 1
    Consume : 0.961 - 180 - 2.03 - 1 - 10 targets
    Burn: 0.026 - 25 - 2.03 - 1 - unknown targets - fear - autohit
    Rise of the Phoenix: 0.217 - 300 - 1.5 - 1 - 10 targets

    Fiery Aura With Fiery Embrace Running - 30 seconds
    Blazing Aura: +0.528 - 1
    Consume: +0.961 - 180 - 2.03 - 1 - 10 targets
    Burn: +0.026 - 25 - 2.03 - 1 -unknown targets

    Ice Armor
    Chilling Embrace: 0.108 - 1 - autohit
    Energy Absorption: 0.108 - 60 - 1.33 - 1 - 10 targets
    Icicles: 0.480 - 1

    Invulnerability
    Invincibility: 0.108 - 1 - autohit

    Shield Defense
    Against All Odds: 0.108 - 1 - autohit
    Shield Charge: 7.627 - 90 - 1.5 - 1 - unknown targets

    Shield Defense with Against All Odds:
    Shield Charge: +0.7627 per opponent to a max of 15.636

    Stone Armor
    Mud Pots: 0.865- 1

    Stone Armor With Granite Armor
    Mud Pots -0.26

    Willpower (need more info on which of these is accurate)
    Rise to the Challenge(3/4s duration): 0.081 - 1 - autohit
    Rise to the Challenge(1 sec duration): 0.008 - 1 - autohit
    Battle Axe 81% to hit
    Beheader: 2.402 - 4 - 1.33 - 1.05
    Chop: 4.273 - 8 - 1.33 - 1.05
    Gash: 4.709 - 10 - 1.5 - 1.05
    Taunt: 0.329 - 10 - 1.67 - 1 - autohit
    Swoop: 5.477 - 12 - 1.83 - 1.05
    Whirling Axe: 2.402 - 14 - 2.67 - 1.05 - 10 targets
    Cleave: 6.63 - 15 - 2.33 - 1.05 - 10 targets
    Pendulum: 4.564 - 15 - 2 - 1.05

    Battle Axe With Build Up (101% to hit)
    Beheader: +1.921
    Chop: +3.152
    Gash: +3.767
    Swoop: +4.381
    Whirling Axe: +1.921
    Cleave: +5.304
    Pendulum: +3.652

    Dark Melee 75% to hit
    Shadow Punch: 4.036 - 3 - 0.83 - 1
    Smite: 6.342 - 6 - 0.97 - 1
    Shadow Maul: 10.359 - 8 - 3.07 - 1
    Taunt: 0.329 - 10 - 1.67 - 1 - autohit
    Siphon Life: 9.418 - 10 - 1.93 - 1
    Touch of Fear: 0.108 - 8 - 1.17 - 1.2
    Soul Drain: 2.402 - 120 - 2.37 - 1.2 - 10 targets
    Dark Consumption: 3.844 - 180 - 1.03 - 1 - 10 targets
    Midnight Grasp: 13.259 - 15 - 2.07 - 1

    Dark Melee With minimal Soul Drain (85% to hit)
    Shadow Punch: +1.615
    Smite: +2.537
    Shadow Maul: +4.143
    Siphon Life: +3.767
    Dark Consumption: +1.538
    Midnight Grasp: +5.303

    Dark Melee each additional target hit by Soul Drain (+2% to hit)
    Shadow Punch: +0.323
    Smite: +0.507
    Shadow Maul: +0.829
    Siphon Life: +0.753
    Dark Consumption: +0.307
    Midnight Grasp: +1.061

    Dual Blades 85% to hit
    Nimble Blade: 2.018 - 3 - 1.03 - 1
    Power Slice: 2.786 - 5 - 1.4 - 1
    Ablating Strike: 6.342 - 6 - 1.03 - 1
    Taunt: 0.329 - 10 - 1.67 - 1 - autohit
    Typhoon's Edge: 2.739 - 12 - 2.27 - 1 - 10 targets
    Typhoon's Weaken: 5.478 - 1 - 10 targets
    Typhoon's Sweep: 4.108 - 1 - 10 targets
    Blinding Feint: 1.922 - 1.2 - 1
    Vengeful Slice: 3.94 - 8 - 2.43 - 1
    Sweeping Strike: 4.084 - 11 - 1.23 - 1
    Sweeping Vitals: 6.487 - 1
    One Thousand Cuts: 5.673 - 15 - 3.3 - 1 - 10 targets

    Dual Blades With Blinding Feint (95% to hit, 98.3% to hit with Empower)
    Nimble Blade: +0.757
    Power Slice: +1.045
    Ablating Strike: +2.378
    Typhoon's Edge: +1.027
    Typhoon's Weaken: +2.054
    Typhoon's Sweep: +1.54
    Blinding Feint: +0.721 (yes it is possible to reduce the rec on BF so that it can enhance itself)
    Vengeful Slice: +1.182
    Sweeping Strike: +1.225
    Sweeping Vitals: +2.433
    One Thousand Cuts: +2.127

    Electric Melee 82% to hit
    Charged Brawl: 2.018 - 3 - 0.83 -1
    Havoc Punch: 3.171 - 6 - 1.5 - 1
    Jacob's Ladder: 3.603 - 8 - 1.67 - 1
    Taunt: 0.329 - 10 - 1.67 - 1 - autohit
    Thunder Strike: 9.418 - 18 - 3.3 - 1 - 10 targets
    Chain Induction: 23.16 - 14 - 1 - 1
    Lightning Clap: 0.108 - 30 - 1.23 - 0.8 - 10 targets
    Lightning Rod: 7.64 - 90 - 2.57 - 1 - unknown targets

    Electric Melee With Build Up 102% to hit
    Charged Brawl: +1.615
    Havoc Punch: +2.537
    Jacob's Ladder: +2.883
    Thunder Strike: +7.534
    Chain Induction: +18.528
    Lightning Rod: +6.112

    Energy Melee 75% to hit
    Barrage: 3.171 - 6 - 1.33 - 1
    Energy Punch: 2.402 - 4 - 0.83 - 1
    Bone Smasher: 3.94 - 8 - 1.5 - 1
    Taunt: 0.329 - 10 - 1.67 - 1 - autohit
    Whirling Hands: 2.402 - 14 - 2.5 - 1 - 10 targets
    Stun: 1.201 - 20 - 1.8 - 1
    Energy Transfer: 10.955 - 20 - 2.67 - 1.2
    Total Focus: 17.105 - 20 - 3.3 - 1.2

    Energy Melee with Build Up (95% to hit)
    Barrage: +2.537
    Energy Punch: +1.922
    Bone Smasher: +3.152
    Whirling Hands: +1.922
    Stun: +0.961
    Energy Transfer: +8.764
    Total Focus: +13.684

    Fiery Melee 75% to hit
    Scorch: 2.018 - 3 - animation time missing - 1
    Fire Sword: 3.171 - 6 - 1.33 - 1
    Combustion: 3.123 - 3 - 1 - 10 targets
    Taunt: 0.329 - 10 - 1.67 - 1 - main target autohit
    Breath of Fire: 3.267 - 10 - 2.67 - 1.2
    Fire Sword Circle: 3.724 - 20 - 2.67 - 1
    Incinerate: 6.005 - 10 - 1.67 - 1 - 10 targets
    Greater Fire Sword: 5.861 - 12 - 2.33 - 1.2

    Fiery Melee With Build Up (95% to hit)
    Scorch: +1.615
    Fire Sword: +2.537
    Combustion: +2.499
    Breath of Fire: +2.614
    Fire Sword Circle: +2.979
    Incinerate: +4.804
    Greater Fire Sword: +4.689

    Ice Melee 75% to hit
    Frozen Fists: 3.928 - 3 - 1.33 - 1
    Ice Sword: 6.342 - 6 - 1.33 - 1
    Frost: 7.782 - 11 - 2.27 - 1 - 10 targets
    Taunt: 0.329 - 10 - 1.67 - 1 - main target autohit
    Ice Patch: 0.008 - 35 - 3.47 - 2 - unknown targets
    Freezing Touch: 8.074- 16 - 1 - 1
    Greater Ice Sword: 9.418 - 10 - 2.33 - 1.2
    Frozen Aura: 6.822 - 20 - 2.1 - 1 - 10 targets

    Ice Melee with Build Up (95% to hit)
    Frozen Fists: +3.142
    Ice Sword: +10.401
    Frost: +5.074
    Freezing Touch: +6.46
    Greater Ice Sword: +7.536
    Frozen Aura: +5.458

    Stone Melee 82% to hit
    Stone Fist: 2.402 - 4 - 0.83 - 1
    Stone Mallet: 3.94 - 8 - 1.61 - 1
    Heavy Mallet: 5.477 - 12 - 1.63 - 1
    Taunt: 0.329 - 10 - 1.67 - 1 - main target autohit
    Fault: 0.108 - 20 - 2.1 - 0.8 - 10 targets
    Hurl Boulder: 7.88 - 8 - 2.5 - 1
    Tremor: 2.402 - 14 - 3.3 - 1 - 10 targets
    Seismic Smash: 17.105 - 20 - 1.5 - 1.2

    Stone Melee with Build Up (102% to hit)
    Stone Fist: +1.922
    Stone Mallet: +3.152
    Heavy Mallet: +4.381
    Hurl Boulder: +6.303
    Seismic Smash: +13.684

    Super Strength 75% to hit
    Jab: 1.634 - 2 - 1.07 - 1
    Punch: 2.402 - 4 - 1.2 - 1
    Haymaker: 3.94 - 8 - 1.5 - 1
    Taunt: 0.329 - 10 - 1.67 - 1 - autohit
    Hand Clap: 0.108 - 30 - 1.23 - 0.8 - 10 targets
    Knockout Blow: 17.105 - 25 - 2.23 - 1.2
    Hurl: 7.88 - 8 - 2.5 - 1
    Foot Stomp: 3.411 - 20 - 2.1 - 1 -10 targets

    Super Strength with Rage (95% to hit)
    Jab: +2.679
    Punch: +1.922
    Haymaker: +3.152
    Knockout Blow: +13.684
    Hurl: +6.303
    Foot Stomp: +1.664

    War Mace 90% to hit
    Bash: 2.402 - 4 - 1.33 - 1.05
    Pulverise: 3.94 - 8 - 1.5 - 1.05
    Jawbreaker: 4.709 - 10 - 1.83 - 1.05
    Taunt: 0.329 - 10 - 1.67 - 1 - autohit
    Clobber: 14.03 - 16 - 1.23 - 1.05
    Whirling Mace: 2.691 - 14 - 2.67 - 1.05 - 10 targets
    Shatter: 5.477 - 12 - 2.33 - 1.05
    Crowd Control: 3.868 - 12 - 2 - 1.05 - 10 targets

    War Mace with Build Up (110% to hit)
    Bash: +1.922
    Pulverise: +3.152
    Jawbreaker: +3.767
    Clobber: +11.224
    Whirling Mace: +2.153
    Shatter: +4.381
    Crowd Control +3.094
  25. Now, the ratings should stay proportional accurate through the other levels, as for how to establish threat with your enhancements.

    You could start from scratch as follows:

    damage * dam-enhance * 4(AT mod) * debuff * taunt duration * taunt enhance * 1000 * 2.05 (tanker taunt mod)

    or, you can notice that the damage and taunt enhancers are multipliers and you just apply them to the ratings in that spreadsheet and just do the following:

    threat rating * dam enhance * threat enhance

    For example, my Earth/Ice/Fire tanker has mudpots with 90.5% (enhances and global bonuses) increase to damage, and 42.4% increase to taunt duration.

    The base mud pots threat rate is 1.773.

    The threat rate for Ame's mud pots is: 1.773 * 1.905 * 1.424 = 4.81

    The only difference is the rates listed for damage enhanced states. In those cases, add or subtract (for penalties) the new enhancements to damage to the old one.

    Therefore, Ame's Mud Pots in Granite have a threat rate of:

    1.773 * 1.605 * 1.424 = 4.052

    And with Build up it would be:

    1.773 * 2.705 * 1.424 = 6.829

    And with Build Up and Granite, it would be:

    1.773 * 2.405 * 1.424 = 6.072

    I tried several methods for applying new bonuses and penalties, and the above best fit what I witnessed in game.

    The reasons I only take granite in extreme situations should be very obvious now (the effect on recharge is even harsher, which reduces TPS)

    Now, as a whole, ame has the following threat producing powers (and their threat rates)

    Non-Granite
    Mud Pots (4.81)
    Frozen Fists (16.555)
    Ice Sword (26.73)
    Frost (26.276)
    Taunt (1.135)
    Ice Patch (0.016)
    Freezing Touch (34.809)
    Greater Ice Sword (41.064)
    Frozen Aura (13.986)
    Char [not on charts] (6.561) (base rate - 4.926)
    Fire Blast [not on charts] (9.737) (base rate - 4.925)
    Fire Ball [not on charts] (8.679) (base rate - 4.432)
    Melt Armor [not on charts] (.221) (base rate - .221)

    Granite
    Mud Pots (4.052)
    Frozen Fists (14.139)
    Ice Sword (22.83)
    Frost (21.49)
    Taunt (1.135)
    Ice Patch (0.016)
    Freezing Touch (29.843)
    Greater Ice Sword (35.195)
    Frozen Aura (9.79)
    Char [not on charts] (5.084)
    Fire Blast [not on charts] (8.259)
    Fire Ball [not on charts] (7.348)
    Melt Armor [not on charts] (.221)

    Build-Up
    Mud Pots (6.829)
    Frozen Fists (22.997)
    Ice Sword (37.131)
    Frost (39.039)
    Taunt (1.135)
    Ice Patch (0.016)
    Freezing Touch (48.05)
    Greater Ice Sword (56.509)
    Frozen Aura (25.175)
    Char [not on charts] (10.502)
    Fire Blast [not on charts] (13.677)
    Fire Ball [not on charts] (12.223)
    Melt Armor [not on charts] (.221)

    Build-Up + Granite
    Mud Pots (6.072)
    Frozen Fists (20.581)
    Ice Sword (33.231)
    Frost (34.253)
    Taunt (1.135)
    Ice Patch (0.016)
    Freezing Touch (43.085)
    Greater Ice Sword (50.64)
    Frozen Aura (20.979)
    Char [not on charts] (9.024)
    Fire Blast [not on charts] (12.199)
    Fire Ball [not on charts] (10.894)
    Melt Armor [not on charts] (.221)

    yes, the damage and taunt on Frozen Aura is unenhanced, I have the benefit of having a static team and usually can expect to have empathy and kinetic buffs that tend to take Frozen Aura to max damage without me enhancing damage.

    In any case, this leaves me able to arrange my attack chain to better maximize sustained Threat. Threat per Second.

    First, staying out of Granite form for maximum recharge and damage, and therefore threat, I should start off with Build-Up and choose my top AoEs first and then my highest damage attacks:

    Note: Gauntlet seems to be autohit unless dealing with PvP or AVs and GMs

    So, optimistically assuming maximum targets in radius
    Build Up
    Frozen Aura (25.175 threat hitting approximately 10 targets, generating a total of 251.75 threat) 2.1 second animation time
    Frost (39.039 threat hitting 10 targets, generating a total of 390.39 threat) 2.27 animation time
    Fireball (12.223 threat hitting approximately 16 targets for a total of 195.568 threat) 1 sec
    Greater Ice Sword (56.509 threat hitting 5 targets through gauntlet for a total of 282.53) 1.2 sec animation time
    Freezing Touch (48.05 threat hitting 5 targets through gauntlet for a total of 240.25) 1 sec animation time
    Ice Sword (37.131 threat hitting 5 targets through gauntlet for a total of 185.655) 1.33 sec animation time
    Frozen Fists (22.997 threat hitting 5 targets through gauntlet for a total of 114.985) 1.33 sec animation time

    Build Up ends

    Total chain was 10.23 seconds in length

    A total of 1,661.128 threat was generated. Spread over 16 targets, meaning each target has an average of 103.8205 threat applied to him/her/it. (remember these ratings are actually in millions)

    Some tankers will have more targets above that number or less than that number than others dependent on how well they rotate targets to spread out their gauntlet.

    As for total threat applied, this attack chain gives Ame a TPS of 162.378.
    As for average individual threat applied, this attack chain gives Ame a TPS of 10.149.

    The same attack routine with Granite form would have a total Threat of 1464.309 and average threat of 91.519. Total TPS of 143.139, and an individual TPS of 8.946.

    The attack chain would definitely be more effective if I preceded Build Up with Melt Armor due to the increased damage. It would also likely be a good idea to do the following:

    Ice Patch - Melt Armor - preceding chain

    but I must admit to not wanting to add the complexity of enemy resistance into the equation just yet.

    Edit: Whoops, forgot Mud Pots

    Build-Up 6.829 hitting 10 targets 1/sec over 10.23 secs +682.9 threat
    Build-Up and Granite 6.072 hitting 10 targets 1/sec over 10.23 sec + 607.2 threat

    That changes the total threat for Build Up to 2344.028
    The average threat to 146.502

    The total TPS would be 229.133
    The individual average TPS would be 14.321

    The total threat for Build Up + Granite to 2071.509
    The average threat to 129.469

    The total TPS would be 202.494
    The average TPS to 12.656

    Ame rarely loses aggro.

    On the other hand, my Inv/Energ/Energy (currently at 45) who is in a static team with a claw/dark scrapper and has lots of trouble maintaining aggro has the following rates:

    Total TPS: 75.362
    Individual/Average TPS: 7.536