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Very Hot Topic (More than 75 Replies) Kensei Shuriken (Read 56510 times)
5 Foot Step
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Re: Kensei Shuriken
Reply #100 - Nov 29th, 2016 at 2:05pm
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Rubbinns wrote on Nov 27th, 2016 at 9:36pm:
i play on low graphic settings and my object draw is low as well.


Having a decent machine for max object draw distance is a huge advantage to any noncaster ranged character.
  

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Re: Kensei Shuriken
Reply #101 - Nov 29th, 2016 at 6:04pm
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5 Foot Step wrote on Nov 29th, 2016 at 2:05pm:
Having a decent machine for max object draw distance is a huge advantage to any noncaster ranged character.



^This!  becomes nearly a different game.
  
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Re: Kensei Shuriken
Reply #102 - Dec 1st, 2016 at 12:26pm
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Best case scenario?

Archer's Focus (45 RP)
Relentless Fury (+5%)
Racial Damage Boost (+20% for 20 secs)
Inferno Shot every 3 seconds


Fully stacked Inferno Shot DPS:

"Performs a ranged attack with +0/+1/+2[W] damage. On Hit: Target gain 1 stack of Inferno (target takes 1d6 fire damage every 2 second for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.) (Activation cost: 6 SP. Cooldown 3 seconds)"

1 second: inferno shot 20d6 = 70*3.42 = 239.4 fire damage
2 seconds
3 seconds: tick for 20d6 = 70 fire damage
4 seconds: inferno shot 20d6 = 70*3.42 = 239.4 fire damage
5 seconds:
6 seconds: tick for 20d6 = 70 fire damage
repeat

70*2+239.4*2 = 618 fire damage/ 6 seconds = 103.1333333333333 DPS


145 average base sneak attack (12d6+54 standing hide mod+25 SoS boost+24 from deception) * (1.5*183 RP=274 effective MP)(30 epic levels+32 10k+24 SD levels+20 Kensei+21 gear+11 feats+45 AF)= 542.3 + 182% ANT/SE + 60% DS = 1854.666 * 1.05 shadow mastery = 1947.3993 * 1.05 Relentless Fury = 2044.769265 * 1.3 LD damage boost = 2658.2000445 of just sneak attack damage per animation. (no helpless)


5.75d2+20 enhancement+41 dex +25 deadly + 8 WS + 4 ninjutsu +3 monk PLs + 6 ranger PLs = 115.625x1.35 (crit profile) = 156.09375+12.65 (23 seeker) = 168.74375 x 2.83 (RP) = 477.5448125 x 2.82 (ANT/SE) + .60 (DS) = 1633.20325875 * 1.05 shadow mastery = 1714.8634216875 * 1.05 Relentless Fury = 1800.606592771875 * 1.3 LD damage boost = 2340.788570603438

plus

Mainhand 35 ToF + 10.35 DE + 36 MF + 10.5 CW Ruby + 62.91 Element Arrow (3d8 w/ 366sp) + (15 x 2.83=42.45)  sting +11 quiver +(10.5*2.83=29.715) harbinger  = 237.925 x 2.82 (ANT/SE)+ .60 (DS) = 813.7035

= 5812.692115103438 average red name damage per animation while auto attacking

x1.4 animations per second = 8137.768961144813

+ 103.1333333333333 inferno shot = 8240.9 red name action boosted damage per second

Action boosts are 2/3 uptime, so over one minute that's 329636.0917791258 (8240.902294478146*40 secs) action boosted damage plus 132516.8886842792 (6625.844434213958*20 secs) = 462152.980463405 damage per minute plus whatever you work in from A Good Death, Deadly Shot, Shattering Shot, and Shrouding Shot.
« Last Edit: Dec 1st, 2016 at 5:43pm by 5 Foot Step »  

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Re: Kensei Shuriken
Reply #103 - Dec 1st, 2016 at 2:17pm
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Glad to see these calcs, I've half-assed mine for non-Fury builds, even though they are WAY easier than calcing the damage with Adrenaline included + Slayer/Sniper stacked

I do think the 20/40/60 second simulations of DPS is far more useful than the static DPS number, though I'm biased because the simulations is crucial for burst DPS builds. But as you've shown here, it's really interesting even for less bursty builds. Though arguably between boosts, SoS, and 10k, you're is still pretty bursty, but just over 20 seconds instead of 2 seconds.



  
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Re: Kensei Shuriken
Reply #104 - Dec 1st, 2016 at 2:58pm
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Thanks man, it's good stuff.

Just noticed I forgot the spooky Wis augment. 

...and I've had Haste Boost copy pasted from a different Kensei layout this whole time. Angry

I should deaverage 10k for a better 20 second burst number while I'm at it.
  

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Re: Kensei Shuriken
Reply #105 - Dec 1st, 2016 at 3:32pm
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stars aligned 60 second numbers for a balls out Fury build however are closer to ~600,000 depending on enhancements, rotation of Slayer vs Sniper and Manyshot vs 10k, and of course factoring what you think is a fair application of SA damage based on gear/Deception Procs/Sniper Shot bluff. In a Fury build however the 60sec burst massively discounts the contribution of SA damage because physical damage is so freakishly high. SA damage is still huge, but relatively a lot smaller compared to physical.

People might find that hard to believe, but that's how Rubbins was getting sub ~40 second Red Kobold times on Lamma a couple updates ago. Shuri multiplier improvements should bring that down a bit further
« Last Edit: Dec 1st, 2016 at 3:32pm by harharharhar »  
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Re: Kensei Shuriken
Reply #106 - Dec 1st, 2016 at 4:02pm
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First off, I'm not interested in playing a monkcher.

Second, that build doesn't have 41% dodge, 25% incorp, usable abundant step, etc.

Also, there are sub 20 second kobold builds.
« Last Edit: Dec 1st, 2016 at 4:19pm by 5 Foot Step »  

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Re: Kensei Shuriken
Reply #107 - Dec 1st, 2016 at 4:52pm
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harharharhar wrote on Dec 1st, 2016 at 3:32pm:
but that's how Rubbins was getting sub ~40 second Red Kobold times

5 Foot Step wrote on Dec 1st, 2016 at 4:02pm:
Also, there are sub 20 second kobold builds.

manyshot alone on top geared and past lives filled toons can all do sub 20. The fastest possible should be pure ranger. wolves can also attain sub 20s now. Estimating around 17 seconds for best wolves and 10 for best fury burst.
  

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Re: Kensei Shuriken
Reply #108 - Dec 1st, 2016 at 6:33pm
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5 Foot Step wrote on Dec 1st, 2016 at 4:02pm:
First off, I'm not interested in playing a monkcher.


Ok

5 Foot Step wrote on Dec 1st, 2016 at 4:02pm:
Second, that build doesn't have 41% dodge, 25% incorp, usable abundant step, etc


Who cares? It has 33% Dodge, 10% incorp with an option for 25% Incorp (change AP), but no abundant step. Which is highly overrated.

5 Foot Step wrote on Dec 1st, 2016 at 4:02pm:
Also, there are sub 20 second kobold builds.


Glass cannon wolf builds, or completely useless outside of Manyshot builds aren't really very playable. My example was meant to be drawn from a build someone would actually play
  
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Re: Kensei Shuriken
Reply #109 - Dec 1st, 2016 at 6:37pm
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20 second burst

176 average base sneak attack (12d6 + 96 hide mod + 14 SoS boost+24 from deception) * (1.5*216 RP=324 effective MP)(30 epic levels + 66 10k+24SDlevels+20Kensei+21 gear+11 feats+45 AF)= 746.24 + 182% ANT/SE + 90% DS = 2776.0128 * 1.05 shadow mastery = 2914.81344 * 1.05 Relentless Fury = 3060.554112 * 1.3 LD damage boost = 3978.7203456 of just sneak attack damage per animation. (no helpless) (3672.6649344 w/ racial damage boost)


5.75d2+20 enhancement+41 dex +25 deadly + 8 WS + 4 ninjutsu +3 monk PLs + 6 ranger PLs = 115.625x1.35 (crit profile) = 156.09375+12.65 (23 seeker) = 168.74375 x 3.16 (RP) = 533.23025 x 2.82 (ANT/SE) + .90 (DS) = 1983.61653 * 1.05 shadow mastery = 2082.7973565 * 1.05 Relentless Fury = 2186.937224325 * 1.3 LD damage boost = 2843.0183916225  (2624.32466919 w/ racial damage boost)

plus

Mainhand 35 ToF + 10.35 DE + 36 MF + 10.5 CW Ruby + 65.61 Element Arrow (3d8 w/ 386sp) + (15 x 3.16=47.4)  sting +11 quiver +(10.5*3.16=33.18) harbinger  = 249.04 x 2.82 (ANT/SE)+ .90 (DS) = 926.4288

= 7748.1675372225 average red name damage per animation while auto attacking

x1.4 animations per second = 10847.4345521115

+ 103.1333333333333 inferno shot = 10950.56788544483 red name action boosted damage per second

Action boosts are 2/3 uptime, so over 30 seonds that's 199107.8003680967 (9955.390018404833*20 secs) action boosted damage plus 79778.55103388333 (7977.855103388333*10 secs) = 278886.35 damage per 30 seconds plus whatever you work in from A Good Death, Deadly Shot, Shattering Shot, and Shrouding Shot.
« Last Edit: Dec 15th, 2016 at 6:34pm by 5 Foot Step »  

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Re: Kensei Shuriken
Reply #110 - Dec 1st, 2016 at 7:00pm
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5 Foot Step wrote on Nov 28th, 2016 at 10:51am:
Unlike blind players, blind mobs can use their listen skill to detect you within a certain range. You still get attacked less, but not less than a mob that is turned around 98% of the time. If they aren't detecting anything with listen, then they usually run around like idiots, effectively neutering your party's melee DPS.


This is factually inaccurate. Blind mobs move in very small areas, very slowly, listening for stuff to walk toward. Given range of a thrower, most of the time they never find you. So, to summarize:
50% concealment that bypasses True Seeing
Causes mob to be largely unable to target
100% Concealment (effective) versus ranged and caster mobs with long duration (while you kill more immediate melee threats)
Does not require a non-DPS equipment slot (like Deception on an offhand)
The closest thing we have to Mass Displacement in game

Obviously play how you choose, and with a more SA dependant build I can understand why you choose two deception procs. I just don't agree, for my build at least. Even for your I question it, but hey.

5 Foot Step wrote on Nov 28th, 2016 at 10:51am:
I find vacuum is almost always a waste since there's a ridiculous number of sources of vulnerability stacks and they all pool into the same debuff. (Pally cleaves, warpriest smites, air savant, arcane archer, arcanotechnician, 1st degree burns, etc. Most mobs were constantly fully vulnerability stacked before LGS even came out. It's awesome when you solo, but even then a few swings fully stacks it and then you're better off swapping to a DPS weapon.


This is like people who pick flowers in public places knowing they shouldn't because "most people wont except me". Perhaps more importantly, there are still other DPS choices for red names, I like Triple electric when no electric immunity. I always just check and if it's 20 stacked and being kept up in a party/raid I will switch. For trash though its rare they get 20 stacked immediately without someone Vacuuming.

5 Foot Step wrote on Nov 28th, 2016 at 10:51am:
Parrying 7 on TS armor > Riposte 12 on ToEE.


Like, imperceptibly5 Foot Step wrote on Nov 28th, 2016 at 10:51am:
Improved Deception Statistics:
10% rate, 4 second duration, 5 attacks per second.

Single stack:
1 second/5 procs: 59.049% chance of not proccing
2 seconds/10 procs: 34.86784401% chance of not proccing
3 seconds/15 procs: 20.5891132094649% chance of not proccing


This. With 1 Imp Deception Item, Sniper Shot (which is always spammed), and blindness, I just don't see the argument that I'd get better uptime on SA, and I'd be having to use a shitty Imp Deception offhand and lack previously asserted defensive benefits of blindness. I guess I'm just not convinced
  
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Re: Kensei Shuriken
Reply #111 - Dec 1st, 2016 at 7:37pm
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harharharhar wrote on Dec 1st, 2016 at 7:00pm:
Blind mobs move in very small areas, very slowly,


Not always.

harharharhar wrote on Dec 1st, 2016 at 7:00pm:
Like, imperceptibly


16.6% better.

harharharhar wrote on Dec 1st, 2016 at 7:00pm:
This. With 1 Imp Deception Item, Sniper Shot (which is always spammed), and blindness, I just don't see the argument that I'd get better uptime on SA, and I'd be having to use a shitty Imp Deception offhand and lack previously asserted defensive benefits of blindness. I guess I'm just not convinced


They're not mutually exclusive. You could stack them. But I wasn't trying to convince you anyway.

Quote:
Still, Rebellion is likely not the right choice if you are not sneak attack focused and run mostly solo.

  

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Re: Kensei Shuriken
Reply #112 - Dec 1st, 2016 at 8:39pm
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5 Foot Step wrote on Dec 1st, 2016 at 7:37pm:
16.6% better.


Bruh. You're better than this math.

You would have to calculate your total AC and Saving Throws and calculate the incremental or marginal improvement of +1 AC and +1 saves, which will be much more like .05% for AC and 1.3'ish% for Saves.

You know this, but you allowed yourself to post misleading information to bolster your point. It's my biggest issue with your cherry picked numbers sometimes and I don't know why you do it.
  
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Re: Kensei Shuriken
Reply #113 - Dec 1st, 2016 at 10:28pm
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harharharhar wrote on Dec 1st, 2016 at 8:39pm:
You know this, but you allowed yourself to post misleading information to bolster your point. It's my biggest issue with your cherry picked numbers sometimes and I don't know why you do it.


I think this often happens by accident.
  

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Re: Kensei Shuriken
Reply #114 - Dec 2nd, 2016 at 3:01am
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harharharhar wrote on Dec 1st, 2016 at 8:39pm:
It's my biggest issue with your cherry picked numbers sometimes and I don't know why you do it.

Because he wants to win the internet?
  
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Re: Kensei Shuriken
Reply #115 - Dec 2nd, 2016 at 12:42pm
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Rubbinns wrote on Dec 1st, 2016 at 4:52pm:
manyshot alone on top geared and past lives filled toons can all do sub 20. The fastest possible should be pure ranger. wolves can also attain sub 20s now. Estimating around 17 seconds for best wolves and 10 for best fury burst.



Yeah my 60sec damage numbers are for shuriken throwing only. I didn't include a manyshot volley (just 10k) because I wanted to know how close a very well built and geared non-Fury thrower can get to a Fury thrower.

Turns out on a shuriken basis it's about 70% there. When you add Manyshot however it's in dust/rearview mirror time
  
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Re: Kensei Shuriken
Reply #116 - Dec 2nd, 2016 at 2:18pm
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Rubbinns wrote on Dec 1st, 2016 at 4:52pm:
manyshot alone on top geared and past lives filled toons can all do sub 20. The fastest possible should be pure ranger. wolves can also attain sub 20s now. Estimating around 17 seconds for best wolves and 10 for best fury burst.



I still have one pure ranger toon living at 30 for almost a year now that I hop one now and then to remind me of this fact.
  
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Re: Kensei Shuriken
Reply #117 - Dec 2nd, 2016 at 3:40pm
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Something that I have found is that the most effective platform for quest v.s. raids is starting to divert again which I think is cool. The way the combats are laid out and the frequency in the new slaver quests tend to favor constant DPS v.s. the Burst DPS.

It's the same thing for Terror builds, up until Slavers I preferred to run a GT type with the endless fusilade, but in the slavers a constant ROF build like a a thrower works much better. By the time the EF animation has finished the rest of the mobs are engage/dead/scatter so you waste half of them first time in a while I've run out of EF's before a shrine. But with a Constant ROF chucker build I'm finding it much easier to farm fast. A max'd DS repeater build isn't to bad either. In the previous updates content and raids I'm still using an EF build.

Frankly, it's what I guess was an unintended side-effect of the Devs but its' been fun.
« Last Edit: Dec 2nd, 2016 at 3:41pm by »  
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Re: Kensei Shuriken
Reply #118 - Dec 2nd, 2016 at 7:04pm
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Quote:
Something that I have found is that the most effective platform for quest v.s. raids is starting to divert again which I think is cool. The way the combats are laid out and the frequency in the new slaver quests tend to favor constant DPS v.s. the Burst DPS.

It's the same thing for Terror builds, up until Slavers I preferred to run a GT type with the endless fusilade, but in the slavers a constant ROF build like a a thrower works much better. By the time the EF animation has finished the rest of the mobs are engage/dead/scatter so you waste half of them first time in a while I've run out of EF's before a shrine. But with a Constant ROF chucker build I'm finding it much easier to farm fast. A max'd DS repeater build isn't to bad either. In the previous updates content and raids I'm still using an EF build.

Frankly, it's what I guess was an unintended side-effect of the Devs but its' been fun.


It depends on burst characteristics. For example on a hybrid thrower/bow FoTW build, your burst damage is so instantaneous (every 7 seconds potentially since that's the cooldown on Adren) that I actually find it ideal, and regularly have a vastly higher kill count than anyone else. Being able to decide whether to do very little damage or a huge amount of damage at a very small interval of time is idealized for IPS and large groups of mobs.

When your burst periodicity is 20 seconds of AB + 10k, you actually spend a fair amount of time wasting your burst DPS in between fights. Much more so than wasting none of it by only using Adrenaline + Slayer or Sniper when a mob is present.

The "instant on" and "instant off" of Adren + Active attack is the most specifically applicable version of burst damage in game. In my mind, it makes it the most versatile platform. If there's 1 mob, I wont adren. If there's 3+ mobs, I will, and usually I will kill them all with Adren + whatever active attack chosen. Because Shuriken, I don't even need 10k or AB for almost any trash mob to kill it in one shot with Adren. Those (10k/AB/etc) are really only important for calculating DPS or Time to Kill versus Red Names.

I dont know if that makes sense or not outside of my head.
« Last Edit: Dec 2nd, 2016 at 7:05pm by harharharhar »  
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Re: Kensei Shuriken
Reply #119 - Dec 5th, 2016 at 1:41pm
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@ Jakeelala

harharharhar wrote on Dec 1st, 2016 at 8:39pm:
Bruh. You're better than this math.

You would have to calculate your total AC and Saving Throws and calculate the incremental or marginal improvement of +1 AC and +1 saves, which will be much more like .05% for AC and 1.3'ish% for Saves.

You know this, but you allowed yourself to post misleading information to bolster your point. It's my biggest issue with your cherry picked numbers sometimes and I don't know why you do it.


Calculating the percentage change of a total saving throw bonus is pointless and you know it.

Even if you choose to look at it "in total" (as opposed to the antecedent context of available bonus on specific gear) the only points that matter are the 18 point range between auto failing and auto succeeding. Therefore, from that point of view, each point can only be worth either 5% or 0% for each save depending on what content you are running. Since it is a given that various content will be run with save DCs in that 18 point relevant range, we know that that +1 will have value, so comparing relative bonus numbers on mutually exclusive gearing options is highly relevant.

Nobody GAF about AC. That is irrelevant.

Now kindly DIAF.
  

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Re: Kensei Shuriken
Reply #120 - Dec 5th, 2016 at 2:17pm
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5 Foot Step wrote on Dec 1st, 2016 at 12:26pm:
Action boosts are 2/3 uptime, so over one minute that's 329636.0917791258 (8240.902294478146*40 secs) action boosted damage plus 132516.8886842792 (6625.844434213958*20 secs) = 462152.980463405 damage per minute plus whatever you work in from A Good Death, Deadly Shot, Shattering Shot, and Shrouding Shot.


5 Foot Step wrote on Dec 1st, 2016 at 6:37pm:
Action boosts are 2/3 uptime, so over 30 seonds that's 199107.8003680967 (9955.390018404833*20 secs) action boosted damage plus 79778.55103388333 (7977.855103388333*10 secs) = 278886.35 damage per 30 seconds plus whatever you work in from A Good Death, Deadly Shot, Shattering Shot, and Shrouding Shot.


So, I modeled these poorly. I forgot that with both LD damage boost and Human damage boost on different timers I can alternate, so it should be 20 seconds @ 1.3, 20 seconds @ 1.2, 20 seconds @ 1.3 instead of having the middle 20 unboosted.

60 second burst:
30% action boosts are 2/3 uptime, and 20% action boosts are 1/3 with 20/20/20 so over one minute that's 329636.0917791258 (8240.902294478146*40 secs) action boosted damage plus 154050.9934878017 (7702.549674390083*20 secs) = 483687.0852669275 damage per minute plus whatever you work in from A Good Death, Deadly Shot, Shattering Shot, and Shrouding Shot. (8061.451421115458 DPS)

30 second burst:
30% action boosts are 2/3 uptime, the other 10 is at 20% AB so over 30 seconds that's 199107.8003680967 (9955.390018404833*20 secs) action boosted damage plus 92962.11713399333 (9296.211713399333*10 secs) = 292069.9 damage per 30 seconds plus whatever you work in from A Good Death, Deadly Shot, Shattering Shot, and Shrouding Shot. (9735.7 DPS)
  

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Re: Kensei Shuriken
Reply #121 - Dec 9th, 2016 at 1:30pm
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Oh, I forgot skill tomes and the DG past life spellpower in my calc.

That's +20 spellpower if you switch to corrosion and +5 hide.
  

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Re: Kensei Shuriken
Reply #122 - Dec 15th, 2016 at 6:35pm
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5 Foot Step wrote on Dec 1st, 2016 at 6:37pm:
20 second burst


5 Foot Step wrote on Dec 5th, 2016 at 2:17pm:
So, I modeled these poorly. I forgot that with both LD damage boost and Human damage boost on different timers I can alternate, so it should be 20 seconds @ 1.3, 20 seconds @ 1.2, 20 seconds @ 1.3 instead of having the middle 20 unboosted.

...

30 second burst:
30% action boosts are 2/3 uptime, the other 10 is at 20% AB so over 30 seconds that's 199107.8003680967 (9955.390018404833*20 secs) action boosted damage plus 92962.11713399333 (9296.211713399333*10 secs) = 292069.9 damage per 30 seconds plus whatever you work in from A Good Death, Deadly Shot, Shattering Shot, and Shrouding Shot. (9735.7 DPS)


Update to these numbers, edited some other posts.

30 second burst:
30% action boosts are 2/3 uptime, the other 10 is at 20% AB so over 30 seconds that's 219011.4 (10950.6*20 secs) action boosted damage plus 102159.2 (10215.9*10 secs) = 321170.5 damage per 30 seconds plus whatever you work in from A Good Death, Deadly Shot, Shattering Shot, and Shrouding Shot. (10705.7+ DPS)
  

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harharharhar
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Re: Kensei Shuriken
Reply #123 - Dec 16th, 2016 at 8:12pm
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On Lamm, would rather have ranged and casters blinded now in addition to bluffed, especially on reaper

"Bluff and Deception will no longer cause bosses and enemies using ranged attacks or spells to turn around. This corrects an issue where ranged enemies would stop attacking after being bluffed or affected by Deception, and improves the enemy combat experience. Red-named bosses are still affected by sneak attack damage vulnerability."
« Last Edit: Dec 16th, 2016 at 8:12pm by harharharhar »  
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gravegod
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Re: Kensei Shuriken
Reply #124 - Dec 16th, 2016 at 8:18pm
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harharharhar wrote on Dec 16th, 2016 at 8:12pm:
On Lamm, would rather have ranged and casters blinded now in addition to bluffed, especially on reaper

"Bluff and Deception will no longer cause bosses and enemies using ranged attacks or spells to turn around. This corrects an issue where ranged enemies would stop attacking after being bluffed or affected by Deception, and improves the enemy combat experience. Red-named bosses are still affected by sneak attack damage vulnerability."



Sigh. Back to GS.
  
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