Steel wrote on Nov 24
th, 2016 at 8:41pm:
Not so much prefer it, but found that it's unavoidably better in actual game-play as things currently stand after playing it since the last week of October. ....
Unavoidably better? I mean considering the way this game plays at end game, since October, high burst DPS with IPS just melts long hallway packs of mobs (which is all end game is anymore), and then turns up DPS even more on Red Names. The non-capstone version simply does more damage, faster, than the capstone version now. Before you could get +1 multi and Sniper Shot then hands down Capstone all the way.
So, I mean it's not like I don't play throwers 100% of the time. I'm not just modeling this damage output and then not playing. Also, the point of the damage calcs is to avoid
bias by just modeling DPS output for a given build over a given time frame, summing the time-weighted average damage of each phase of active attack. For 20 seconds that looks like:
T=0([Adrenaline/Slayer 1 sec @X damage/sec] +
T=1[5 seconds of autoattack @Y damage/sec] +
T=6[Adrenaline/Sniper 1 sec @Z damage/sec] +
T=7[5 seconds of autoattack @Y damage/sec] +
T=12[Adrenaline/Sniper 1 sec @Z damage/sec] +
T=13[7 seconds of autoattack @Y damage/sec] +
T=20[Adrenaline/Slayer 1 sec@X damage/sec] = A fucking lot of damage
This is how I calculate the 400,000/360,000/320,000 numbers from before. Of course the calculation for each actions average damage is simply a lot of multiplying, but it's like 15-18 variables in my model so that took a long time to dial in so I could easily tweak them across several builds at once. But at this point, my average for in-game things like Adrenaline/Slayer and Adrenaline/Sniper are right on point with the models averages, at the low end since the model doesn't include too many buffs. Higher damage however would just increase the difference between them so it's moot.