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Messages - Gimamam

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31
Nicely done this last week with no holistic health cure failures.

if you notice - that was a direct relationship to our kill speed when we didn't have to peel off to kill adds that dropped dps/tanks for no reason.

also - keep up the kill speed, and we get less golems that can stun us!

32
Please make sure that you have the most updated trigger packages and pay attention to mob %.

the ritualists  have a trigger on spawn and you should have a general idea of when they spawn to be ready to move and kill them.

we should have had the ritualist kill /ach the last two weeks. we are only missing it by a few percent on the last ritualist.  We can get this!

33
Getting better. excellent job on dropping them before timer was up.

Tanks - good job on the tank swap chain. very appreciated.

lets have a repeat performance! if we get fast enough on dropping them we can start looking at the /ach's

34
Upcoming Events & Strategy / Re: TBM - Plane of Health - T2 - Grummus!
« on: March 15, 2016, 04:55:28 PM »
engage last week had some issues.

knights that are point tank on the mobs - please make sure you are burning deflection on engage of your mob. 

spare knights and unassigned warriors - you should be adding the mini tanks to your ETW.  if a kiter/point tank falls, you need to be ready to pick up the mob, especially a mob that is already in camp and will eat dps.  these mobs are no joke for melee damage and then they add in several 100k in damage on ae's.

please also face your mob north when it is in camp.  they have frontal cone ae's. no need to hit the raid with 95k dd + 95k ticks when it can be avoided.


35
there was some CFing going on last week. 

the reason for the fires is so that everyone has a location that is visible and available as a gather point and a mob parking lot.

If you are having trouble seeing the fires in game, there are a couple things that you can do.

play in third person - if nothing more than just for this fight.
put on particles enough that you can see the fire/smoke from the fires.
download the map locations above and keep your map open
the totems do not spawn that fast, you have plenty of time to line yourself up to the next fire and moonwalk or just beeline to it.

sk's and warriors i know both have positioning tools that will drag/push the mob in some fashion, use them. mob positioning and movement are huge on this fight.

i know there is a knockback. the trigs cover this. you should have a timer on your screen and a warning when it is coming. plan accordingly to reposition the boss back where he needs to be.

there were old trigs that included the vortex of tears ae/knockback as firing the 'totem move' gina trig.  these need to be deleted and you need to download the newest set of trigs. it appeared that every time there was a knockback last time the tanks were moving the mob - this shouldn't be happening.

thank you.

36
yes. there are 3 tanks assigned to the ooze - the same tanks that were on the cleansing steams.

but this does not prevent any other spare tanks that are not assigned or on grannus at the moment from saving a healer or dps.

if it doens't have a tanks name in the HoTT window, then just pick it up to prevent dps deaths and healer/mto mezzes.

we can look into shield emote - i think i agree with you raccoo that there is a slight mismatch on that trig.

37
Shadow Knight / Sk's can't tank.... defensives by the numbers.
« on: March 07, 2016, 04:40:12 AM »
Knight Defensives.

Recently there are a few changes that went into effect that gave knights the Defensive Proficiency that Warriors had.  Now this wasn’t a popular decision within the Warrior ranks, and while I agree that the knights as a group needed SOMETHING to help out, we didn’t need a direct copy/paste of the warrior abilities.  That is too powerful considering the stacking abilities of ‘Vie’ type effects.  This post isn’t about arguing the right/wrong of what DBG did.  This post is about talking how the math and the abilities work as a whole.

There is a good write-up of how AC, Damage Bonus, Damage Interval, and how mitigation works done by Tearsin on the DBG boards: https://forums.daybreakgames.com/eq/index.php?threads/repository-of-essential-eq-mechanics-knowledge.205390/
Some of this post will use information from there, and from other searchable sources as well as everything personally tested for numbers.

Assuming all abilities are at rank 3 or fully purchased AA.

Mitigation abilities:
Knights Sedulity – 5% innate mitigation.

Defensive Proficiency – granted by Weapon Stances AA. – 30% mitigation.

Unholy Guardian (paladin version – Holy Guardian) – 36% mitigation.  Timer 16. 2 minute duration, non extendable.

Vie/Absorb abilities:
Doomscale Mantle – 35% absorb of incoming melee damage, max 1,214,845 damage. Fades after 1 min duration base. Timer 4 extendable to 1m45s.

Impudent Influence – 20% absorb of incoming melee damage, max 531,678 damage, defensive proc of a lifetap, increase of a small amount of AC. Fades after 2 min duration base or 48 counters of the lifetap/heal fired. Timer 10 extendable to 3m24s

Vizat’s Carapace – 20% absorb of incoming melee damage, max 575,174 damage, defensive proc of a lifetap, increase of a small amount of AC. Fades after 2 min duration base or 32 counters of the lifetap fired. Timer 10 extendable to 3m24s

Repel – 90% absorb of incoming melee damage, max 35592 or 3 charges (6 with AA – Enduring Reproval)

Vizat’s Skin – Self buff defensive proc – 100% absorb of incoming melee damage, max 5613, 3 charges per proc.

Cascading Theft of Defense – AA proc off of terrors – 100% absorb of incoming melee damage, max 4600 per hit, 5 charges per proc, max total absorb is 34000. (doesn’t make sense since 5x4600 = 23000, won’t hit max)

Don’t think this counts as a vie, but I couldn’t find a mob that would hit over 25k reliably to test it in a non raid environment to see stacking.  I am looking for a good way to test this better.
Reaver’s Bargain – Consumes 750 endurance per second to allow you to absorb 1% of incoming melee damage with your mana, and protects against 75% of damage over 25,000 per strike up to 1,500,000 total damage, and increases your unconscious health by 50,000 points for 2.5 min.  Once started the Reaver’s Bargain cannot be ended early and should your mana or endurance drop below 20% you will be overcome with Reaver’s Exhaustion which ends the bargain and drains your remaining mana and endurance.

Outside Buffs usually in the form of Vie/absorb type abilities:

Shining Bastion – 10% absorb, cleric spell.
Greater Ward of Vie – 10% absorb, cleric spell.
Aura of the Reverent – 4% absorb, max 1278, cleric spell.


Right now, the Two knight mitigation abilities DO stack and work concurrently with each other.  This gives a reduction of 35% off of the DAMAGE INTERVAL (DI) that is part of any mob’s hit.  Shielding as referenced in the post above is a reduction in a mob’s DAMAGE BONUS (DB) that is part of their hits.  Currently this is capped on gear at 35%.
Damage as far as I can tell from testing is reduced by mitigation first, and then by absorb values.

So you end up with a formula that looks like:
(DB*(1-Shielding/100))+(1-Mitigation/100)*DI*(1-20))*(1-Absorb/100) = Final hit.

Unholy/Holy Guardian mitigation disc does not stack with the Stance AA, but it does stack with the Knight’s Sedulity AA, ultimately producing a 41% reduction to the DI value of the mobs hit table.

Knight Absorb abilities/discs do not stack with each other, but will stack with the mitigation abilities.  You can have multiple of them up on you at a time, but they will not stack to give you a lower hit.  They fire in order of highest percent blocked by the spell/ability, not by the total amount blocked.

Vizat’s skin (100% - 5613 hit)> Cascading Theft of Defense (100% - 4600 hit) > Repel  (90%)> Mantle (35%) > Carapace/Impudent (20%)> SB/Vie (10%) > Aura of the Reverent (4%)

This is the order that abilities would fire if multiple are up on the same person.  And only 1 of these abilities would reduce the damage on a hit at a time.  With this in mind – you would want to be sure to max out the absorb values for the incoming damage you are taking.

So, this leads to issues if the mobs damage output per hit is high. 

Ex. On a mob that is hitting for 9k after mitigation, the Vizat’s skin, Cascading Theft of Defense and Repel would reduce the overall individual hit further than what the other abilities would. Skin:  9000-5613 = 3387, Cascading:  9000-4600 = 4400, Repel:  9000-(9000*.9)=900 Where with Mantle: 9000-(9000*.35)=5850, Carapace: 9000-(9000*.2)=7200, SB: 9000-(9000*.1)=8100

You can see that the hits are far lower when not relying solely on the activated percentage reducing discs vs a hard capped specific damage reduction.

But instead, let’s have the mob hitting for 20k. Skin: 20000-5613 = 14387, Cascading: 20000-4600 = 15400, Repel: 20000-(20000*.9)=2000 Mantle: 20000-(20000*.35)=13000, Carapace: 20000-(20000*.2)=16000, SB: 20000-(20000*.1)=18000

Your damage incoming isn’t as spread as wide now.

And now, let’s have the mob hitting for 50k. Skin: 50000-5613 = 44387, Cascading: 50000-4600 = 45400, Repel: 50000-(50000*.9)(subject to hit cap of 35592 now)=14408 Mantle: 50000-(50000*.35)=32500, Carapace: 50000-(50000*.2)=40000, SB: 50000-(50000*.1)=45000

Skin becomes a detriment at an extra 11887 per hit over mantle. If a mob is hitting you and uses all three charges on skin for a series of hits – that’s a potential 35661 damage that could have been avoided. And 5 charges on Cascading could net you an extra 64500 damage over mantle alone (12900 per hit).

This leads to having a desire/need to not use Skin or Cascading during raids/group situations where the per hit cap would be more detrimental than helpful if Mantle/Carapace are needing to be used. You can choose to not use Skin on your own as it is a self buff spell that you have to cast.  However, you would have to block Cascading theft of defense via the /blockspell command. 
/blockspell add me 16101 should add it to the blocked list
/blockspell remove me 16101 should remove it from the blocked list. 

But this is really only needed for mobs that the per hit reduction of the caps on skin and cascading are less than the per hit reductions made by mantle and carapace.

Repel is the odd duck out – since it has such a high limit, odds are that in a group setting, the limit is not going to get reached until the 3rd or successive hits.  Whereas, on a raid, that limit could be reached or almost reached in the first hit causing the buff to fade on a partial absorb on the second incoming damage hit.  The larger cap on it makes it still worthwhile to use even with mantle/carapace running.  Your personal mileage may vary and you may choose not to use this to prevent a larger spike of damage on the second or third incoming hits while opting to have a smoother distribution from just the absorbs from mantle/carapace.

Below are some numbers from actual mob interactions. Standing there and letting a mob beat on me for a good duration to make sure to record the 20 individual damage hits that they were capable of.  The first column is a toon that does not have Knight’s Sedulity, the second is with just Knight’s Sedulity (effectively DI-1), and the third is Knight’s Sedulity+DP (effectively DI-7). But to figure the true DI value, take the max hit, subtract the DB and divide by twenty. Play with the rounding cuz Sony liked rounding and you have a DI of roughly 566 (566.55). This mob is seemingly endowed with a 1969 DB after shielding (3029 or so without shielding).

Mob was a Senshali shadowblade in PoShadow.

   Non-Sedulity   DI      Sedulity Only   DI      Sedulity + DP   DI
   13300           566      12734           539      9334           368
   12734           567      12195           537      8966           368
   12167           567      11658           539      8598           369
   11600           566      11119           538      8229           368
   11034           567      10581           538      7861           368
   10467           567      10043           539      7493           369
    9900            566       9504            538      7124           368
    9334            567       8966            538      6756           368
    8767            566       8428            538      6388           368
    8201            567       7890            539      6020           369
    7634            567       7351            538      5651           368
    7067            566       6813            538      5283           368
    6501            567       6275            539      4915           369
    5934            566       5736            538      4546           368
    5368            567       5198            538      4178           368
    4801            567       4660            539      3810           369
    4234            566       4121            538      3441           368
    3668            567       3583            538      3073           368
    3101            566       3045            538      2705           368
    2535                         2507                        2337   
                        
DB    1969      DB           1969      DB           1969   

The numbers in the DI column are off due to rounding (Sony math!), but you can see that for each, the percentage reduction is present:  538.25/566.55 = 95.00% Effectively 5% reduction in DI with Sedulity. And 368.25/566.55 = 64.99% Effectively 35% reduction in DI with Sedulity + DP. (proving they stack)

This needs to be pointed out that % mitigation abilities are NOT taking 35% off the final hits, but 35% off of only the DI portion of the hits – remember the formula above.

Warriors with their innate 5% and running Last Stand will end up with a 50% reduction in the DI value.  The resultant DI on the mob listed above would be 566.55*.5 = 283.275 and their max hit would be 7634 (rounding errors again, but think effectively 10 DI values off the original hits). You can look at this then as 7634/13300 = 57.39% of the full hit, but do not mistake that you are receiving the full 50% off the DI.

Given the above, you can plug some numbers into the formula given early to find some per hit damages.
(DB*(1-Shielding/100)+(1-Mitigation/100)*DI*(1-20))*(1-Absorb/100) = Final hit.

For the max hit without mitigation:
(1969+(1*566.55*20))*1 = 13300

For the min hit without mitigation:
(1969+(1*566.55*1))*1 = 2535.55 (2535 actual hit)

From these you can find what your max hits would be with Sedulity, DP and Unholy/Holy Guardian.

Sedulity:
(1969+(.95*566.55*20))*1 = 12733 (12734 actual hit)

Sedulity + DP:
(1969+(.65*566.55*20))*1 = 9334.15 (9334 actual hit)

Sedulity + Unholy/Holy Guardian:
(1969+(.59*566.55*20))*1 = 8654.29 (8654 actual hit)


Moving on to include some of the absorb discs:

KS + DP + Mantle:
(1969+(.65*566.55*20))*.65 = 6067.1975 (6068 actual hit)

KS + DP + Carapace/Impudent:
(1969+(.65*566.55*20))*.8 = 7467.32 (7468 actual hit)

Blah Blah Blah, you get the idea at this point. Below are some more tested numbers with specific abilities.
DP: Defensive Proficiency
KS: Knight’s Sedulity
VC: Vizat’s Carapace/Impudent Influence (both same percentage.)
UG: Unholy Guardian
SB: Shining Bastion/Vie (both same percentage.)
AR: Aura of the Reverent
CD: Cascading Theft of Defense
Skin: Vizat’s Skin

Non tank   13300   11970 with vie
      
No DP                      12734   
DP Alone                   9334   
DP + DM                   6068   
DP + VC                    7468   
DP + SB                    8401   
DP + Vie                    8401   
DP + SB+Vie             8401   
DP + UG                    8654   
DP + Repel                  934   
DP + Skin                    3721   = 9334-5613
DP + Repel+Skin       3721   (showing the precedence of Skin over Repel percentages)
DM Alone                   8278   
DM + SB                    8278   (showing the precedence of Mantle over SB percentages)
DM + Repel                1274   (showing the precedence of Repel over DM percentages)
DM + Skin                  7121   
VC Alone                   10188   
VC + SB                   10188   
VC + Repel                1274   
VC + skin                   7121   (showing the precedence of Skin over VC percentages)
UG Alone                   8654   
UG + SB                   7789   
UG + Repel                 866   
UG + Skin                 3041   
AR Alone                   12225   
AR +DP                     8961   
AR+DP+VC               7468   (showing the precedence of VC over Aura percentages)
AR + VC                   10188   (showing the precedence of VC over Aura percentages)
Skin Alone                  7121   
Skin + Aura                7121   
Skin + SB                   7121   
SB alone                   11461   
Vie alone                   11461   
SB+Vie                   11461   
Skin + Repel           7121   (showing the precedence of Skin over Repel percentages)
CD + DP                   4734   
Skin + CD + DP          3721   (showing the precedence of Skin over Cascading defense)

Below are a couple of options given the extendable nature of the Mantle and Carapace/Impudent abilities for long duration tanking in a pinch. Also, due to counters and damage limits, Mantle and Carapace/Impudent might not last full duration.  Expect Bargain to not last full duration unless you can pick up some endurance. Expect to use Thought Leech as soon as Bargain fades or you are potentially at 0 mana/end. (side note – I labeled duration wrong on Bargain and didn’t realize till after pictures were done. 2.5 min instead of 2 min. Didn’t feel like recreating pictures.) Roughly 13-15 minutes if we needed it.

 

38
Yes Padraigg, that is what the idea of what is happening downstairs is supposed to be.

even when we have 2 mobs stacked on top of each other downstairs where you can see them ghost in each others images, the ooze sometimes will still only hit one while directly above.

thank you for the video, it doesn't show much beyond that raid using 1 tank successfully to do bokon, where we are failing with 2-4.


39
Add spawn percents: 82%, 65%, 49%, 31%, and 14%

40
SK - Dire Strangulation is an assigned debuff to cast on the mob.  sorry necros...
Bond of Bonemaw is a heal - unfortunately it does take up the debuff slot, but it is used while ramp tanking to continue getting healing while invuln/lessen healer load.  can be cast on multiple mobs - 10s recast, tons of good healing btw. doesn't do huge damage, but i wouldn't cut this out of a lineup.
Harm Touch - comes with the dot tagging along. its a 20m reuse so shouldn't be considered much beyond its single use per SK.

all told - 37 casts of bond of bonemaw.
15 casts of dire strangulation
1 cast of harm touch

the fight also does not break down the dps from the add mob ritualists and the main mobs.

Raccoo's 8 casts of the 2 dots isn't a heavy load to be fair. - and while fleeting is up, shaman can and should have a little fun. at the very least on the adds.

IMO - languid bite should not be used if avoidable and disabled, the dot is not worth it. shaman have nowhere near the crit modifications that necros have. so while the base damage on your spell is nice, it will not crit nearly as high as a necro spell with half the base damage.


41
Shadow Knight / SK's can't add! - spells by the numbers
« on: February 29, 2016, 04:32:25 PM »
I was bored, and curious, and a little OCD. So I started working on how spells worked for the SK class.  There are tons of abilities that add to spells, from multitudes of classes, but below is built around only using what the SK has on hand to figure out how things stack together.  Information pulled from various places and refined to pull in correct information (class forums, dbg forums, and everything was tested in the guild hall by me).  Attached is a spreadsheet with spell number info.

Start with acronyms and short names:
DD – Direct Damage spell
DoT – Damage over Time spell
SP – spell damage mod2 (found on the right column of most armor pieces/found in the stats window tab of the inventory window.)  SP is only useful for the last 10 levels of spells. At 105 this means that your level 95 spells no longer benefit from it.
X – Used below in the formulas as the end result of what actually gets added into the spell based on the spell damage wonky formula. X*SP cannot exceed the base damage of the spell, and at that point will only add as much as the base damage to the spell.
Quote
Spell Damage also uses a wonky formula:
Using a float value "x"
1) Find which is higher Refresh Time or Recast Time.
2) Add whichever is higher from 1) to the Cast Time of the spell to get the Total Cast Time
3) Use one of 3 formulas to find x:
   a) If total cast time < 2.5 Then x = 0.25
   b) If total cast time > 2.5 And < 7 Then x = 0.167 * (totalcasttime - 1)
   c) If total cast time >= 7 then x = 1 * totalcasttime / 7
4) Multiply your worn spell damage by x
5) Truncate the result

“Gift” line of lifetaps – Touch of Holmein, Touch of Klonda, Touch of Piqiorn, Touch of Iglum, Touch of Lanys.
TotC – Touch of the Curse innate proc aa (lifetap). Listed with a total cast time of 45s (used below).
Shroud – Self buff proc lifetap DD. Shroud of the Doomscale, Shroud of the Darksworn, Shroud of the Shadeborne, Shroud of the Plagueborne.
Horror – Self buff proc lifetap off melee damage. Vizat’s Horror, Grelleth’s Horror, Sholothian Horror, Amygdalan Horror.
Dread – Self buff proc returns mana. Mental Dread, Mental Terror.
HT – Harm Touch - Instant Large DD with DoT secondary damage. Large amount of aggro. 20m reuse with AA.
LT – Leech Touch - Instant lifetap DD, nice 'Oh, shit!' button. 10m reuse with AA.
TL – Thought Leech - Instant Mana/End tap DD, two hits, mana/end recovery button. 18m reuse with AA.
RM – Reinforce Malaise AA double dot damage.
VoD – Visage of Decay AA + 55% spell damage – Only for the purposes of this post on spells – the other VoD  is Visage of Death and is for melee damage (not covered at this time).
“Bite” line of spells – Bonemaw’s Bite, Ralstok’s Bite, Korum’s Bite, Malthiasiss’s Bite, Laarthik’s Bite – DD that does returns health and mana.
UA – Unholy Aura, 100% increase to lifetap damage disc. Only works on lifetaps – no effect on other spells.
“Bond” line of spells – Bond of Bonemaw, Bond of Ralstok, Bond of Korum, Bond of Malthiasiss, Bond of Laarthik. DoT lifetap.
AE – Area of Effect Spell. Hits multiple targets. Distasteful Bargain, Repugnant Bargain, Deceitful Deflection, Insidious Deflection.
VBoC- Vicious Bite of Chaos AA – similar to Bite spells – DD that returns health, mana, and end. Rk. 10 damage = 8000 base. Total cast time 0.
RBoA – Ragged Bite of Agony – Large DD that returns mana. Rk.2 damage = 12895 base. Total cast time 0.
SA – Soul Abrasion AA. Increases damage from lifetap procs from self buffs/aa’s.
Base: base spell damage (used below for formulas)
Type3: type 3 augment damage increases (used below for formulas)
Carmine: disc that adds a buff for 1 minute that adds 2235 damage to spells of level 96-105.
Focus: armor focus to increase spell’s damage.
FS: First Spire of the Reavers - Crit increases (assume rank 4/4 for below)


With maxed out Crit AAs for both DoTs and DDs as of 105/TBM expac, the crit mods for spells are:
DDs: 436% of base on a crit
DoT: 452% of base on a crit
With first spire running (rank 4/4):
DDs: 561% of base on a crit
DoT: 677% of base on a crit

Bond line is not affected by UA.
Bite line is not affected by UA.
Gift line is not affected by UA.
Type3 damage is included into crit calculations.
SP damage is included into crit calculations.
Carmine damage is included into crit calculations.

General/aa
As expected, your AA and proc damage can be affected by your worn SP, and your activated crit modifiers, but they are not influenced by focuses, or by added spell damage (Carmine or aura of the void)
Max touch of the cursed base: 1000
Max soul abrasion mod: +460% lifetap proc increase.
TotC + SA = 1000+4600 = 5600 base proc - 156 SP to max at 6600
Base+SA mod+((45/7)*SP)=6600 max hit.
Shroud + SA = 706+3247=3953 – rk.3 base damage
Base+SA mod+(.25*SP)= Shroud damage
Horror+SA = 443+2037=2480 – rk.3 base damage
Base+SA mod+(.25*SP)= Horror damage
Dread+SA = 404+1858=2262 – rk.3 base damage
Base+SA mod+(.25*SP)= Dread damage
RBoA auto casts when any Bite spell is cast including VBoC aa.  It can crit and uses the DD crit mods. It can twincast.
RBoA+(.25*SP) = RBoA damage
VBoC+(.25*SP) = VBoC damage
Lifetap augments/procs on weapons/roar of the lion:
Proc+(.25*SP) = Proc damage


DD info
UA - adds the base damage of the lifetap to the total again, not affected by the crit. (see below)
VoD - adds the 55% inc to the total, not affected by the crit. (see below)
Dicho - not affected by VoD, UA, only first spire
VoD - does not stack with UA for increase to lifetaps - UA supercedes VoD.
Carmine - full 2235 added and included into crit (see below)
HT,TL,LT not affected by SP, UA, VoD, or Carmine
HT not affected by FS.
TL, LT are affected by FS on a crit.
Most if not all AE's are unaffected by spell damage increase focii on gear

DoT info:
RM/VoD do not stack - RM higher value.
DoTs not affected by UA
Seemingly all mods to dot damage are included in the crit damage. Not separated like DDs.
Carmine 96-105 - base dot time in seconds/6 + 1 for amount of ticks. Then 2235/that number = the addition of damage to the base tick. This is included in the crit calc (see below).
DoTs not affected by SP

Dichotomic Fang has a total cast time of 60s (60 reuse, 0 cast), but the actual damage spell is called Dichotomic Bite – and it has a total cast time of 6s (6 reuse, 0 cast) this is accounted for with the formulas to figure out what SP to add to the damage. Does not receive bonuses for spell focus on gear.
Dicho- Base for each level
45591, 47869, 50265, 52777, 55416, 58188
Damage formula = (base dmg)+(0.167*5*SP)

HT at 26/26 ranks in AA: 500000 DD and 83334 DoT for 7 ticks – these damages are not modified by anything that I’ve found.  Cannot Twincast. Cannot Crit.

LT at 1/1 ranks in AA: base dmg = 900. At 27/27 ranks of Consumption of the Soul + 65000 damage. Total: 65900.  Cannot Twincast that I’ve seen. Can Crit. Crit damage is based on the current crit modifiers you have up. 65900 Base DD, 287324 Crit DD, 369699 Crit DD with FS running.

TL at 7/7 ranks in AA: 162500 DD.  Can Crit, Can Twincast. Crit damage is based on the current crit modifiers you have up. 162500 Base DD, 708500 Crit DD, 871000 Crit DD with FS 3/4 ranks, 911625 Crit DD with FS 4/4 ranks running.  There are two hits to this ability 1 for mana, 1 for endurance. Both can crit as above. If out of endurance – do not use this with the Rest line of discs running – you are capped at the 21-29% endurance of that disc and will waste the hit.

Aura of the void clickie – 125 spell damage added after other mods, after crit calculated, and onto a dot at the rate of 125/ticks+1.
Girdle of the weaponmaster – 500 proc damage added after other mods and after crit calculated.
Banestrike is not affected by any damage mods (disc/aa/SP) and cannot crit.

All equations are supposed to be rounded down to the nearest integer at each step. This seems to create inconsistent rounding errors of 1 or 2 points, but for the most part the numbers work out.

Quick Listing of equations:

DD:
Base+type3+(SP*X)+(Base*(focus/100)) = DD with no buffs up.
((Base+type3+(SP*X))*DD Crit Mod)+ (Base*(focus/100)) = DD Crit with no buffs up.

Base+type3+(SP*X)+(Base*(focus/100))+(Base*0.55) = DD with VoD
((Base+type3+(SP*X))*DD Crit Mod)+ (Base*(focus/100)) +(Base*0.55)  = DD Crit with VoD

Base+type3+(SP*X)+(Base*(focus/100))+Base = Lifetap with UA up
((Base+type3+(SP*X))*DD Crit Mod)+ (Base*(focus/100))+Base = Crit Lifetap with UA up

Base+type3+(SP*X)+2235+(Base*(focus/100)) = DD with Carmine up.
((Base+type3+(SP*X)+2235)*DD Crit Mod)+ (Base*(focus/100)) = DD Crit with Carmine up.

AE DD:
Base+type3+(SP*X) = AE DD with no buffs up.
((Base+type3+(SP*X))*DD Crit Mod) = AE DD Crit with no buffs up.

Proc DD/AA DD:
Base+(SP*X) = Proc/AA damage
((Base+(SP*X))*DD Crit Mod) = Crit Proc/AA damage

DoTs:
Base+(Type3/(ticks+1))+(Base*(focus/100))= DoT with no buffs up.
(Base+(Type3/(ticks+1))+(Base*(focus/100)))*DoT crit mod = DoT Crit with no buffs up.

Base+(Type3/(ticks+1))+(Base*(focus/100))+(Base*.55)= DoT with VoD up.
(Base+(Type3/(ticks+1))+(Base*(focus/100))+(Base*.55))*DoT crit mod = DoT Crit with VoD up.

Base+(Type3/(ticks+1))+(2235/(ticks+1))+(Base*(focus/100)) = DoT with Carmine up
(Base+(Type3/(ticks+1))+(2235/(ticks+1))+(Base*(focus/100)))*DoT crit mod = DoT Crit damage with Carmine up




42
Upcoming Events & Strategy / Re: TBM - Crypt of Decay - T2 - Emollious
« on: February 05, 2016, 04:41:27 PM »
keeping him in black aura seemed to work fine.

need to watch position some to make sure our melee are at max range and not stuck in the aura's detrimental effect.

43
i do not have my logs in front of me right now, so this will be expanded upon.

I would like to keep Grannus in the SE corner.

The cleansing steam mobs to the NE corner.
The soother mobs to the NW corner.
The oozes to the SW corner.

Chanters need to get some hotkeys made with the oozes names and be spamming mezz as soon as they can be targeted.  We cannot afford to have healers getting mezzed. 18s is too long to not have tank heals.

Cleansing steam mobs (dervishes) seem to only be able to be offtanked - no cc methods available/reported yet.

soother mobs (golems) were able to be rooted/punted.

the mobs all stand around for a few seconds before engaging.  please get your targets and get your taunts/mezzes/roots spamming before they go active so you are on top of it.

the combined mob is either 2 elemental types combined or all three. this is important to get at least one full group of one type down.  the combined mob has the abilities of the others.  the 2 elemental type mob combined was hitting in the mid 40k's.  the 3 elemental type mob combined was hitting for mid 60k's. if we aren't killing the oozes - this combined mob mezzes.  and when the tank is mezzed, dps get dead.

suggestion going on next attempt = kill the oozes. offtank the dervishes//root the golems.

i would still like reports of abilities that work on them. mezz on oozes/punt on oozes (dunno root - beguilers works), punt/root on the golems works.  please report stun, mezz, snare, etc on all mob types.

so far i noticed - 80%, 65% ish, 53% ish for add spawns - be ready at those times if you are assigned.

unicorns were confirmed to be able to be mezzed and beguilers reported to work.  after a duration of mezzed, they 'lose interest' and despawn. since their auras are detrimental - suggest they get punted into one of the halls so people aren't getting auras.

specific assigns for the time being - MTO 3 tanks, 3 offtanks for the dervishes, 3 tanks and 1 ranger for pickups/root till on golems, and 1 float to keep oozes off chanters, at least 2 chanters for specific assigns on the oozes to mezz off the bat. since we are going to try killing oozes - that float can be the point tank on the ooze kill.

dervish damage shouldn't matter, but the golems/oozes should be dry tanked as best as possible to avoid root/mezz breaks.

44
i'm the most awesome pet ever!

also - pet nuke damage will not necessarily register for others - i notice that parse will pick up my pet casting lion procs, but doing 0 direct damage on my outside toon's parse.


45
Raider Essentials / Re: Rampage Tanking and Rampage List
« on: January 08, 2016, 01:15:40 AM »
friendly stasis is group only iirc.

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