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    posted a message on Bastions Will

    I see a lot of discussion about Bastions of Will, but what about new Broken Promises?


    According to http://us.battle.net/d3/en/forum/topic/16412122125?page=2#38, you can get a huge boost to crit if you aim for it (high attack speed, I need to test if sentries & pets proc it), also freeing itemization slots (if you have the ring, the best option is the least Crit chance)


    if you compare 2.25 * (1 + crit_chance * crit_damage_bonus) against (1 + average_crit_chance_with_ring * crit_damage_bonus), you get between 40%-60% better results with bastions of will with 50% crit chance, depending on your aps, but the ring lets you pick RoRG (some offset) or Unity and other stats in your gear.

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Unhollowed Essence Thread
    With 2-pierce Buriza and 25% cirri, Hungering arrow hits for 1380% among 4.5 targets (with the benefit that it can deal damage to the same target more than once), with 1000% bonus from unhallowed bonus and 100% depth diggers, assuming they are multiplicative you get 30360% dmg, about half of the damage you do if you cast CA: Maestorm & Ballistics with 5 sentries and 5 targets (67500%) constantly, with several benefits on hungering arrow (no ramp-up time, the damage is pretty much guaranteed, you have still MS, it's a generator). There's still too much we don't know about 2.2, but if the numbers are like this, it's going to be interesting.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Working on some DPS charting stuff, looking for some information.
    The formulas I used (I math'd it with sustained dps in mind, so the dps here is averaged over a length of time):



    hate per generator cast: gh
    spender hate cost: sH
    global resource cost reduction (as displayed on sheet, RCR is each one of the different RCR bonus on gear and TT is a productory): gRCR = 1 - TT ( 1 - RCR )
    real cost of spender: sh = sH * ( 1 - gRCR )
    passive hate per second (must include hate recovered from sources unrelated to shots fired, such as preparation:punishment): phs
    attacks per second: aps = base_weapon_speed * (1+bonus_weapon_speed)*(1+bonus_attack_speed)
    passive hate per shot: phShot = phs / aps

    number of generators fired to cast a single spender (ratio generator:spender ): r = (sh - phShot) / (gh + phShot)

    coeff per shot: cps = (generator_damage * r + spender_damage)/(r+1)

    dps = cps * weapon_damage * aps * (1+crit_damage*critchance) * otherMultipliers

    I think the most interesting ones are the formulas in bold, which average the damage coefficient per shot based in generator and spender damage and hatred, I've been using (I've been comparing Kridershot vs non Kridershot cold rockets build):

    • Generator Frost Elemental Arrow: 16500% = 330%*5*10 coeff damage (5 targets with 5 sentries and yourself casting)
    • Generator ES:F: 400% damage
    • Spender: Maelstorm: 97875% = (900+450)*5*10*1.45 (5 targets with 5 sentries and yourself casting, rocket passive, 45% cluster arrow bonus )
    e: With the former formulas, I did some comparisons:

    Comparing IAS vs RCR in a single build yields me the following results:
    • Build with neither prep:punishment nor bat used on cd (but with passive), not NS nor Krider: 10% RCR gives 5%-2% total dps more than 10% IAS, giving the most benefit the lower you have IAS and RCR, if you have NS, the bonus lowers to 3%-1%
    • Build with prep:punishment and bat used on cd, not NS nor Krider: 10% RCR gives 7%-4% total dps more than 10% IAS, giving the most benefit the lower you have IAS and RCR, if you have NS, the bonus lowers to 5%-1%
    With Kridershot, IAS vs RCR gets a little tricky:
    • Build with neither prep:punishment nor bat used on cd (but with passive): 10% RCR gives 0%-2% total dps less than 10% IAS, giving the most benefit the higher you have IAS and RCR, if you have NS, the bonus lowers to 3%-1%
    • Build with prep:punishment and bat used on cd: 10% RCR gives 0%-2% total dps more than 10% IAS, giving the most benefit the higher you have IAS and RCR.
    Comparing some different configurations:
    • Same weapon dps and aps, using bat and punishment and no krider, NS vs 20% damage increase: Higher APS favor NS while higher RCR favor 20% damage. Balance is meet a different values of RCR and aps, several of those values are 1,67 aps and 10% RCR; 1,76 aps and 20% RCR; 1,89 aps and 30% RCR; 2,06 aps and 40% RCR,
    • Is it worth using Calamity over a slow crossbow (with punishment and bat)? In terms of sustained solo dps, both of them are comparable 1-2% deviation to either side depending on other stat values.
    • 7% AS or 10% RCR in weapon? 10% RCR yields an 6% dps increase over 7% IAS without NS, around 4-5% with NS and no Krider. With Krider RCR is better by ~0.5, increasing to 1.5% the more RCR you have.
    • Krider or not Krider (with punishment and bat). Kridershot is beter than 1.1 crossbow by 20-35% depending mainly on how much RCR you have, with 19% RCR Krider is better by 30% (You need about 20% extra RCR to level that difference)
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Working on some DPS charting stuff, looking for some information.
    I've been working on a simple spreadsheet for private use, and I was thinking about posting/not posting it, in fact, I think I had a draft for a post somewhere, if you want, I can share the spreadsheet with you (or at least the formulas to double-check). Be aware that it's very simple, you input two different itemizations and it tells you which one is better and how much.

    e:
    The only downside about that kind of programs is that if you don't put a limit on the constrains, they are always going to tell you 90% RCR and 90% IAS is the best option, but that itemization is not achievable, so you need to, using brute force, explore all possibilities and discard the ones that are unachievable or define the constrains perfectly when using some optimizations algorithms like SIMPLEX.
    Another kind of limit is representing the results, as sometimes the number of variables is so great that creating a graph is really hard.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on PTR 2.1.2 - Demon Hunter Cold Kridershot Build (Video)
    AFAIK, all cold damage snares, thus all cold damage procs CtW. Maelstrom would proc CtW without any other skill. (I know this was true some time ago, but I haven't tested recently)
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Just when you thought the devs couldnt be more clueless
    This weekend I just got my 50% TnT :/, maybe we'll need to find other place for the offset
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on A bit confused-speed vs damage
    Calamity proc is a really good one, and about the viability of 1handers, due to the fix of the sentry attack speed with chakram/EA, it's definitely viable. About DW I want to believe that it's also possible, but I'm not sure yet, as Quivers are really powerful.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on The "help me" thread - Post here your build/gear questions.
    Quote from atk

    Question related to Steady aim passive.

    To trigger the passive damage using sentries, should I put the sentry away from everyone or its my character that has to be far from monsters?

    Also, does marked for death from calamity stack with the skill marked for death?
    The damage is related to the distance from your toon to the enemies. MoD stacks, but I'm not sure on this.
    Quote from Kpokyc86

    Hello, does Cull the Weak work in 2.1 with turrets now? O_O

    Yes
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on [Video]M6 Sentry Build Spreadsheet Guide/Tips + Link for 2.1 Patch
    Quote from Draco_Draco
    ...
    Definitive is hard to say, because depending on the number of targets / if you do any damage / if you consider Companion, different build are going to behave differently.
    That being said, for my numbers (spell coeffs) for an avg of 4-5 enemies, Sentry dmg is higher with fire than phys, about 15% higher with avg IAS and leveled if you have low/high IAS. With your particular choice of skills, fire is always better.
    Regarding the spreadsheet, there are several tables, the row are groups of skills (build) and the columns are sentry breakpoints / IAS.
    The number in the cell is in the pirst page, the %weapon dps 1 sentry does per second, in the second page it's a 'score' you can use to compare different builds/breakpoints and in the third page, it's the % of your sentry dps that comes directly from T&T. (In the pdf are not shown, but in the spreadhseet you have filters in order to find your build more easily)
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Polar + Impale vs. Spitfire + FA ?
    I'd also stick with EA:FA, FA with sentries is simply amazing, and, if you are not considering ballistics+spitfire with MS build, EA:FA is going to net you more damage (with Ballistics+spitfire and MS build, both would be very close until you reach the 2.16 breakpoint)
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on [Video]M6 Sentry Build Spreadsheet Guide/Tips + Link for 2.1 Patch
    OK, ty

    First of all, my spreadsheet: https://www.dropbox.com/s/v7qhaieejsb0nr8/Marauder6sentrybehaviour_1.1_20140821.ods?dl=0

    For those who don't know about .ods format, is an open spreadsheet format used in OpenOffice and LibreOffice (I use the latter, so I recommend it), I apologize in advance because I tried to convert it to excel without success. I'll upload some pdf with the results and comments later, as those can be viewed by all.

    The spreadsheet has 3 useful pages, the first, where you input the damage% done per skill and can see the damage done per rotation and breakpoint, the second where you can see the comparative between different weapon types of the same quality, rotations and breakpoints (the 'score' given is proportional to the damage that would be done per sentry - weapon dmg*coeff/100), and the third that shows the % sentry dps T&T provides.

    edit: As promised, addign 3 pdf, from Ballistics + Fire, Cold and Phys

    Cold Ballistics
    Assuming 50% Cold bonus and 25% extra pet dmg
    Using the following coeff:
    • CA: 10325 (4 targets for explosion, 4 rockets hit + spitfire)
    • MS: 4025 (5 targets hit by cone, 2 by explosion + spitfire)
    • IM: 3456 (2.5 targets hit in avg + spitfire)
    • CK: Does not matter, no cold rune so EA does always more dmg
    • EA: 3063 (5 targets hit + spitfire)
    • Bolt: 525 (1 target + spitfire)
    PDF: https://www.dropbox.com/s/2xxwp78gx5e0gzb/Marauder6sentrybehaviour_1.1_20140821_coldballistics.pdf?dl=0
    Best 2 spender rotation:
    1. CA + EA
    2. MS + EA
    Best 3 spender rotation:
    1. CA + MS + EA
    2. CA + IM + EA
    T&T value is between 18-74%, being usually between 24-47%, depending on weapon choice and IAS (Yan Pants would be a flat 25% increase)

    Phys Ballistics
    Assuming 50% Phys bonus and 25% extra pet dmg
    Using the following coeff:
    • CA: 10325 (4 targets for explosion, 3 rockets hit + spitfire)
    • MS: 4200 (5 targets hit by cone + spitfire)IM: 2187 (estimation for 1 target hit + spitfire)
    • CK: 2835 ( 4 targets hit + spitfire)
    • EA: 1225 ( 2 targets hit + spitfire)Bolt: 525 (1 target + spitfire)
    PDF: https://www.dropbox.com/s/orwo6gll74e98lf/Marauder6sentrybehaviour_1.1_20140821_physballistics.pdf?dl=0
    Best 2 spender rotation:
    1. CA + CK
    Best 3 spender rotation:
    1. CA + MS + CK
    T&T value is between 16-70%, being usually between 23-43%, depending on weapon choice and IAS (Yan Pants would be a flat 25% increase)
    As an additional point, phys buffs your companions, but that's not accounted for in the spreadsheet

    Fire Ballistics
    Assuming 50% Fire bonus and 25% extra pet dmg
    Using the following coeff:
    • CA: 7945 (4 targets for explosion, 6 grenades hit + spitfire)
    • MS: 6545 (5 targets hit by cone, 3 rockets + spitfire)
    • IM: 2432 (1 target hit + spitfire)
    • CK: 2170 ( 5 targets hit by both CK + spitfire)
    • EA: 2424 (1 target hit, 3 burn + spitfire)
    • Bolt: 735 (1 target + spitfire)
    PDF: https://www.dropbox.com/s/0ktaapwbr9bw21t/Marauder6sentrybehaviour_1.1_20140821_fireballistics.pdf?dl=0
    Best 2 spender rotation:
    1. MS + EA/CK
    2. CA + MS
    T&T value for 2 spender rotation shifts between -10% and 80% (yes, sometimes it's better just not use T&T in this case), always depending on weapon choice and IAS

    Best 3 spender rotation:
    1. CA + MS + EA/CK
    2. CA + IM + MS
    T&T value is between 7-64%, being usually between 19-42%, depending on weapon choice and IAS (Yan Pants would be a flat 25% increase)

    Between the three configurations, the best 2 spender rotation is Cold > Fire ~ Phys, and for 3 spender rotation is Fire ~ Cold > Phys. The difference between the 2 and 3 spender rotations is ~ 6-7% for the 3 spender, always with the previous configurations.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on [Video]M6 Sentry Build Spreadsheet Guide/Tips + Link for 2.1 Patch
    mmm... I must say that I did not check the spreadsheet thoroughly, since I've been working with mine (calculates all posible combinations for a set of damages per skill) , but I'm getting that ballistics spitfire + cold Impale(or MS), EA and CA is more or less on par with fire CA+MS+Impale, without accounting for Cull the Weak or self casting. Do you mind if I use this thread to post my findings? (I'd rather ask permission before kidnapping a thread). Also, as Edisonian says, most of the work would be deciding how many targets are hit per skill (or how much damage does the skill actually do)
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Patch 2.1 Demon Hunter Discussion
    Quote from TrueColdkil
    Sad about 1h. Even if their not beingviable for endgame is not due to the weapon itself and the damage range, but due to Mara6 (again).

    fiction119's and my analysis on sentry breakpoints was with live damage ranges, myself, because I was waiting for Blizz to confirm it either direction. What I'm really sad for is about Helltrapper, as it was able to compete really well with bombardiers leg affix, but I agree that it would not be fair to have only one proc affix linked to sentries and letting them proc everything would be just adding more power to M6.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Patch 2.1 Demon Hunter Discussion
    Just stopping by to say that 1HXbow dmg range went back to live's values and sentries and companion no longer proc anything, it was good while it lasted.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on PTR 2.1 Multiple gear / setup combinations (Physical / Cold) + Greater Rifts (L38)
    Quote from fiction119

    Quote from TrueColdkil

    Last posts were a hell of a read - kudos to you two, really.

    If anything, the discuassion has made me strive for a long-term goal - the 5APS 1hxbow setup. It will be a long journey and really hard to achieve that, but still when i get it i will be the happiest man on heart :)

    EDIT: i considered also things that you two didn't count like active damage and the ballistic effect on this, i can and will run for a full missile build :D
    I was hoping that +minmax dmg could come as a viable substitutor to CD and CC, but after some checks I decided it's not worth it.
    My path will be determined by T&T quality, but I hope to get also to 5 aps with Helltrapper, which I absolutely love now.

    Also, for the record, the values I have in the spreadsheet include Ballistics, so when I write "by my numbers", I'm counting them. The thing is, I'm less confident about the number of targets hit I input, and the value of a Ballistics does not favour a strategy at a glance: low APS increase the value of Ballistics tied to CA or MS, whereas high APS increase the value of Ballistics tied to spitfire.
    (the theoretical damage output is shaping up to be VERY similar between the two based on my theorycrafting).
    I got to the same results

    Also I wanted to mention missiles. Because of the new enforcer gem (inb4 Blizzard completely changes it AGAIN) counting as Elemental Damage, it makes using 1 consistent element MUCH less important. You will be giving up most of the element specific affixes on your gear when you get to the "BiS" stage. 40% Element Damage that stacks additively with a 125% damage boost is only a 17.8% "real" increase in damage. 60% is 26.7%.
    Would you mind elaborating on the math behind the enforcer gem? Why do you count it as 125% elem dmg?
    Posted in: Demon Hunter: The Dreadlands
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