Its still roughly a 29% increase which was always my claim for the glancings which my numbers proved sure you can rewrite my equation but it still doesn't match your claim of what kind of dmg it did.
It's apparent to me but match up your numbers with your claims next timeI'm sorry if this basic difference in the way I did the math wasn't apparent to you![]()
Kensai also gets a big boost here with no ap spent. Barbs and kensai are also the two likely classes to take fury. In general most thf doesn't carry a lot of procs anyways. Esos may have a deadly weapons or the likes and a force ritual but that's about it. Antique greataxe force burst we aren't talking about high amounts of additional procs here anyways. Not enough to swing the amount of swings for recovery to much eaither way.Also, I was under the distinct impression that glancing blows generally had a ~ 10% chance of proccing magical effects, more for wf/horc/barb iff you spend the ap on it. 100/10 is somewhat higher than 1.29.
No the sky is not the limit stacks end at 10 now, not that thats a horrible thing but I don't think the devs found me racking up 70+ stacks fairly frequently to be too amusing.Well I've quite explicitly stated that the sky is the limit for one nought assuming a coordinated party. Multiple mentions of "second spot", A working knowledge of what you are trying to discuss is a vital thing here.
No its for any average dmg per swing comparison I stated so in the post you quoted. You just change your computations on the average dmg per swing.But that's only for heavy fort, we're currently discussing the impact of adrenaline gaining alot against no fort. A working knowledge of what you are trying to discuss is a vital thing here.
In fact my numbers are fairly biased in relation to fury here as I actually figured the adrenaline recharge into my comparison so my actual y value in that is higher than it should be and in essence my example counted adrenaine average dmg into the 40y factor to calculate the new adrenaline bonus.
Has nothing to do with copy/paste. All my work is done on maple via programs written for such comparisons. It allows me to quickly compare two seperate builds/gearsets etc but to show a step by step breakdown of the computations I would have to generally rewrite everythign which I really don't want to do for a game.Well you could useunless you're doing it by hand and not by computer. I have posted examples and I did not find it very tedious. I would be happy with a plain copy paste, don't need fancy explanations, would like to catch any differences between your calcs and mine. It's kind of central to the comparison.Code:to type things that take up space
Not necessarily as remember you get your starting amount for 50% for the time up until you get the kill. Then you get a full timer of 75% another of 50% and a third for 25%. Well more than double. Plus once again fort is irregardless in this situation. Sure you come out higher than a non fort situation but dreadnaught makes up that amount at a higher rate too.That would double the benefit of blitz, against heavy fort that would not be enough to put the nought on par during the moment, not even close with no fort. And that's assuming you waste adrenaline on regular attacks.
Oh I agree theres always mitigating factors but 99% of those would affect both characters to a certain degree and to try and quantify that would be absurd, but it's not like dreadnaught doesn't have it's capability to affect things in their favor too. Ya know like not keeping boost up during inactive times. Better stun dc's to leverage their helplessness advantage better.It's quite clearly described in the post you are quoting. The fury starts out way ahead due to starting with multiple adrenaline uses. As described in detail, the nought only makes up for it if there is extended fighting between shrines. The ability to decide when you use those big lumpo sums is not insignificant if you take the actual game into consideration. You can't make comparisons like this in a vacuum.
Ya know I work a heavy work load too and have two kids another on the way etc. That's all great but fairly irrelevant in this discussion.I'm not saying that your claims are baseless, just that you might be missing a couple of very important points. Also, you are likely more familiar with the exact details of the higher tier abilities. I have been working 60 hour weeks the last month or two and would rather spend what little time I have at home with the kids, or playing the game, rather than level chars on the test server.![]()
Varies per build and time between shrines and hundreds of other factors. Just saying that on an average comparison between the two builds across several different characters factoring in things in a fairly generic use that's what I came up with. Anyone can cook the scenario etc for a swing either way that's why I tend to stay in mostly generics unless asked about a specific situation like norg did.Yes, but the fury starts out way ahead due to having multiple adrenaline uses to start with. Also, as far as I can tell, it's less than 5% difference in most cases, if you don't use adrenaline optimally.
As for fury starting out ahead sure he does but (except for unbridled which we already quantified) you will approach a limit of one adrenaline per 60.6 swings (using a recharge rate of 1.65%, .05% chance to vorpal and 33% chance to replenish) Irregardless of how many you started with. This amount approaches the limit quite rapidly also as you only have 6 left to use. This was the exact same issue with the haunting effect they tried to implement it had a strict limit. Sure quests with rapid fire shrines will sway more in the favor of adrenaline but if they are coming that fast theres also the likelyhood a dreadnaught may not have to shrine each time and do more dmg casue they arent sitting on their rears in front of a statue.
By converting to a comparitive dmg per swing amount like you did you just overly complicate things. It makes it harder to adjust as you then have to back out of haste boost readjust your actual dmg per swing amount and then reconvert.Of course it doesn't increase your damage per swing, you can however represent it as such.
e.g. 100 damage/swing, 26.1% attack rate increase, the attack rate increase is equivalent to 26.1 damage/swing.
e.g. rate increase A is 26.1%, rate increase B is 17.4%. A-B=8.7%. 8.7% of 100=8.7
I did not post a blanket number, I posted a range, a estimation. Sorry if I didn't spell out the basic math for you.
Semantics belong in a legal courtroom not a mathematical comparison. However if you'd like me to restate for you. Your given claim of an advantage of zero is inaccurate in all but the following situations:My advantage? Your advantage? I thought we were objectively discussing nought and fury, not being all personally invested.
Yep thanks for making my point. Fact is the dreadnaught can leverage either of these situations in their favor much easier due to the fact that they never have a situation where they can't boost when they might want to. Furthermore your example is much less of an issue for the most important fights for melees (bosses) where you will very infrequently run out of something to fight in the midst of a boost.And in the same way that it would be very unlikely to never be in the situation of having no monsters to fight during the cooldown, in the same way it would be very unlikely to always having monsters to fight during the cooldown.
Show me that fraps video of any quest where you never stop moving/advancing the quest and your 10 second downtime is always during a time of no battle.In fact the former would be more likely since you could zerg ahead while on cooldown, thus ensuring that the cooldown never came into play. That would likely be somewhat unfeasible though.
20% of your swings being 5(w) is a pretty significant advantage especially when 80% of those are at 3x critical threat range and the other 20% at x1 extra multiplier and aoe to boot.Fair enough. As was obvious from my posts, I was not aware of the proc chance increasing with tiers. That does increase the relative strength by the nought, but not by overly much.
Once again your first reply to me and all subsequent stemmed from my 100% fort comprison I provided when norg requested it. When you quoted my last post to which I replied with your above qoute the part you grabbed was a direct explanation of that 100%fort situation.If we're discussing the benefits of reduced fort we're obviously not discussing heavy fort any more.
A working knowledge of the actual discussion is a vital thing here.
Your range is far too narrow to be all encompassing and you neglect to give a specific example your range applied to so therefore it makes an unfounded assumption. Either present a variable as I did or state your basis for the range.I wrote a range, not a flat number. I was quite clear with my assumptions for 2wf/2hf base damage.
First it's not a flat 500% dmg as not every bit of dmg on the swing is multiplied. Second outliers like exalted smite from a paladin require special circumstances. Yes a paladin gains much more from adrenaline however they also do much less than other classes on their non adrenaline attacks. Because the total is lower the amoutn thatt fury and dreadnaught provide percentage wise is much higher meaning that the x-y difference I talked about earlier is also a much higher percentage of total dmg per swing and therefore regains the extra smite dmg at a much higher level. This is a pretty clear example of why either provide a variable or a basis should be required.My adrenaline numbers are way out of whack? In what way?
It's quite simple really; 100% damage +400% damage = 500% damage
x5 damage x3 multiplier=15
x5 damage x4 multiplier=20
x5 damage x6 exalted smite multiplier=30
15-<expected damage for weapon type>=benefit
benefit/how many swings it takes to regain adrenaline=%benefit per swing
benefit per swing * damage=damage benefit per swing
Lastly adrenaline can miss on a 1 right? Im not exactly sure or if it then just applies to next attack? It's a huge downer if it does. So much lost potential that .05% miss rate should be factored in here. Then theres also mob moved during the swing etc. Lastly outside of
Lot's of things change from play. One big variable that affects my numbers too is activation times and varied swing speeds. Momentum swing has a documented slow swing on certain races/weapons. Fury also has some similar activation delays etc. With out a serious attempt at swing speed rates calculations (I have not the patience nor time to do what vanshilaar does for these) the best way to know if one is significantly worse than the other is through playing. There's also weapon range issues with some attacks not being as far reaching as normal ones creating misses.What paramount differences is there between the available descriptions and how they play? How many things added by the destinies are significantly different gameplay wise from what we have on live? In what way does it matter if I have played them or not?
Can't my possible errors be corrected by those who know better?
Just curious what beta version. Not knocking your claim and whether you have time or not specifically just curious as to when or how often you have checked this. Many thing change from one build to another. Several brought up in this post. I ask more out of curiousity for my ranger than anything.As is obvious from my posts, despite my limited possibilities/willingness to spend time on lammania, I have at least logged on sufficiently long to verify that adrenaline does indeed work with MS+IPS.
I can adress this. Yes it's probably the most advantageous time but not as big of an advantage as you claim.As a closing remark, I find it quite intriguing that you do not even comment on optimal use of adrenaline via momentum swing/smite/MS.
I kinda already addressed smite here so not gonna rehash that.
As for using on momentum swing. This is a poor choice. Momentum swing gives a +5(w) attack with a +3 threat range modifier. With any weapon with a crit range of 5 or better you will guarantee a crit on any hit with adrenaline so you lose probably the biggest benefit to momentum swing and only retain the +5(w)
Let's consider the esos here. It has a base dmg amount of 2d6 or 7 avg dmg. 5x7=35 extra base dmg per momentum swing. crit range is generally 3x although some effects like fb/overwhelming critical can make the 19-20 attack higher. If we consider best case scenario of a fb III with overwhelming crit the 19-20 range crits will be 7x so our 35 when factored into crits becomes .85(35*3)+.1(35*7) =113.75 multiply this by you 500% gives 568.75 dmg over using this on a momentum swing versus a normal swing.
Now take that same 35 extra dmg on a non adrenaline swing by the same character and
you get 35*.5+35*3*.35+35*7*.1=78.75
So it's a 490 difference. Significant? Depends on your perspective. my calculations show a well geared dreadnaught fb with the same esos should make this amount up in about 8 swings and the remainder of the adrenaline advantage in another 32 so that leaves about 20 more swings for the fb to generate a net positive advantage.