xROLLxTIDEx wrote...
Shockwave has a 4 second more cooldown than throw?
--With recharge speed: Shockwave 2.19s CD, Throw 1.04s CD = Shockwave has a CD that is 1.15 seconds longer
--Without recharge: Shockwave 2.46s CD, Throw 1.23s CD = Shockwave has a CD that is 1.23 seconds longer.
Conclusion: Shockwave has a cooldown that is 1.15-1.23 seconds longer, not 4 seconds longer.
Wow... just wow. Did you even read? Holy hell. I said right there that it is 1.23 seconds with 200% CD bonus, and I used 1.23 seconds in my calculations. 4s is the base cooldown. You'll notice that 4/(1 + 2.0 + 0.25) = 1.23. The mechanics are in a sticky in this very forum.
But that's all a red herring anyway. If all skills get the same cooldown bonus, then the ratio of the two is identical regardless of any modifier you place on it. If that seems confusing, think of it this way:
(y/x) / (z/x) = y/z (i.e. does not contain x at all)
Now realize that this is the situation that we're currently dealing with.
(W+T damage / [W+T base cooldown / CD modifier]) / (W+S damage / [W+S base cooldown / CD modifier]) = (W+T damage * W+S base cooldown) / (W+S damage * W+T base cooldown)
Ergo, zero involvement of modifiers unless the CD modifiers are different on different skills. In this case, your cooldown modifier on everything is going to be (1 + 2.0 + 0.25 + other item mod), so it disappears from the ratio.
You're arguing math with an engineer. I tried to use the actual numbers simply to make things easy for you to understand. If you want, I can do everything symbolically. The outcome will be the same. Sorry if you don't like the result.
xROLLxTIDEx wrote...
What happens to your Warp/Throw DPS when you begin to factor in the amount of times that enemies dodge your throw, where they can not dodge shockwave? Or do you just assume that you have a 100% hit rate with throw?
--Warp>2.46s CD>Throw(dodged)>1.23s CD>Throw(hits)>1.23s CD = BE +100% in 4.92s
--Warp>2.46s CD>Shockwave>2.46s CD = BE + 115% in 4.92s.
Conclusion: If throw is dodged, the Warp/Throw DPS falls below that of Warp/Shockwave.
Also absolutely, insanely, ridiculously, demonstrably incorrect.
(1) Warp has twice the cooldown of Throw and is the likely candidate to be dodged. If Warp impacts the target, it will generally be stunned long enough that Throw will hit every time.
(2) Shockwave can be dodged, especially if you are beyond 5m from the target. Shockwave has a lower propagation rate and is much more likely to be dodged at longer ranges.
(3) When an enemy dodges shockwave, you lose twice as much time as when he dodges Throw.
xROLLxTIDEx wrote...
Shockwave can not be "dodged" as
shockwave does not "lock-on". It is cast in a straight line in the
direction you are looking and does not have to travel along the ground.
It can be angled down through the ground or up through the air. You
either miss with shockwave or you hit with it. It never locks on and
enemies do not dodge it
Denying reality does not for a good argument. Do I have to make a video proving this as well? Enemies dodge Shockwave all the damn time. They up and roll or hop out of the way, like any non-instant power. Only time they don't is if they're out of range and move into it during the wave's slow-as-hell propagation.
xROLLxTIDEx wrote...
Furthermore, Shockwave can hit 2 enemies at once where throw can only hit one enemy.
--Warp(target 1)>2.46s CD>Warp(target 2)>2.46s CD>Shockwave(detonate both)>2.46s CD = 2 BE's + 115% in 7.38s
--Warp(target 1)>2.46s CD>Throw(hits)>1.23s CD>Warp(target 2)>2.46s CD>Throw(hits)>1.23s CD =2 BE's +100% in 7.38s
Conclusion: The HA can prime and detonate 2 BE's + 115% in the exact same amount of time it takes an AA, HS to prime and detonate 2 BE's + 100%
xROLLxTIDEx wrote...
Throw can not detonate 2 biotic explosions in one cast. Shockwave can.
If and only if those two targets line themselves up and are not close to one another. A shockwave only sets off multiple explosions when different bursts of the Shockwave hit different targets. So you have to have them lined up within 10 meters and not adjacent to one another. You know how often that happens? Blue ****ing moon. Sure as hell not while they're shooting at you, being a squishy human adept.
xROLLxTIDEx wrote...
What about enemies that are killed in 1 Warp/Shockwave cycle where it takes 2 Warp/Throw cycles?
--Warp>2.46s CD>Shockwave>2.46s = dead enemy in 4.92 seconds
--Warp>2.46s>Throw(hits)>1.23s>Warp>2.46s>Throw(hits)>1.23s = dead enemy in 7.38 seconds OR
--Warp>2.46s>Throw(hits)>1.23s>Warp( to finish w/out BE)>2.46s = dead enemy in 6.15 seconds OR
--Warp>2.46s>Throw(hits)>1.23s>Throw (to finish w/out BE)>1.23s = dead enemy in 4.92 seconds
Certainly, but give me an example of such a creature. Technically, W+T puts out lower-damage detonations at a higher rate and is therefore statistically less likely to waste damage on dead targets (
assuming random distributions of health), meaning that your argument works better in favor of W+T than W+S. In reality, W+T kills unprotected enemies and W+S does not kill shielded enemies, which means that the reality is also in favor of W+T. W+S doesn't even come close to killing protected enemies -- they have most of their health left. Two W+T will finish the job, and one W+S d
xROLLxTIDEx wrote...
And looking at my quote that you highligted, you didn't even dispute what I said.
--Warp/Shockwave = BE + 115%
--Warp/Throw = BE + 100%
--Reave has no BE multiplyer
Conclusion: I didn't say anything or make any comparison of the DPS between the HA and the AA as I actually believe the DPS that adepts can put out is more dependent upon the skill of the player using it than anything else.
Fine, let me give an analogy to your statement:
229.4 > 128.1; ergo, Viper I is superior to Hurricane X.
Apply a little common sense here. It's also funny that you pretend like player skill on a class with little potential is somehow going to make up the difference between a player of equal skill on a class with far greater potential. If I give you a class with 250 HP/Barrier, no skills, and 0 weight capacity, you may be able to have success despite this handicap. That does not mean there is no handicap. With players of equal skill, the AA is just plain better than the HA, hands down, no contest, end of story. That's it and that's all. I may be able to rock the **** out of some Reapers with a Drellguard, but you know what? That does not elevate them from their **** status.
xROLLxTIDEx wrote...
Are you going to be another person who is going to say, "Yeah, well that extra 15% bonus to the BE doesn't really matter"?? Would you have the same opinion that 15% doesn't matter if we are talking about a 15% raise on your paycheck??
Conclusion: I make 100K and that is plenty so I really don't need that extra 15% or that extra 15K. It is really meaningless. This is the stance of some people on this forum. My mind = blown in this regard.
So if I give you a 15% bonus to your paycheck but give you paychecks only half as often, you'll be happy with your pay cut because you're getting 15% more at a time?
It's funny because you're comparing a rate (100K/year) to an absolute number and don't seem to understand the difference at all. Worse, you keep talking about "extra 15%" when the reality is that it's 7.5% over the W+T. If W+T deals 1500 damage, W+S deals 1612.5 -- about a quarter of the damage of one bullet coming out of a Carnifex.
//EDIT: Alright, we just got a 60% range buff. Now we just need propagation rate and radius buffs.
Modifié par Gamemako, 12 juin 2012 - 09:09 .