M. Witness was weird since it was only m. boss that broke the -7% baseline health rule. Might be pixel measurement error since his bulky hp makes stuff hard.
I used ddt like Aegis, normal estimates were within 1% of his.
link to my spreadsheet: docs.google.com/spreadsheets...
M. Witness was weird since it was only m. boss that broke the -7% baseline health rule. Might be pixel measurement error since his bulky hp makes stuff hard.
I used ddt like Aegis, normal estimates were within 1% of his.
link to my spreadsheet: docs.google.com/spreadsheets...
You can roughly convert normal hp->master by doing 52/50 * 0.93 (accounts for power differences, will change in EoF).
You can roughly convert normal hp->master by doing 52/50 * 0.93 (accounts for power differences, will change in EoF).
Phalanx: 4,816,912
Kell: 11,587,330 (wipe screen doubles)
Akelous: 7,271,181
Persys: 9,329,090
Ecthar: 9,985,667
Simmumah: 8,664,570
Proph about 2x baseline hp.
SotW about +25%
GotD about +8% (shields reduced).
Phalanx: 4,816,912
Kell: 11,587,330 (wipe screen doubles)
Akelous: 7,271,181
Persys: 9,329,090
Ecthar: 9,985,667
Simmumah: 8,664,570
Proph about 2x baseline hp.
SotW about +25%
GotD about +8% (shields reduced).
In creator preview they were consistently rolling according to an archetype determined by left column perk.
I.e. Inmost->Paragon archetype regardless of right col perk (30 super & 20 melee).
I'm also interested inv stat going away & new ammo gen stat.
In creator preview they were consistently rolling according to an archetype determined by left column perk.
I.e. Inmost->Paragon archetype regardless of right col perk (30 super & 20 melee).
I'm also interested inv stat going away & new ammo gen stat.
And clarity's KT explanation: engram.blue/clarity/item...
And clarity's KT explanation: engram.blue/clarity/item...
For my timing data, I used a mixture of community sources (Mossy or Foundry has info) and some of Aegis's tests.
For my timing data, I used a mixture of community sources (Mossy or Foundry has info) and some of Aegis's tests.
Special & primary (some entries cut off) tables attached.
For most specials I assumed 2 shots like snipers. For traces/area GLs I assumed SMG activation amount.
Special & primary (some entries cut off) tables attached.
For most specials I assumed 2 shots like snipers. For traces/area GLs I assumed SMG activation amount.
While SMGs are on lower end of KT dmg to minors, they have better scaling for other enemies and very quick activations.
On the flip, HCs have very high dmg but molasses level activation.
While SMGs are on lower end of KT dmg to minors, they have better scaling for other enemies and very quick activations.
On the flip, HCs have very high dmg but molasses level activation.
Maybe they unequipped dominance or the freezing portion of it was the part that was damaging (which shouldn't apply dominance).
Maybe they unequipped dominance or the freezing portion of it was the part that was damaging (which shouldn't apply dominance).
Various legendary perks are not properly buffing damage.
While testing area gls, my lost signal hit 1038 to shriekers, but 901 to clone.
Base rocket: 20451+71663
Surr. Rocket: 28632+71663
Very much locked to using exotic weapons/supers.
Needs further investigation.
Various legendary perks are not properly buffing damage.
While testing area gls, my lost signal hit 1038 to shriekers, but 901 to clone.
Base rocket: 20451+71663
Surr. Rocket: 28632+71663
Very much locked to using exotic weapons/supers.
Needs further investigation.
Aegis's dps spreadsheet previously had celestial at less than what my sheet+compendium would predict which makes it seem like a 10% buff since then.
All I know is from my tests in mid-December, GG is unchanged and celestial is slightly better.
Aegis's dps spreadsheet previously had celestial at less than what my sheet+compendium would predict which makes it seem like a 10% buff since then.
All I know is from my tests in mid-December, GG is unchanged and celestial is slightly better.
This may be intentional to prevent celestial getting hurt by radiant nerfs or it could be a bug, who knows.
This may be intentional to prevent celestial getting hurt by radiant nerfs or it could be a bug, who knows.
Some supers are a little complex to deal with, will do eventually.
Some supers are a little complex to deal with, will do eventually.
There's still quite a few values that are a little hard to get baseline values for. Will switch to that scaling once I get them.
There's still quite a few values that are a little hard to get baseline values for. Will switch to that scaling once I get them.
Sentinel shield was dealing ~3.5x damage it does now.
And fist of havoc light attack was dealing about ~2x.
Assuming old compendium values were correct, then the buff to spectral and sentinel shield went through for non-champions (nobody tracked champion values, so idk).
Sentinel shield was dealing ~3.5x damage it does now.
And fist of havoc light attack was dealing about ~2x.
Assuming old compendium values were correct, then the buff to spectral and sentinel shield went through for non-champions (nobody tracked champion values, so idk).
Previously, detonation value was about 3900 (a few old sources had this value). With a 33% buff it should have been about 5200.
Instead it got boosted up to 9177 for about a 2.35x buff to detonation.
Previously, detonation value was about 3900 (a few old sources had this value). With a 33% buff it should have been about 5200.
Instead it got boosted up to 9177 for about a 2.35x buff to detonation.
Stormtrance managed to underwhelm my low expectations. Compendium initially had slightly high values for it and it deals less damage to non-boss enemies. Absurd for a roam super.
Stormtrance managed to underwhelm my low expectations. Compendium initially had slightly high values for it and it deals less damage to non-boss enemies. Absurd for a roam super.