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Percent Based Damage vs. Bosses 
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The Hero

Joined: Mon Aug 25, 2014 9:20 pm
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I may have found one reason why my DPS was low.. my % to hit was 74%. Swapping a couple of pieces of gear made that 95%. Not much difference overall.. definitely not adding another 2800DPS to my ~2500 DPS average.


Fri May 08, 2015 3:39 pm
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The Legend
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Maelfyn wrote:
Piercers: primary weapon base damage x 11 per tick


So of the 5200 dps I did vs. the boss the bleed accounted for 231* dps or 4% of my damage. And this is the most favorable weapon type for bleeds. Looks like we're pretty much back to where bleed was at launch. Seems fine for Rogues but I can't speak for other classes. Since Bleed is attached to Lacerate it's just added gravy.

I went back and cleared Hell Nimgaul again. Doable for the rogue but was intense fighting Nalatos. With Champions and Bosses living longer I actually ran out of tricks and started trading blows. Was the first time I've had to sit in a full duration Fear.

    *21 main hand base damage x 11 = 231


Fri May 08, 2015 3:42 pm
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I might actually bump 1h piercing/slashing multiplier a bit. You gotta remember that piercers, on average, are very fast weapons. 1H blunt weapons are relatively slow for 1-hand weapons, so that has to be taken in consideration when setting the multiplier. Something like 15-12-7-3.5-3 might be closer to where it should be.

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Fri May 08, 2015 3:47 pm
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The Hero

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More gear tweaks. Averaging between 3500-4500DPS now. Not using any of the longer duration abilities. Sacrificed a lot of survivability as well.

95% Chance to Hit
73 / 52% Attack Haste
107 / 81% Skill Haste
65.8 / 47.9% Crit Chance

I can't wait till Nevergrounds come up so I can check out his rogue and see what's so different...


Fri May 08, 2015 3:55 pm
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The Legend
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I was excited to find a Nightfall dagger last night boosting my damage considerably. I think it's BiS for Rogues. IIRC my dps vs. Nalatos was 6200. The snare proc synergizes well for chain pulling because runners will never get away and instead die to the poison and bleed damage eventually letting you pull the next mob when the first is about to approach 25%.

I rely entirely on my abilities to stay alive and forgo defensive stats on my gear. Mobs have to hit you before they can hurt you.

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P.S. Buy my guide! You too can be uber-rogue bringing stabbydeath to all.


Fri May 08, 2015 4:10 pm
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The Veteran
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Maelfyn wrote:
Bleed was brought inline with most dots that casters have.


Sorry, but checked with my SK. Dooming Darkness lvl 1 does around 120 dmg/sec for 15 sec( spammable at will). Heat Blood does around 150 dmg/sec for 21 sec( spammable as well). Death Strike's bleed does 160 dmg/sec for about 5 sec ( 12 sec cooldown on that ability). Ok damage can vary due to weapon/skills (btw he's an Ogre, STR is his highest attribute) etc. but inline with the other dots? Not really, all things considered...

Btw respeccing and not caring anymore. Balance must be hard I guess. Appreciating all your hard work and this great game.

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Fri May 08, 2015 4:37 pm
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You just said the bleed is doing more damage than your spells. Am I missing something? So you get a level 20 talent that allows you to 2-in-1 death strike along with a bleed that has zero cast time. I don't see a problem here. :o

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Fri May 08, 2015 4:44 pm
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The Hero

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Nice dagger! Haven't seen that one yet. I found one that was 20/19, but it was a caster dagger.. so... Our stats aren't all that different, certainly not 2000+ DPS worth of difference.


Fri May 08, 2015 4:47 pm
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The Legend
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mukkel wrote:
Nice dagger! Haven't seen that one yet. I found one that was 20/19, but it was a caster dagger.. so... Our stats aren't all that different, certainly not 2000+ DPS worth of difference.


What talents are you using?

Backstab, Widow Strike, and Prowling Gash are all big boosts.


Last edited by SeismicRend on Fri May 08, 2015 5:10 pm, edited 1 time in total.



Fri May 08, 2015 4:55 pm
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The Veteran
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Maelfyn wrote:
You just said the bleed is doing more damage than your spells. Am I missing something? So you get a level 20 talent that allows you to 2-in-1 death strike along with a bleed that has zero cast time. I don't see a problem here. :o


Did I? Bleed 160x5=800; Darkness 120x15=1800; Heat 150x21=3150. And the spells are lvl1, lvl20 would deal a lot more dmg, and have no cooldowns. OK Death Strike does good dmg and let you heal a bit, but IF you hit the mob. At least make mobs bleed for a little more and/or for a little longer...

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Fri May 08, 2015 5:08 pm
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Okay, I see what you're saying. I was thinking in terms of tick damage. Actually, an adjustment to bleed durations isn't out of the question.

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Fri May 08, 2015 5:11 pm
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The Veteran
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Maelfyn wrote:
Okay, I see what you're saying. I was thinking in terms of tick damage. Actually, an adjustment to bleed durations isn't out of the question.

Thx :D

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Fri May 08, 2015 5:13 pm
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The Hero

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How long is a tick? Is that one second?


Fri May 08, 2015 5:23 pm
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Yes. Every DoT I can think of hits every second.

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Fri May 08, 2015 5:24 pm
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The Hero

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SeismicRend wrote:
mukkel wrote:
Nice dagger! Haven't seen that one yet. I found one that was 20/19, but it was a caster dagger.. so... Our stats aren't all that different, certainly not 2000+ DPS worth of difference.


What talents are you using?

Backstab, Widow Strike, and Prowling Gash are all big boosts.


I'm using all of those. The rest are pretty meh - I also have 20 in Shadow Strike since it's my primary builder and 20 in Hyper Strike for the additional Skill Haste.


Fri May 08, 2015 5:25 pm
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The Hero

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Maelfyn wrote:
Yes. Every DoT I can think of hits every second.


Making DoT's or Bleeds more potent, like lasting a shorter amount of time or even stacking would make them decent. A DoT that lasts 15 seconds for instance likely won't ever finish so you're actually losing a lot of DPS there Specifically on trash mobs that should - even in Hell, only be alive for 5-10 seconds. Champs/Bosses are a different story, obviously.


Fri May 08, 2015 5:27 pm
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