Showing Posts For Hoffburger.8409:
The fact that you think Whirling Defense is a DPS increase only proves that you don’t know what you are talking about. Whirling Defense does half the DPS of the Sword autoattack. The only time to use it is to reflect projectiles. Longbow, except for cleaving, will out DPS GS even at close range.
If you turn off auto attack on S/A, you will do more DPS with LB or GS (LB will do significantly more at Long Range and about the same as GS short range).
S/A damage mostly comes from the 1.8s long auto attack chain. Even adding just a .5 second pause in there will give you a 22% DPS loss on your auto attack.
Good to know, thanks! 0 armor still works for comparison purposes though.
It’s close enough if you open with RF. The same thing also applies to Maul and Path of Scars.
Good catch on the 20% LB cooldowns, it doesn’t affect the 30s damage calculations, but it would be a more ideal build. Probably just drop pet boon sharing for it and go 6/6/0/2/0.
You would actually stack far more vulnerability as LB than S or GS, but this obviously doesn’t matter if your group is getting 25 stacks reliably.
As you said, it is definitely an interesting comparison, there is little cleaving with it, to get spotter, you have to lose 5% LB damage, but it’s probably worth it since spotter is an 8-10% DPS increase for the entire party. My biggest revelation with it is that it can do more DPS than GS even at close range, which just seems weird.
Basing auto attack times and ideal builds for each weapon I am showing the following DPS/damage numbers for LB, GS, and S/A….
Assuming 2000 power vs. 0 armor
LB (6/5/0/3/0 no spotter):
Long Auto – 317 base, 0.9 scaling, 0.9s attack time – 2858 damage per (3175.5 DPS)
Medium Auto – 263 base, 0.65 scaling, 0.9 attack time – 2110 damage per (2344.5 DPS)
Short Auto – 211 base, 0.5 scaling, 0.9 attack time – 1635 damage per (1816.5 DPS)
RF (10s CD) – 1320 base, 3.75 scaling, 2.25 attack time – 11,907 damage per (5292 DPS)
Barrage (30s CD) – 1692 base, 4.8 scaling, 2.475 attack time – 15244 damage per (6159.3 DPS)
Ideal 30s rotation = 3 RF, 1 Barrage, and 23 Autos = 116,698 Damage (3889.9 DPS)
Medium 30s rotation = 99,496 Damage (3316.5 DPS)
Short 30s rotation = 88,567 Damage (2952.2 DPS)
S/A (6/5/0/3/0 w/ spotter):
Auto Chain – 639 Base, .6/.6/.7 scaling, 1.8 attack time, 6215 Damage per (3452.6 DPS)
Scars (15s CD) – 235 base, 1.2 scaling, 0.5 attack time, 3689 Damager per (7378 DPS)
Ideal 30s rotation = 2 Scars and 16 Auto Chains = 106,812 Damage (3560.4 DPS)
GS (4/5/0/5/0 w/ spotter):
Auto Chain – 646 base, .55/.55/.65 scaling, 2.56 attack time, 5390 Damage per (2105.4 DPS)
Maul – 434 base, 1.5 scaling, .75 attack time, 4464 Damage per (5952.3 DPS)
Ideal 30s rotation = 5 Mauls and 10 Auto Chains = 76219 Damage (2540.6 DPS)
I was bored and was playing with excel. Note that this doesn’t take into account any possible partials for auto attack chains and for the Longbow any leftover time for autos was rounded down. The data was fairly surprising for Longbow DPS, even at close range. If you aren’t all stacking on top of each other, the Longbow will possibly outdamage Sword.
Also note that this does not factor in any vulnerability stacking via Maul/Rapid Fire, nor does it factor in giving Might to your pet via Sword.
Lastly, note that the build used for Longbow sacrifices Spotter for 5% extra damage on Longbow and I was using RTW instead of the 10%/5% damage increase if vs. crippled target trait.
Feel free to correct me if I screwed anything up, this was just my first stab at it since I was noticing some odd damage discrepancies when doing solo stuff and swapping between Longbow and GS. It felt like I was doing a considerable amount more damage as Longbow and it turned out, according to these calculations, that I actually was.
The super fast auto attack chain speed is the only thing making the sword do significant DPS. Turning it off and waiting to do it manually, even if you are only slowing it down by .3 seconds (realistically, you are probably slowing it down even more if you are manually auto attacking) results in a rather large DPS loss.
If you are turning off the autoattack, you might as well use the GS. That 17% DPS increase goes away immediately once you stop attacking at the maximum speed, because the DPS calculations are done using the fastest possible 1 skill attack chain. Also, for shorter fights, Maul closes the the gap between S and GS because GS is more bursty.
The only time S is going to outdamage GS on a regular basis is if you leave autoattack on and the fight lasts for a decent amount of time (more than 20s).
Yes, the sword does more DPS than GS, a whopping 17% more in ideal situations. In most situations GS is going to be comparable to S and the difference will be far less than 17%. Now, axe offhand is a different story due to the reflect, but you can always switch to that for those certain bosses.
Basically, just use GS or S, it really doesn’t matter in the long run. If you get downed a lot kitten or have to make the attack chain artificially slow by turning off autoattack then just use GS. On the other hand, if you can leave the autoattack on for S or manually do the attack chain fast enough, then use S. It’s really that simple, use whatever you are best with.
I recently switched from S to GS due to pugging fractals and I’m not really noticing much of a difference in damage, but I am dodging much easier and not having to deal with the wonky as kitten S attack chain.
This skill serves absolutely 0 purpose in the game. If you dedicate every possible point towards buffing spirits, it still heals yourself less than all the other abilities and provides less group healing than Healing Spring (which also removes conditions). The scaling on the “passive” and the active ability are absolutely horrid, not that most rangers use healing attributes anyways, but the base healing is also abysmal. The 10 second cooldown on the “passive” ability makes it absolutely worthless. I use the quotation marks, because the spirit can be killed, it usually is stationary in most builds, and the 10 second cooldown makes it more of an activated ability than an passive ability like signets.
Why is this ability so kittenty? Was it overpowered in the past and nerfed into the ground? You can usually find uses for every ability in the game, but when you put all your points towards buffing spirits and it is STILL worse than the other options in every scenario, then something needs to be changed, or the skill will only be used by people that don’t know any better.
Also posted in the Ranger forum…
So I’ve been doing a lot of fractals with PuGs recently and I’m running the standard meta PvE ranger build for S/A + Longbow and I’m noticing that I’m usually the only person meleeing or, at the very least, I always have aggro. This makes me get downed A LOT, even with the two dodges built into S mainhand.
Is there any way to play as melee Ranger with PuGs or should I just bite the bullet and make some sort of Longbow focused build? What is the DPS loss of using Longbow only (with Longbow focused traits, not just using Longbow with the standard S/A build)?
So I’ve been doing a lot of fractals with PuGs recently and I’m running the standard meta PvE ranger build for S/A + Longbow and I’m noticing that I’m usually the only person meleeing or, at the very least, I always have aggro. This makes me get downed A LOT, even with the two dodges built into S mainhand.
Is there any way to play as melee Ranger with PuGs or should I just bite the bullet and make some sort of Longbow focused build? What is the DPS loss of using Longbow only (with Longbow focused traits, not just using Longbow with the standard S/A build)?