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Baseraver.7241

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  1. Okay, with suffish.4150 finding this new rotational sequence which works with the new shortened GS Loop, here we are: It still feels a bit weird to play with though Power DPS Berserker Benchmarks June 2023 Axe/Axe + GS Axe/- + -/Axe
  2. Okay, with suffish.4150 finding this new sequence which works with the new shortened GS Loop, here we are: Power DPS Berserker Benchmarks June 2023 Axe/Axe + GS Axe/- + -/Axe
  3. I stand corrected! I gave it a few pulls, the idea is very good, 39,085 ingame as well: https://dps.report/kHDu-20230630-182850_golem great job on finding this iteration 39,469 DPS ingame so far: https://dps.report/XdQm-20230630-192923_golem
  4. New Power DPS Berserker Benchmark - 27th June Patch Edit: See a later post.
  5. New Power DPS Berserker Benchmark - 27th june Patch Axe/- -/Axe with 38,757 DPS by Pagandreamer Axe/Axe + Greatsword: Dead. The new Arc Divider and all GS skills are worse DPS than simply camping Axes. The shortened Arc Divider throws off the entire rotation (with a GS Loop ~5s or so) because cooldowns wont line up anymore for the Axe Loop, therefore, extending Berserk properly doesnt work anymore and delays on Berserk extenders leads to us losing Berserk during a golem Benchmark. You can try to extend the GS Loop instead to ~7s by using an extra GS auto chain or GS5 to make up for the shortened Arc Divider but this is straight up a DPS Loss since all GS Skills are bad DPS now. (38.1k DPS is what i got during a golem parse by doing this, since it allowed me to not lose berserk this way at least). Greatsword is dead and will be taken off the Snowcrows site with the next update to the site unless a fix is coming in time. Cheers
  6. Power DPS Berserker for PvE: Axe/Axe: 38,7k DPS Axe/Axe + GS: 39,4k DPS So far
  7. as i said, the GS Loop being so fast at 5s destroys the axe loop later in such a way that it is hurting your dps to extend berserk off CD for permanent berserk during a golem benchmark. I am providing the benchmark for GS zerker fyi the CDs dont line up perfectly anymore, this whole "make GS loop as fast as possible" is total garbage since we needed GS Loop to be at ~7s for the rotation in axe to line up perfectly, now its just a mess
  8. For PvE: The major problem with GS now is that the GS Loop not only is weak DPS but also too short. It completely throws off a rotation that was designed for holding permanent berserk uptime during a golem benchmark. With the new Arc Divider we actually need to use sth like a GS auto chain or GS5 extra to the current loop, for example: F1, Heal, F1, GS2, GS5, GS4, F1, Swap because we need the extra time in GS for axe cooldowns to come back. Now the rotation either becomes a complete mess or you fill time in GS by using GS5 extra for example, which just plain sucks. Axe/Axe Berserker (38.7k+) now benches higher than Greatsword (38.1k+). Greatsword is dead and a complete mess cooldown wise. Its only good for cleaving trash. Congratulations. Arc Divider now is so bad that F1 heal F1 combos are stronger using Axe (Decapitate 3.0 coefficient) than using GS (Arc Divider 2.5 coefficient) since both skills have near the same cast times with quickness...
  9. @Myror.7521 for comparison: GS Loop (ca. 7s Loop) with Old Arc Divider: Features 3 x F1 = 3 x 5.1 coefficient = 15.3 (180k damage) GS Loop (ca. 5s Loop) with New Arc Divider: Features 3 x F1 = 3 x 2.5 coefficient = 7.5 (90k damage) Its a nerf regardless of the 2s of time we gain because we simply spend 2s longer in Axe/Axe which is baseline already lower DPS than the GS Loop. We need to spend 2s more time in Axe/Axe for the CDs of Blood Reckoning, Wild Blow and Head Butt to line up with the rotation again.
  10. Hello, I am Baseraver. I create benchmarks for Snowcrows on Power DPS Berserker and would like to reach out to @Cal Cohen.2358 and give feedback on how the balance changes with the June 27 Patch will influence the Power DPS Berserker Benchmarks, both for the pure Axe/Axe and the GS + Axe/Axe Setup. Many thanks to Bekko and CostaPrimo from the warrior community for greatly helping out with calculations and theorycrafting! The changes that will influence our DPS will be the following: [1. Bloody Roar: Reduced the increased damage provided from 25 to 20% in PvE only.] Nothing is wrong with toning down numbers a bit but please make sure this time, that this modifier will stay multiplicative when nerfed to 20% and not function as an additive modifier by accident like in the past. Calculated DPS decrease: 4% (Factor: DPS x (1/1.25) x 1.20 = DPS x 0.96). [2. Blood Reaction: Increased the base precision-to-ferocity conversion to 10%. This trait now converts 10% of power to condition damage. These bonuses are still doubled in berserk mode.] Meaning only this will affect Power Builds: Gain Ferocity Based on a Percentage of Precision: 14% --> 20% during Berserk. Calculated DPS increase: ~2.9% (Factor: DPS x 1.029). / Credit: CostaPrimo This is a welcome buff to fairly compensate for the nerfed Bloody Roar. [3. Arc Divider: Reduced the number of strikes from 3 to 1. Reduced the casting time from 1.86 seconds to 0.8 seconds. Reduced total power coefficient from 5.1 to 2.5 in PvE.] The influence of this change was a bit more complicated to calculate. We took the numbers from the current benchmark for the GS variant out of this DPS log: https://dps.report/0ImQ-20230502-185448_golem. The calculations are shown in this sheet: https://media.discordapp.net/attachments/710389801865576468/1117391024097067078/image.png. Full Credit go to Bekko for these calculations and the thoughts behind it. (Note: The new Arc Divider cast time is set at 498ms with quickness by taking the old cast time and scaling it down with the information we have. We dont know how the new Arc Divider will look like and if a potential aftercast animation can be canceled via stow.) The new Arc Divider will only hit once and its cast time has been reduced significantly. However, its damage potential has also been cut down immensely. The Greatsword variant switches from Axe/Axe to GS during downtime of Axe Skills, following it up with a GS loop rotation. Current Patch: Time spent in this loop is about 6.98s before we swap back to Axes doing roughly 291,886 damage in total leading to roughly 41,817 DPS during the Greatsword Loop. June 27 Patch: Time spent in this loop is estimated to be about 5.00s before we swap back to Axes doing roughly 199,668 damage in total leading to roughly 39,937 DPS during the Greatsword Loop. For example, the combo F1, Heal, F1 will only do about 60,000 damage with one swing each instead of 120,000 damage with 3 swings each. It WILL feel miserable for everyone who enjoyed Arc Dividers high damage numbers flashing up on their screens. While you may think that a shorter GS Loop means you can probably get more loops out in the same time period (say for example 90s), you still have to consider that you need to compare how much more DPS the GS Loop does compared to just camping Axe/Axe and how much time during the GS Loop is spent casting Arc Dividers (%) compared to casting other, lower DPS Greatsword skills (%) (pre patch and post patch differs!) On top of that, more GS Loops are not necessarily possible since you want the cooldowns of Blood Reckoning, Wild Blow and Head Butt/Outrage to line up with the rotation. The 2s of time we gain will be invested to make the Axe Loop 2s longer for example to get the CDs to line up perfectly again with the rotation. We win nothing, instead we lose DPS because Camping Axe is baseline lower DPS anyway. Because of these dynamics, the following simplified train of thought is wrong: Pre Patch Arc Divider: 5.1 coefficient/ 1.86s cast time = 2.742 coeff/s without taking quickness into consideration versus Post Patch Arc Divider: 2.5 coefficient/ 0.80s cast time = 3.125 coeff/s without taking quickness into consideration. You might think that the GS variant will not experience a significant nerf following this idea, but that is wrong. What does this mean? Axe/- -/Axe Power DPS Berserker Estimation: 38,788 DPS (down from 39,266) after applying the nerf to Bloody Roar and the buff to Blood Reaction to the current Benchmarks End Number (Full Credit to Pagan Dreamer.) Video: https://www.youtube.com/watch?v=UIgooah86gY. Log: https://dps.report/WMQx-20230503-144349_golem Axe/Axe + Greatsword Power DPS Berserker Estimation: 39,000-39,500 DPS (down from 42,234) after taking into consideration that Greatsword might still be able to push DPS slightly higher compared to the pure Axe/Axe variant and after applying the nerf to Bloody Roar and the buff to Blood Reaction to the current Benchmarks End Number: Video: https://www.youtube.com/watch?v=_EZx5RsGy84 Log: https://dps.report/0ImQ-20230502-185448_golem Relating to the GS Variant, when the change to Arc Divider was discussed on stream, here is what Roy and cmc said about it: https://www.twitch.tv/videos/1842006044?t=1h11m53s The Link is timed to 1h11m53s. A little bit into the discussion, the important section was: "Pretty significant reduction in PvE, but obviously the casting time is going to be over 1 second quicker. So youre going to be spending a lot less time casting a skill, give you a lot more time to use other skills to make up for the damage loss. Or hoping that this is not a damage loss. The goal here is that, you know, this is just a usability improvement. The overall damage of berserker builds in PvE should be about the same. And we`ll obviously, like, make additional changes to fix that up if this ends up being too much of a damage loss." - Just looking at damage/cast time in this case is not enough as described above. - Another problem is, the other skills in GS are not worth casting compared to current Arc Divider. "More time to use other skills" automatically is a DPS loss because other skills like GS2 are too low damage/cast time. And GS2 has a considerably long cast time even. Its simply used to fill time and generate enough adrenaline for the next F1. - Feedback concerning your second last statement in this quote: The gap between Axe/Axe and the more difficult Axe/Axe + GS variant will be much smaller with these changes. However, the GS build will suffer significantly. Concluding thoughts: While both DPS variants will probably do a similar and balanced amount of DPS, the new Arc Divider will most likely feel awful to use, since it does way less damage than we are used to. For it to feel good to use I suggest increasing its damage coefficient by a bit and definitely make sure that it still has the same range as the last hit of the current Arc Divider to at least make it feel better than Arcing Slice (GS Core F1 Burst). Sidenote: GS2 (Hundred Blades) damage output and functionality has not been touched for a long time. That skill not only roots you in place for a very long time and only affects targets in front you, but it also just does a very low amount of damage for these risky limitations and long cast time. Sometimes you have to cancel GS2 to not get downed for example. You might consider reworking it. For instance, Axe 5 is not only stronger, but you can also move freely while channeling it. However, keep in mind that GS2 is mainly used in benchmark rotations because there is no better option to generate 10 Adrenaline for the next Arc Divider (together with GS4) fast enough due to its multihits. The multihits and adrenaline gain are important for the GS Loop to work. Thank you for reading and big thanks to Bekko and CostaPrimo once again for their contributions!
  11. Be careful with this one. You dont want them to split it necessarily. I wouldnt trust them with this idea based on past changes. When they split damage mods into two parts you might get stuck with one being additive (outside of berserk) and the other being multiplicative (when in berserk) all of a sudden, ending up with a nerf. Rule of thumb for damage modifiers is: If a condition is tied to it (e.g. need to be in berserk) they are usually multiplicative. When no condition is tied to them, they are usually additive.
  12. Added the new benchmark for the 14th February 2023 patch to the opening post. As expected, it is still low at 35,754 DPS.
  13. Some Feedback from me regarding Power DPS Berserker:
  14. Hello, I am Baseraver.7241. I create PvE benchmarks for Snowcrows on Power Berserker. After the latest fixes (Bloody Roar Bug and the Stability Issue), this build is now able to bench about 35.0k DPS: Thank you so much for these changes! In the February 14 Balance Update of 2023: https://en-forum.guildwars2.com/topic/127247-february-14-balance-update-preview/ Only the following change is going to influence the damage of this build: This will translate to only: - a ~450 DPS increase. - a ~35.5k DPS Benchmark - and ~37k DPS during the first Berserk Mode. This Build will need a few more buffs in damage to make it competitive with other builds. If you check the Benchmarks Page of Snowcrows: https://snowcrows.com/en/benchmarks it gives you a good understanding of how many other builds outperform Power Berserker in terms of damage potential. There is a quite a few builds out there dealing 40k DPS+ with Power Berserker listing at the lower third of this table. Even though it is a pure DPS Spec from its design perspective and does not offer anything else, it is at the lower end. Both Power Bladesworn and Power Spellbreaker bench above 40k DPS and are simply stronger. Now most people who enjoyed Power Berserker for what it was, did end up playing something else because it benches too low. However, I still see a lot of messages say "I would love to have Power Berserker back" and it really only takes a few more number tweaks to make it feel good to play I think. Lets get to a simple suggestion: The benchmark for Power DPS Berserker has always utilized Last Blaze as the first Major Adept Trait. However, Last Blaze is a condition focused trait with the following effect: "When you use a rage skill, inflict burning on nearby enemies." --> On the current patch this gives us ~432 DPS from the burning application, according to the benchmark arcdps log: https://dps.report/sXWQ-20221130-191047_golem Now the weird part is: This Power Build has always chosen this condition focused trait over the other Major Adept traits. Why is that? Let us compare the other two: Savage Instinct: "Activating berserk mode breaks stuns and reduces incoming damage." This is a PvP Trait and will never be taken for a raid DPS PvE Build. Smash Brawler: "Increases berserk mode duration by 5s" You may think this trait would be beneficial for this build, because it gives more Berserk duration and the benchmark does lose Berserk mode once during the lifespan of a 4 Million HP Golem. However, even if you take Smash Brawler, you will still lose Berserk Mode at least once during the benchmark. At this point, taking Last Blaze is better in any case since it at least also gives damage in the form of burning. And this is true for all fights with phases short enough for berserk mode to last for the entire phase even without Smash Brawler. (1st Berserk can last up 72s without Smash Brawler following the above rotation.) If you want to make Smash Brawler viable and worth taking over Last Blaze, it at least needs an extra damage modifier for physical damage. This would make the trait desirable for a Power Build and would finally give it a purpose. If we get the Arc Divider Buff (~450 DPS) and lose the DPS gained from taking Last Blaze (~432 DPS) we would still see a benchmark around 35.0k DPS with 1st Berserk at ~36.0k DPS For Smash Brawler I suggest the following buff: "This trait grants 15% increased physical damage (multiplicative) and increases berserk mode duration by 5s." This would be more than enough to make this trait and the entire build itself competitive in one go with the following numbers: ~40.3k DPS Benchmark / ~ 41.4k DPS during 1st Berserk A 10% damage multiplier would give us the following numbers: ~38.5k DPS Benchmark / ~ 39.6k DPS during 1st Berserk Whilst still making sure, that Last Blaze is the preferred option for Condi Berserker due to the burning, giving both traits a purpose. Thank you for your time! Edit: This is the new Benchmark for the 14th February 2023 Patch. As expected, the Arc Divider Buff only pushed this build just a bit. Expectation was ~35.4k, Reality with good execution, good rng and godlike timing: 35,754 DPS.
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