Showing posts with label T16. Show all posts
Showing posts with label T16. Show all posts

5.4 PTR - Marksmanship damage: T16 2PC and 4PC set bonuses

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Summary of a post I made regarding four DPS test runs discussing Marksmanship damage on the PTR. The thread can found here:

The TLDR being this:
2PC negatively impacts 4PC. The more haste you have the less benefit 4PC provides. 
Arcane is bloated. There is no reason to use Aimed outside of CA.
Regardless of focus talent selected and rotation adaptation therefore, the average throughput was 170k. If you haven't read Arth's post about the skill gap yet, read it here:
The TLDR being this:
So long as you're pressing buttons you're going to do similar damage. Standard deviation is nil. Apply forehead to keyboard. That last comment was me being bitter about Survival.  


Marksman T16 2PC - 15 second reduction for MM (10 for bm, 12 for sv)

Here is the summary of the post with the several tests:
I took four videos of 7.5 minute test sessions on the target dummies.
Run one was the "normal" MM rotation with Dire Beast. 
Run two was the "normal" MM rotation with Fervor.
Run three was the "normal" MM rotation with TotH.
Run four was the "spam" MM rotation with TotH. 
I haven't done this with BM yet. This was also only one session and I kept my RPPM/trinkets/etc etc equipped. I also allowed some margin of error with play. In a real situation I feel these are all natural elements of the game and totally different from theoretical mathematics. 7.5M is long enough to grant averages.

Used the audio as a time cue. Sorry about that again. 

Run 1

Dire Beast. Ratio of 92/60 to arcane/aimed with 7.3% damage incoming from steady shot. Affected the most by Careful Aim bloat - therefore lowest damage of the four.

Top end burst: 205k.
5 minutes: 175k.
end: 170k.
Ability breakdown: 

Video: 


Run 2

Fervor. Ratio of 125/53 with 6.8% damage incoming from steady shot. Affected second most by Careful Aim bloat, similarly to run 1 - highest damage of the three, however, though more or less in line by 5-10k with the rest.
Top end burst: 245k.
5 minutes: 180k.
end: 180k. 
Ability breakdown: 

Video: 


Run 3

TotH. Ratio of 143/46 with 6.4% damage incoming from steady shot. Slightly less damage bloat than the first two, also second highest damage of the three ... Nonetheless, everything still floating around a maintained 170k.
Top end burst: 250k. 
5 minutes: 170k.
end: 175k.
Ability breakdown: 

Video: 


Run 4

TotH arcane spam. Ratio of 295/15 with 4.4% damage incoming from steady shot. Affected the least by damage bloat.
Top end burst: 235k.
5 minutes: 175k.
end: 170k.
Ability breakdown: 

Video: 


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