Izisvi Posted April 24, 2017 Share Posted April 24, 2017 (edited) I've done quite a bit of parsing and messing around to try to figure this out. Using 3 cull rotation, Gunslinger's Hemorrhaging Blast is averaging around 15.5k per activation. Sniper using the same 3 cull rotation is around 18k per Weakening Blast. Interestingly, I decided to test with the old 2 cull rotation just to compare. Using the 2 cull, the Slinger's HB comes back up to the expected 18k per activation. Sniper stayed similar, around 18k per. There has been a perception that Virulence is outperforming Dirty Fighting. There seems to be something functioning improperly with Dirty Fighting's Hemorrhaging Blast that is not affected the same way for Virulence's Weakening Blast. Perhaps an offhand hit that doesn't account properly during the weakened dots portion, since it only seems to happen under 3 cull rotation. At any rate, I believe this would account for the perceived difference between Virulence/DF. logs for reference. No adrenals and they're on 1.5m. I just wanted to quickly demonstrate the DPA disparity. Sniper log http://parsely.io/parser/view/270917 Slinger log http://parsely.io/parser/view/270924 In the slinger log, for the 3 cull rotation (first parse) you can see a pretty huge gap in the # of HB ticks. Just 430 HB ticks compared to the 494 HB ticks the 2 cull rotation got. In the sniper log, compare 3 cull rotation's 257 WB ticks to the 2 cull rotation's 265. I understand there are some RNG factors that will play into the raw # of ticks it has, that being how often the double-tick dots actually procs, as well as to some degree offhand hits/misses. But I have been parsing this repeatedly for the past few days and am seeing the same results every time. 3 cull Slinger consistently produces lower DPA with HB than 2 cull slinger, or 2/3 cull sniper. Were it simply a difference between Gunslinger/Sniper I would figure that this was probably just due to offhand differences and was part of the balancing factor between gunslinger/sniper. However, the fact that 2 cull rotation produces different results on a Gunslinger when it does not produce different results on a Sniper tells me something may not be functioning correctly. Edited April 24, 2017 by Izisvi Link to comment Share on other sites More sharing options...
bdatt Posted April 24, 2017 Share Posted April 24, 2017 Hmm interesting. So looking at your top parse of each you have roughly the same number of dot ticks (140-150), dirty blast bleeds (39-42), and culls (18). But 430 hits (or 215 considering MH/OH) vs. 265 in Virulence. And if you qualitatively count the hits in the first two windows (second would have the decayed version), I see about 30 for each in Virulence, but ~30 and ~20 in the first vs. second respectively. This would be consistent with not getting Hemorrhaging blast hits during the decay. I'll look at this more later. Link to comment Share on other sites More sharing options...
AbashedDuk Posted April 24, 2017 Share Posted April 24, 2017 Hmm interesting. So looking at your top parse of each you have roughly the same number of dot ticks (140-150), dirty blast bleeds (39-42), and culls (18). But 430 hits (or 215 considering MH/OH) vs. 265 in Virulence. And if you qualitatively count the hits in the first two windows (second would have the decayed version), I see about 30 for each in Virulence, but ~30 and ~20 in the first vs. second respectively. This would be consistent with not getting Hemorrhaging blast hits during the decay. I'll look at this more later. An easy way to test this on a slinger would be to just apply dots, let them run until they get to the decayed version and then apply hemorrhaging blasts and cull. Link to comment Share on other sites More sharing options...
Izisvi Posted April 24, 2017 Author Share Posted April 24, 2017 An easy way to test this on a slinger would be to just apply dots, let them run until they get to the decayed version and then apply hemorrhaging blasts and cull. http://parsely.io/parser/view/271095/ It appears to pretty consistently give about half the # of HB ticks on the weakened dots section. Link to comment Share on other sites More sharing options...
shyroman Posted April 25, 2017 Share Posted April 25, 2017 I assume you are using the same gear for both slinger and sniper? I can do some testing on my own as well in the next couple days. Link to comment Share on other sites More sharing options...
Izisvi Posted April 25, 2017 Author Share Posted April 25, 2017 I assume you are using the same gear for both slinger and sniper? I can do some testing on my own as well in the next couple days. Most of it is the same. Gear is actually slightly worse on sniper. Link to comment Share on other sites More sharing options...
Toraak Posted April 25, 2017 Share Posted April 25, 2017 are you taking into account that your Gunslinger will be missing more on his HB due to his OH, where the sniper should never miss? Link to comment Share on other sites More sharing options...
shyroman Posted April 25, 2017 Share Posted April 25, 2017 Ok I think I've isolated part of the problem. You mentioned that you only saw the discrepancy while doing a 3 cull rotation so I tried doing cull/weakening blast while the lingering poison effects were on the target. http://parsely.io/parser/view/271355/0 (first log) http://parsely.io/parser/view/271358 If you look at where the cull ticks hit, for sniper there is very clearly 1 tick for every dot hit and cull hit (as expected). For slingers however, there is not 1 set of Hemorrhaging Blast ticks for every dot and wounding shots hit. Assuming that the wounding shots hit still applies HB, there is only 1 tick of HB for both dot ticks. That alone won't make up for the entirety of the missing hits (since wounding shots under HB with lingering dots doesn't happen often enough for that to be the complete issue). After looking through some of my other logs on my slinger though, it seems that sometimes there just isn't a HB tick where there should be, where there are clearly X amount of dot/WS hits and 1 less tick of HB. Link to comment Share on other sites More sharing options...
ThomasCool Posted April 26, 2017 Share Posted April 26, 2017 Interesting. While i don't have any more information on it, that would be almost 200 dps loss for nothing. Link to comment Share on other sites More sharing options...
Rollbacks Posted April 28, 2017 Share Posted April 28, 2017 (edited) I spent some time examining this and going over some logs with Luna, as well as discussing it with Sycaro/Veldix. I never thought to compare it to the 2-Cull rotation however to highlight the problem. Will do a bit more testing to see wassup, though if its as suspected would be nice to have this fixed Then again you never know whats intended these days Edited April 28, 2017 by Rollbacks Link to comment Share on other sites More sharing options...
AbashedDuk Posted April 29, 2017 Share Posted April 29, 2017 (edited) I spent some time examining this and going over some logs with Luna, as well as discussing it with Sycaro/Veldix. I never thought to compare it to the 2-Cull rotation however to highlight the problem. Will do a bit more testing to see wassup, though if its as suspected would be nice to have this fixed Then again you never know whats intended these days Maybe it is intended lol. If it really is such a big dps loss then fixing it would put slingers way ahead of snipers. For example this parse by a slinger http://parsely.io/parser/view/273322/0 is just barley behind mine and im 2 enhancements away from being fully min/maxed. Edited April 29, 2017 by AbashedDuk Link to comment Share on other sites More sharing options...
shyroman Posted April 29, 2017 Share Posted April 29, 2017 (edited) Maybe it is intended lol. If it really is such a big dps loss then fixing it would put slingers way ahead of snipers. For example this parse by a slinger http://parsely.io/parser/view/273322/0 is just barley behind mine and im 2 enhancements away from being fully min/maxed. Used a different rotation that uses roll heavily, mostly just a parsing rotation due to that however. Gear wise I'm at 8 248s which includes mh, relic, ear, implant, bracers, boots, helmet, and 1 more mod. Rest is 246 except for 2 244 armorings and a 236 relic. Happy Parsing Edited April 29, 2017 by shyroman Link to comment Share on other sites More sharing options...
Izisvi Posted April 30, 2017 Author Share Posted April 30, 2017 Maybe it is intended lol. If it really is such a big dps loss then fixing it would put slingers way ahead of snipers. For example this parse by a slinger http://parsely.io/parser/view/273322/0 is just barley behind mine and im 2 enhancements away from being fully min/maxed. I see that you replicated the parse and beat it by ~200. 273k weakening blast damage vs 212k hemorrhaging blast. Seems about right. Link to comment Share on other sites More sharing options...
AbashedDuk Posted April 30, 2017 Share Posted April 30, 2017 I see that you replicated the parse and beat it by ~200. 273k weakening blast damage vs 212k hemorrhaging blast. Seems about right. When i said that i was comparing it to an older parse not the one i did today. Link to comment Share on other sites More sharing options...
ThomasCool Posted May 3, 2017 Share Posted May 3, 2017 Has anyone been able to figure out if it relates to just the weak dots? Taking parses http://parsely.io/parser/view/274043/0 and http://parsely.io/parser/view/273322/0 They both use Hemo/weakening 14x per kill. Getting rid of offhand hits means the slinger has 337 hits and the sniper 408. Now some of this may be due to some slight differences in rotation (dirty blast more here or there 63 vs 68). Assuming that every other hemo has a wounding shots during weak dots, that represents 4*2*7 hemo ticks or 56 ticks which would bring it much closer to that expected value... Link to comment Share on other sites More sharing options...
Izisvi Posted May 10, 2017 Author Share Posted May 10, 2017 Has anyone been able to figure out if it relates to just the weak dots? Taking parses http://parsely.io/parser/view/274043/0 and http://parsely.io/parser/view/273322/0 They both use Hemo/weakening 14x per kill. Getting rid of offhand hits means the slinger has 337 hits and the sniper 408. Now some of this may be due to some slight differences in rotation (dirty blast more here or there 63 vs 68). Assuming that every other hemo has a wounding shots during weak dots, that represents 4*2*7 hemo ticks or 56 ticks which would bring it much closer to that expected value... http://parsely.io/parser/view/271095/ It appears to pretty consistently give about half the # of HB ticks on the weakened dots section. Far as I can tell, yes it is specifically the weakened dots. Link to comment Share on other sites More sharing options...
AjentWashington Posted May 12, 2017 Share Posted May 12, 2017 (edited) There's a really simple answer as to why this occurs and it's that hemorrhaging Blast doesn't tick ever time it isn't supposed to. You can see this burn actually reading the log itself or just by looking a thing total ticks. Hem Blast should be at double the ticks that snipers have of weakening Blast because the number of internal ticks is the same and it only triggers off of mainhand damage from wounding shots. If you double the normal damage for the top slinger parse you get just 7 damage under that of the top sniper parse's WB normal damage (possible 7 Lowe because of slightly higher ratio of offhanded non critsto mh non crits). There are a few places in the log view for the top slinger parse where it's apparent as well. (For slingers the hemorrhaging Blast that is triggered appears right before the damage that is supposed to trigger it in the log. Could be part of the problem.) For the long view way of seeing things, go to 00:18:57.058 on this parse and you'll see a hem Blast not trigger off of a wounding shots when a dot occurs at the same time as it: http://parsely.io/parser/view/273322/0 There are more points where this happens in the log, this is just the first one. Part of the problem could be double ticks of dots interfering with wounding shot shot triggering hem Blast because this is the case very often from what's I saw into this parse. Edited May 12, 2017 by AjentWashington Link to comment Share on other sites More sharing options...
Izisvi Posted July 12, 2017 Author Share Posted July 12, 2017 Just updating for 5.3, it seems that whether intentionally, or incidentally with the other changes, they have fixed the disparity between weakening blast and Hemorrhaging Blast. Yay Gunslingers Link to comment Share on other sites More sharing options...
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