[2.2] Everything you need to know about UE & M6 Optimization + Spreadsheet
Spreadhsheet download
[Introduction]
So you might remember my post back in the beginning of 2.1.2 where I outlined why the physical element is superior to cold for the M6 CA build, and which also helped to spark the whole Taeguk + Hexing Pants meta. Back then I used a spreadsheet that I had created to math out the differences between each build and compare different item and skill choices. Now, I have updated it for 2.2.0 and polished it, so that it is in a state that can give approximate results for almost any situations and rift layout, including runtime, buffs, cooldowns, number of enemies, number of elite packs, area damage procs etc., and I also decided to release it for public use this time.
I have also uploaded a video on my Youtube channel where I go over the how the spreadsheet works and how I concluded my results here if you want to check that out. Obviously it's a little bit difficult to model everything in a spreadsheet like this, and not all of the numbers are exactly accurate. Other than that, just reading this post should be more or less enough to give you an understanding of relative strength of the builds and item preferences.
When it comes to the actual damage values in the spreadsheet, I have tried to model fights versus different amounts of monsters and the fact that you will not hit everything all the time. This was done by assigning a share of your total time spent in the rift to each monster group size and then calculating approximate values for total damage done per skill use for every increment. I feel that the numbers I used are a little bit too generous towards large groups for your average rift but should be more or less adequate for very dense dream rifts (remember we're talking about "optimization" here). Also, I divided the sheet dps by 1 million to make the numbers more readable. No matter if my "rift calculation" is correct or not, you will still have the exact same stat weighs (other than area damage obviously) because those are not influenced by it.
General assumptions for the spreadsheet are a high-end character with the following stats:
Paragon 800
Rank 70 gems
11000 dexterity
Max rolls on everything
Dex, CC, CHD, socket on Hellfire and rings
Full glass cannon
I have also run the numbers on a lower geared character, but the relative strength of the builds / item choices won't really change if you just have lower dex / gems / weapon damage etc, just the total damage done decreases. If you have really crappy items (e.g. you miss 2-3 full RCR or CC rolls and have vitality instead), the missing stats will obviously become more desirable. For every other setup the following numbers are what you can expect to see in the game as well.
My general conclusion is that this time around, there are many "if's" because the numbers are fairly close, and a lot will depend on your rift composition. To give you a couple of examples, getting a power pylon will decrease the benefit of Calamity and Marked for Death but favors Balefire and crossbows. Similarly, a channeling pylon will favor the faster weapons. For Windforce, you want to have rifts with big monsters that can be knockbacked, for Leonine you want to have very dense rifts where you can get insane area damage procs.
[Convention of Elements + Hexing Pants vs. Focus + Restraint]
It's pretty clear that Focus + Restraint win by a large margin. For the record, other combinations than CoE + Mr Yan / Pride's / Cindercoat are not even worth considering if you don't want to use F+R (yes, Manald Heal is shit for UE). In the updated version of the spreadsheet, I added Convention of Elements (assuming a flat multiplicative 50% damage increase, yes you can time it, but you will also have a lot of wasted procs because you might just kill stuff in 1-2 seconds with nothing left on the screen) instead of a Stone of Jordan, which makes double Unity even worse (20-30% less than CoE). Depending on setup, F+R are about 25-40% stronger than any other combinations (50-80% more than double Unity + Hexing Pants). Since we have less resources to work with, F+R favor fast weapons with high dps, which makes crossbows seem to be about 5% worse than Bows and 10% worse than Balefire / Calamity if you have equally rolled weapons (meaning relative to the maximum possible roll, a 3000dps crossbow will still be more or less on par with a 3000dps Calamity). Because we don't use Pride's Fall / Hexing Pants anymore, we will have to regenerate a lot more, thus putting more emphasis on attack speed rather than passive reg, companion use or globes.
[Slow weapons vs. fast weapons]
So back in my old post I was talking about how strong bows and Calamity seem to be, however in practice they have never turned out to be better (or were just about even) and everyone still went with crossbows (also due to easy availability of near perfect rolls by crafting Arcane Barbs). Well, first of all I found and corrected something in the spreadsheet that was favoring faster weapons by a few %, but most importantly it comes down to how effectively you can spend your passively generated hatred. Imagine the following scenario: You don't have any hatred regen, no Templar, no health globes and no skills that regenerate hatred; what's left is the hatred you regenerate from shooting generators and nothing else. Let's say you need to cast two generators in order to cast one spender, so you can cycle 2 - 1 - 2 - 1 - 2 - 1 indefinitely. In this scenario, your attack speed will not have any influence whatsoever on the cycle, and the only metric that will define your damage is weapon DPS. Since this is not a realistic scenario, it is all about how you can spend the leftover hatred from all the things I have excluded before. The higher the share of this passive regen, the better the slower weapons become (since they have better damage per hatred spent ratios). You can see an example of this in the video.
[M6 Cold vs. Phys]
Темата беше редактирана от Benifios на 22/04/2015 - 16:47ч.
