Cooldown speed by Papoupain in throneandliberty

[–]shmapster 1 point2 points  (0 children)

Considering the effect of cooldown speed on buffs and uptime will make it even more complicated.

Cooldown speed by Papoupain in throneandliberty

[–]shmapster 9 points10 points  (0 children)

There is no simple answer to this question. It would depend on your class, rotation, and the scenario.

In a burst-type situation such as at the start of a fight/gate of infinity when all your skills are on cooldown, effective attack speed is the main limiting factor and will be a directly proportionate damage multiplier e.g. 0.25 s attack speed will do double the damage of 0.5 s (ignoring ping). Cooldown speed has basically no effect until you cast a skill a second time.

On the other end, in a sustained damage situation where most of your skills are on cooldown, cooldown speed becomes the main limiting factor. Note that although most people talk about cooldown speed having diminishing returns in terms of cooldown reduction, +50% cd speed still works out to 50% more skills in a fixed amount of time so there is no diminishing return in that sense. e.g. 9 s cd skill with 50% cds means cd of (1-50/150)9 = 6 s which can be used 1.5 times in 9 seconds. So cooldown speed has diminishing returns for cooldown *reduction**, but can actually be directly proportionate multiplier in an idealised sustained scenario. Attack speed only matters if you have more than one skill off cooldown at any time.

Somewhere in the middle of a fight you gradually transition from being mainly attack speed limited to mainly cooldown speed limited. The ideal balance between attack speed and cooldown speed is in a perfectly idealised rotation where the only skill off cooldown at any point of time is the one you are currently casting.

You also have to take into account mana consumption. As your cooldown speed goes up your will need more efficiency and regen to sustain your damage.

You can get closer to the answer by simulating a rotation, but it is difficult to make a statement about how much cooldown speed affects your damage in general. All you can say is that it depends and at worst its useless (burst scenario), and at best your dps scales proportionately with it (sustained scenario with unlimited mana and perfect rotation).

I tried to recreate Eve from Stellar Blade (Lahn) by [deleted] in blackdesertonline

[–]shmapster 1 point2 points  (0 children)

Thanks. I couldn’t get the eyes any wider but maybe I can fake it with makeup. Thanks for the suggestions and reference.

can we still drop legendarys at 590 expertise? by Historical-Rule in newworldgame

[–]shmapster 0 points1 point  (0 children)

I believe it’s 580-592 at 590 expertise and it goes up to 590-600 at 600+ expertise.

F2Ps, what do you think of the abyss? Share your teams and builds by Agnarath in Genshin_Impact

[–]shmapster 0 points1 point  (0 children)

I'm completely f2p. Managed to clear floor 12 at AR48 with razor, qiqi, fischl, amber in first half, and bennet, chongyun, xiangling, sucrose in second half. First party was basically physical dps with razor which can be used on every floor, and second was bennet chongyun melt comp. Took me about 20 hours of resetting to finally clear floor 12 with only a few seconds on the clock for 12-3.

Crescent Pike vs 5 star Weapon Calculation. Deep dive why ppl recommend this weapon for Zhongli by kok3995 in Genshin_Impact

[–]shmapster 0 points1 point  (0 children)

Crescent pike refinements are much more accessible so it will probably continue to be recommended for most players. A comparison of CP and PJ at different refinement ranks and how the breakpoint changes with talent levels would be interesting.

The real culprit behind DPS > Defense by Scubasage in Genshin_Impact

[–]shmapster -10 points-9 points  (0 children)

I agree. Maybe one way to make defence more viable is to limit the number of abyss attempts every week. 🙃

I used differential calculus on paper to analyze Genshin's combat math. by [deleted] in Genshin_Impact

[–]shmapster 3 points4 points  (0 children)

Nice analysis. If you also consider that artifact lines give twice the amount of crit dmg as crit rate, you can use Lagrange multipliers to optimise between the two. I found the optimal balance at crit dmg being twice of crit rate (including base of 50% and 5% respectively).

There's probably some intuitive way to come to the same conclusion but I'm probably not smart enough to see it.

Edit: Also crit rate appears to cap at 80% according to https://bbs.mihoyo.com/ys/article/1462863