Ultos set feedback

I tested the Ultos set in v1.3 PT (Elementalist).

Change Log

Build

Result

Compared to v1.2.1.6, the sheet DPS increased by about 1.6%.

In practice, Ravager of Flesh kill time remained roughly the same (around 1 minute), so the change feels very minor in real combat.

Suggestion

The buff is certainly appreciated, but from my testing I did not observe any significant change in real performance. If I may make a slightly selfish suggestion, I would welcome a somewhat stronger adjustment. For example, adding a skill modifier that grants additional weapon damage to Primal Strike, or another change that results in roughly around a 5% overall performance increase, would make the difference more noticeable in practice.

6 Likes

This is fairly insignificant relative to the 500%WD. Probably why you don’t notice much difference.

Similarly on cadence flat damage boost doesn’t do too much.

2 Likes

True, and with Cadence it feels even sadder, since only every third strike actually benefits from it :cry:

2 Likes

With the latest update, Ultos has been buffed.

With this change, my build now looks like this:
image

DPS increased to 305,602, which is about 4% higher compared to v1.2.1.6.
It is a nice buff, thanks.

However, in actual fights against Ravager, the kill time remains the same. This could be due to my piloting, or perhaps simply the large damage variance inherent to lightning builds and getting an unfavorable roll.

In any case, I will continue testing Ultos.

You can’t just take the tooltip and say “DPS is about 4% higher”.

Especially when it’s just added electrocute damage.
The DPS tooltip sees that and just says “oh nice, 200 flat lightning damage per hit”.
But in reality you only get a tiny, meaningless DoT increase.

3 Likes

It indeed adds the whole electrocute damage, but that’s not what you’ll get while playing since dots from multiple hits don’t add up.
Assuming the GDtools hits/second is correct you get ~3 hits/s, so the 410/3s dot is 410/3/3 which is ~45 damage per hit extra on the dot damage. Similar effect to 9 extra weapon damage, but worse since it doesn’t leach. Only ‘useful’ if you run away and don’t spam.

1 Like

Here are the detailed damage values.

A 5% performance increase in a fight that lasts a minute comes down to… 3 seconds improvement. A series of high damage rolls by Ravager that puts the character in danger of dying would more than offset that.

A test dummy run (like the 4X dummy reset tests :banana: and group would occasionally post) would better translate buffing numbers into practice. And even then, it wouldn’t tell the whole story since GD Lightning damage is known for wide damage ranges, so what may feel like a buff may actually just be the game rolling higher numbers within the range during the testing.

Even that doesn’t dive into the survivability and incoming damage problems facing a super-boss like Ravager introduces when testing a set in a vacuum. Buffing survivability allows the player to focus (both mentally in the fight and in the gear builder) more on damage, which would raise the effective DPS in this type of fight.

2 Likes

maybe use %dmg oil and -rr cursed tincture for faster kill

It’s true that a 5% improvement in a ~60 second fight would only be about 3 seconds. However, with my piloting the kill time in v1.2.1.6 consistently lands around 1:01–1:03. I expected it to drop to around 0:58–1:00 in the v1.3 playtest, but after more than 10 runs I still haven’t managed to get it under 1 minute.

That would certainly make the kill faster, but my goal here is to compare the performance between v1.2.1.6 and the v1.3 playtest under the same setup.