The Go Go Gadget Guide to Everything Gadgets

Discussion in 'Oracle’s Database (Guides)' started by TheDark, Feb 15, 2013.

Thread Status:
Not open for further replies.
  1. TheDark Devoted Player


    Right now CryoField is one DoT you'll want in the background. There are other DoT powers that are weaker. Some players jumped the gun and were about to have it so one part of Gadgets is all DoT but I shut that down in the Dev discussion thread. Burst is just more practical & still something you'll want to use. Right now I don't like that we have 2 DoT supercharge types.
    • Like x 1
  2. TheDark Devoted Player

    Base Info for 1.5 Stats Revamp Incomplete
    04/05/17
    Thermite mine isn't controlling in Troll role but will in damage role. The PI buffed damage from EMP in damage role is bugged. However, it's working in Controller role. Sticky Bomb is fixed and is no longer dealing the damage range of 3 targets. It works as intended and deals full damage range of 1 SB to primary target and splits the damage of another SB on the surrounding targets. Because it's a multitarget power, it deals the damage range of 2 SB's. I also added more control effects info for most of the power like number of targets hit and duration.

    UPDATE*4/11/2017* EMP PI now works properly. Thermite's stun now works in Controller role.

    Keep in mind that regardless of the range on the powers that are debuffs, the debuff itself registers on targets even if you are using a melee range power and the target is far range.

    For all multi target powers, the average is doubled.
    # Range with 8419 Might
    Base Range
    Base Average and/or Base Total

    EMP (buffed but bugged)
    Cool down 2.5 seconds
    Power Cost 300
    PI electrified enemies take additional damage
    Defense debuff 10% & last for 12 seconds
    Controller: Stuns for about 7 seconds on NPCs with no Breakout Profile. 2 seconds for some NPC profiles. Stuns 8 targets.
    Damage: No control effect
    Instant damage with no delay
    Burst
    Multi Target
    13 meter distance radius for CC & Damage
    360 degree Area of Effect
    No Pi DPS
    6830-10%=6147 to 7541-10%=6786
    91-101
    96 average

    NO Pi Damage in DPS role BUGGED

    No PI Troll Role
    6598-7168
    87-95
    91 average
    With PI Troll Role
    7195-7983
    95-105
    100 average


    CUFF EM (didn’t update damage)
    Cool down 0.5s
    Power Cost 100
    Dazes enemies
    Retains Stealth
    Instant Damage
    Controller &Damage: Stuns for 12 seconds
    Burst
    Single Target
    7 meter distance
    5283-5773
    78 – 86
    82 average


    SURPRISE ATTACK (buffed updated)
    Cool down 2.5 seconds
    Power cost of 300
    Dazed enemies take additional damage
    Controller & Damage: Knock Down
    Instant Damage
    Burst
    Single Target
    About 10 to 12 meters
    No PI
    8283-9029
    123-134
    129 average
    With PI
    9190-9962
    136-148
    142 average

    STEALTH PROC (updated)
    Only occurs when transitioning out of Stealth (Surprise Attack)
    Burst
    Single Target
    4866-5384
    72-80
    76 average

    GAUSS GRENADE (updated)
    Cool down 0.5 seconds
    Power Cost 200
    Electrifies enemies
    Dazed or Frostbitten enemies take additional damage
    No Control Effect in either role
    Instant Damage
    Burst
    Multi Target
    Far Range
    25 meter Distance
    No PI
    4313- 4777
    64-71
    68 average
    With PI
    4715-5204
    70-77
    74 average

    TASER PULL (updated)
    Cool down 2.5 seconds
    Power Cost 200
    Electrifies enemies
    Controller: Pulls and Stuns 1 target for about 6 seconds on NPCs with no Breakout Profile
    Damage: Pulls 1 Target but No Stun.
    Instant Damage
    Burst
    Single Target
    Far range
    25 meter distance
    Troll Role 5762-6497
    86-96
    91 average
    DPS: 6641-10%= 5,976 to 7258–10%=6532
    89-97
    93 average


    VORTEX CANNON (updated)
    Cool Down 3 seconds
    Power Cost 300
    Dazed enemies take additional damage
    Damage Debuff 10% (All Debuffs now last 12 seconds)
    Controller: Knock Down then Stun for 6 seconds on NPCs with no Breakout Profile. 4 Seconds on some NPC profiles. Controls 8 targets
    Damage: No Control Effect
    Instant Damage
    Burst
    Multi Target
    Mid range
    Around 12 to 13 meter distance
    No PI DPS
    6153-10%=5,537 to 6796-10%=6116
    82-91
    87 Average
    With PI DPS
    6754-10%=6078 to 7479-10%=6731
    90-100
    95 average

    NO PI in TROLL Role
    4918-5416
    73-80
    77 average
    With PI in TROLL ROLE
    5450-5947
    81-88
    85 average

    NEURAL NEUTRALIZER (damage was not updated)
    Cool Down 12 seconds
    Power Cost 200
    Dazes enemies
    Dazed enemies take additional damage
    Base Shielding Percentage: 40.75%
    Controller: Stuns 8 to 10 targets for 7 seconds
    Damage: Stuns 8 targets for 4 seconds
    Instant Damage
    Burst
    Multi Target
    Melee Range
    5 meter distance
    No PI
    2021-2218
    30-33
    31.5 average
    With PI
    2233-2414
    33-36
    34.5 (35) average



    CRYOFIELD (same)
    Cool Down 6 second
    Power Cost 300
    Frostbitten enemies take additional damage & may be encased in Ice cubes
    Heal Debuff 25% last for 12 seconds
    Damage Over Time
    Multi Target
    Melee to Mid range
    12 meter distance/radius on 360 degree AoE around your toon
    Controller: Stuns 8 to 9 targets for 6 seconds
    Damage: Roots 8 targets
    15 ticks – Rapid ticks (good for D.P.S.) About 2 ticks per second
    No PI
    540-606
    8-9
    8.5 (9) average
    120 total low – 135 total high
    128 total average
    With PI
    606-673
    9-10 average
    135 total low – 150 total high
    143 total average

    CRYOFOAM (same)
    Cool Down 1.5 seconds
    Power Cost 200
    Inflicts Frostbite
    Burning or Electrified enemies take additional damage
    Grounds, Stuns & Roots Targets
    Controller: Roots & Stuns 8 targets for 7 seconds then grounds primary target only.
    Damage: Roots 8 targets for 7 seconds
    Burst
    Multi Target
    Far Range 25 meters
    12 meter 360 degree AoE
    No PI
    4041-4443
    60-66
    63 average
    With PI
    4450-4881
    66-72
    69 average

    FEAR GAS (did not update damage)
    Cool Down 2 seconds
    Power Cost 200
    Inflicts Dazing PI
    Burning or Electrified enemies take additional damage
    1 second mobile Channeling
    Controller: Stuns 8 targets for 7 seconds
    Damage: Stuns 8 targets for 4 seconds
    Far Range
    24 Meter Distance
    Damage Over Time
    No PI
    10 ticks
    First 2 ticks are minor burst type damage
    1619-1808
    24-27
    24*2= 48 low 27*2= 54 high
    51 total average on the first 2 minor burst hits
    The proceeding 8 ticks are DoT tick
    202-268
    3-4
    3*8= 24 low 4 * 8= 32 high
    28 total average on the 8 ticks of DoT
    Total for Fear Gas with NO PI
    72 total low & 86 total high
    79 total average (no PI)

    With PI
    3 ticks of minor Burst Damage
    1755 – 1951
    26-29
    26*3= 78 total low & 87 total high
    83 average
    The third tick deals a knock down effect.
    Prematurely jump canceling allows for full damage to register.

    IMPLOSION MINE (nerfed)
    Cooldown 0.5 seconds
    Power Cost 100
    Electrified enemies take additional damage
    Controller & Damage: Pull & briefly stuns 8 surrounding targets
    Vulnerable to Interrupt
    Retains Stealth
    Burst
    Melee Range
    Damage registers 1 second after power is triggered
    360 degree AoE with a radius of about 5 meters
    You can extend the range from 5m to 12 meters if you plant the Mine, then use Self Destruct
    No PI
    4059-4512
    60-67
    64 average
    With PI
    4470-4913
    66-73
    70 average

    STICKY BOMB (updated)
    Cooldown 3 seconds
    Power Cost 300
    Burning enemies take additional damage
    Enemies encased by Ice, Nature, Mental, Light, Earth or Gadgets will explode & damage nearby targets – Damage will not register on SB burst due to the breaking of the encasement
    Healing Debuff 25%
    Burst
    Damage registers about 1 second after casting
    Multi Target
    Controller & Damage: Stuns primary target then deals a knock down to 8 surrounding NPCs plus the primary target
    Far Range @ 25 meters
    360 degree AoE on target with 7 meter radius
    No PI
    4177-4646
    62-69
    66 average
    With PI
    4582-5109
    68-76
    72 average

    THERMITE MINE (damage not checked)
    Cooldown 0.5 seconds
    Power Cost 100
    Inflicts Burning
    Enemies encased by Ice, Nature, Mental, Light, Earth or Gadgets will explode & damage nearby targets
    Vulnerable to Interrupt
    Damage: Stuns 8 targets for 3 seconds
    NO CC in Controller Role BUG**
    Retains Stealth
    Melee Range
    Damage registers 1 second after power is triggered
    360 degree AoE with a radius of about 5 meters
    You can extend the range from 5m to 7-9 meters if you plant the Mine, then use Self Destruct
    No stun
    Damage Over Time
    5 ticks
    No PI
    542-606
    8-9
    40 total low – 45 total high
    42.5 (43) average


    PARALYZING DART (updated)
    Cooldown 0.5 seconds
    Power Cost 100
    Burning or Electrified enemies take additional damage
    Damage Debuff 10% for 12 seconds
    Instant Damage
    Burst
    Multi Target
    Damage & Controller: Stuns 1 Target for 6 seconds on NPCs with no Breakout Profile
    Far range over 28 meters
    360 degree AoE on target with 7 meter radius
    No PI DPS
    3273-10%= 2945 to 3624-10%= 3261
    44-48
    46 average
    With PI
    3562-10%=3205 to 3944-10%= 3549
    48-53
    51 average

    NAPALM GRENADE (buffed/updated)
    Cooldown 0.5 seconds
    Power Cost 200
    Inflicts Burning
    Dazed or Frostbitten enemies take additional damage
    Multi Target
    No Control Effect in either role
    Far range over 25 meters
    360 degree AoE on target with 7 meter radius
    Damage Over Time
    6 ticks over 3 seconds
    No PI
    741-807
    11-12
    12 (11.5) average
    66 total low – 72 total high
    69 average

    With PI
    813-873
    12-13
    13 (12.5)average
    72 total low – 78 total high
    75 average
  3. TheDark Devoted Player

    I didn't get to Photon Blast damage but in controller role it deals no control effects. I may not get to Suppressor Turret, Robot Sidekick, Batarangs, or Heat Vision either. Depends on my schedule. I have some free time this week but I'll be spending it on the new content.
  4. Crimson Mayhem Loyal Player

    I like Implosion Mine now for melee builds. Same damage as Cryo Foam but for half the Power cost. I'm considering to use it from Stealth to utilize the Enhanced Stealth mod invulnerability so I don't get interrupted, but Stealth is obviously much better for single target builds with Surprise Attack.

    Turret just seems bad. Even if its dps compares favorably to Robo Sidekick (didn't test this in depth) it's still only 50% uptime with a long castbar that goes on cooldown even if you're interrupted and don't actually summon it. It's not worth the Power cost at all.

    I say it should be reverted to 100% uptime even if that means that its damage will get reduced. Either 15s duration and 15s cooldown or better 12s cooldown similar to Snow Devil and Swarm so that we can have 2 out at once for a couple seconds, or at least replace it more smoothly. With a 12-15s cooldown it is much more useful as a tool for both clipping and aggro shifting and those have always been key mechanics for Gadgets in some form or another.
  5. jflusson Well-Known Player

    how is gadget base and gear mods going to be for the stat revamp? might? prec? both?
  6. Crimson Mayhem Loyal Player

    Any combination of Might, Prec and Power depending on your build. There's no more forced AM spec, you'll have to either wait for the revamp launch to see what becomes FOTM or make your own build from scratch.
  7. Penryn The Gadgeteer

    Base Damage Values for the Revamped Iconic Powers:
    Batarang Multishot: Two ticks of 32-35
    Freezing Breath: Four ticks of 44-49
    Gag Glove: 59-66
    Heat Vision: Four ticks of 47-52 and Twelve ticks of 1-3
    Sonic Cry: 63-69
    Sonic Shout: Four ticks of 43-47

    New Tactical Mods:
    The Team-Up mod has given us new "Restorative" mods. They restore a little bit of health every time you use a specific power - with a 12 second cooldown. So far I've seen Fear Gas, Sticky Bomb and Taser Pull versions.
  8. Crimson Mayhem Loyal Player

    I'm intrigued by the new Heat Vision since you can JC it to get fewer ticks for less power consumption, and the damage range seems decent. No use in parsing DPS now but I'm curious to see how channeled and JCed Heat Vision could be used in different builds.
  9. Penryn The Gadgeteer

    I've got a pretty good idea of what the optimum Gadgets group rotation looks like. PM me if you want details on it. It is horrible to play.

    For solo targets, Taser Pull, Stealth, and Heat Vision offer some possibilities. I still need to do more testing to find the optimum rotation though.
  10. Crimson Mayhem Loyal Player

    I'm very hopeful for a single target Stealth build. Stasis Field won't make you lose as much damage on single targets so SC focused lends itself well to that. I'm thinking of a melee build with Enhanced Stealth to make sure you aren't interrupted during Sneak Attack and also to make you invulnerable 2.5 seconds out of 12 which is pretty damn good.
  11. Penryn The Gadgeteer

    I'm not having much luck making Heat Vision work on single-target melee. It takes too long to channel and the cooldown timer is just a bit too long to gel with the rotations I've been trying. The small damage ticks are almost inconsequential compared to what you could be using.

    MA Uppercut, Battle Display, Taser Pull, Stealth, and Robot Sidekick are producing good single-target results so far. The cooldown on Taser Pull works well if you're using MA Uppercut. Stealth can easily mess you up though. If you attack too quickly coming out of Stealth, you end up doing the wrong weapon attack.
  12. Crimson Mayhem Loyal Player

    Taser Pull is definitely the go-to option for single target damage. As with your suggested build you can just build around Taser and weapon combos in between. For a faster clipping or even PFT build JCed Heat Vision is viable though. Its total damage is a bit lower than Taser but it's decent enough to fit in between Taser casts if you don't want to use longer combos.
  13. Penryn The Gadgeteer

    Relevant post I just made in the "Standings" thread:
    https://forums.daybreakgames.com/dc...dps-standings-might-spec.285693/#post-3931622

    You can see my Group and Single target videos there.

    I was able to achieve very similar results using All Might and All Precision builds.

    Here are a couple of things I learned from that Single-Target melee build:
    * Don't try to use Photon Blast. For the amount of time it takes to channel, you can be doing more damage with weapons and setting up your next Taser Pull.
    * Trying to work in Heat Vision was a mistake for a melee build. You lose a lot of time setting up a relatively weak burning DoT and I didn't have anything on that build that benefited from Burning.

    I'll have to do more testing on ranged builds.

    I really hate that group melee build.
  14. Crimson Mayhem Loyal Player

    The group build looks about as painful as my Impact Arrow build. Looks like channels are troublesome now although I guess regular channels "might" pay off more in PFT builds since they have a higher damage : power ratio.
    The iconic channels that actually drain power per second don't seem viable to me without JC since you could easily get more damage per second for the same power per second in a non-channel PFT spec. Maybe we can get them buffed or at least the power drain removed/decreased for a better damage : power ratio.
  15. Penryn The Gadgeteer

    A few miscellaneous notes from the last round of StatsRevamp testing:
    1. Thermite/Implosion Mine were not contributing to the hit counter.
    2. Using Surprise Attack would take you out of combat. Not sure if this is a bug or good/bad thing.
    3. Battle Drone was returning less power than Quantum's SC. I'll have to test this again during the next StatsRevamp period. I don't think we want Battle Drone returning less power than every other Controller supercharge. The difference isn't much, but I don't want terrible pet damage being the justification for reduced power return.
    4. Even with the tac mod, Fear Gas was still vulnerable to interrupt.

    Did anyone else find anything "interesting"?
  16. Perdition Committed Player


    indeed, it should give the same amount of power, most trolls give a shield. from my end then dmg can stay aswell to compensate for not shielding the group. btw thank you for all the testing you guys are doing.
  17. Crimson Mayhem Loyal Player

    As for Surprise Attack, I can't imagine when getting out of combat would ever be bad. You get the short armory cooldown and out of combat regen. The only problem I can think of that I'm not sure can actually happen is that a boss may reset if you're the only player and force yourself out of combat.
  18. Penryn The Gadgeteer

    From what I've observed, in-combat and out-of-combat power regen are the same. It takes a set amount of time for your power bar to regen.

    I am wondering if dropping combat may reset an instance. I'll have to try that on the next StatsRevamp build.
  19. Crimson Mayhem Loyal Player

    There's the out-of-combat regen proficiency though which is a 100% increase on live. I hope it will be the same on test because this is one of the most useful proficiencies imo.
  20. Penryn The Gadgeteer

    I was looking over my notes from Revamp 1.5 and tried to identify some non-bug areas of concern for Gadgets. Assuming we get a final polishing pass, I will bring these issues up:

    Suppressor Turret
    This thing is terrible in its current state. At the very least, the cast bar needs to be removed and the cooldown timer reduced. It would be neat if it could be reworked into something more useful, but that may require more time than what is available.

    Sticky Bomb
    Sticky Bomb doesn't have much going for it right under StatsRevamp 1.5. The damage division bug was fixed and its base damage value is about at the same level as Cryo-Foam. I can't see many people using it in its current state.

    Replenishing Adapter
    Will only proc when using weapons while playing Gadgets. If you're trying to Play-from-the-Tray, this is inconvenient.

    Anyone have any other thoughts?
Thread Status:
Not open for further replies.