Quote (Pointyy @ 11 August 2013 12:16)
Shakerx3 = 402 DPT (lvl 200)
Jabsx6 = 372 DPT (lvl 200)
Considering authority stacks;
402*1.24 + 402*1.48 + 402*1.72 + 402*.96=2170.8/4 turns
372*1.43 + 372*1.87 + 372*2*2 = 2715.6/4 turns
Therefore after 13 turns Shakerx3 becomes more effective.
If you're mono earth then you can't account for Gutting Gust or Uppercut damage, which ultimately means that for single-target DPT pure air is in fact superior to pure earth. Though you can neglect Uppercut for long term due to WP cost.
If you think about short-term and stack building only (which seems to be your plan), then why not build flurry?
Flurryx12 = 354 DPT (lvl 200)
but as you can see it maxes out quickly - nearly 100% chance of full stacks by the end of turn 2 (and probably half way through even!). Additionally you can match the Jabsx6 combo's chance by using Flurrx4,Shakerx2 and have a higher average DPT AND you don't have to split XP as much.
Additionally you could just build Impact, since it's AP is the same as Jabs (though it's damage is inferior the XP sink will increase the damage of your other more important skills).
Arguable. Flurry is less DPT, but benefits from increased air damage. I see some Air Iop use it, but I'm not partial to it. I'd prefer the extra base damage out of Jabs. Six Jabs and two Gutting Gust is often times than not plenty enough to trigger three Authority proc.
The point of fast Power building is to throw out stuns, which make a huge difference even in short term fights if you can build fast enough and target the right enemies.
In terms of "well this guy has high earth resist" then sure, it's fine to build air or fire. The only things fire has that can compete with Jab's DPA is Judgment - and only because it costs an MP, and Thunderbolt - if you can get them to stand next to something in flaming state. Thunderboltx3,CelestialSword is a very competitive combo for your AP. Judgmentx3 isn't as good as that, but it's still better than Jabs.
Same argument as with the Shaker ordeal - neglecting Gutting Gust. Judgment has the benefit of range and AoE though, something that Jabs lacks. The whole, "well this guy has high earth resist
" argument is exactly why to hybridize. It's no argument that mono hits harder in their element than hybrid. But versatility is so easy to achieve for not that much of a power loss.
: To address your point with Fire/Earth being better than Air/anything, fire brings nothing new to the table when hybridized with earth other than being another option to hit with (which is fine). Air on the other meshes better with it, and gives you new options to explore all the while being stronger for single-target damage.
What do you mean " Triple Shaker may ultimately do less damage pending on the situation, given how it has a 40% chance to negate any backstab bonuses"?
I don't like how you can't reliably get backstab with Shaker. Sometimes I just prefer getting double backstab hits with Devastate. Backstab for Rocknoceros & Devastate is really easy to achieve with 12 AP as well.
From what I can tell " A mono-elemental character can get four spells all to max level, if they have all other spells including the fifth of the branch at level zero. So ultimately three spells is ideal to maximize percent damage. A hybrid can do the same with two spells in each branch, and lose little to no damage in consequence." is not quite correct. A mono-element will typically have 30-40% more damage from mastery than a hybrid. Going dual-element over tri-element is a big advantage too. It really depends on what you are fighting, but dual element should be plenty really. Fire/earth is much more powerful than air+anything.
By the way don't forget the coefficient on your 5th spell is 0.2, so combined your last 3 spells are just as important as your second spell. Optimally you should have two spells at your max level, and the rest with XP equally split.
I suppose. Needless to say, I'd choose to have a third maxed out spell rather than two and evened out three spells. There's no reason to max out Impact or Charge, for example. If you want AoE, you have Devastate and if you want range, you have Rocknoceros. Charge's damage is so negligible and the stun rate is a default 10% across all levels, and so only serves as a CC stun spell for one less AP than Rocknoceros.
For maximum elemental mastery at 125 you'd have spell levels 125/125/102/102/102. That would yield you 117% damage and resist. Having 125/125/125/89/88 would yield 114% damage and resist, and give you a third spell with much higher base damage usage.
As far as hybrid percent damages go, a hybrid maxes out at roughly 99% damage and resist from spell XP allocation at level 125. This is less than a 20% difference, a rather large far cry from your suggested 30 to 40% difference. Both scenarios of mono and hybrid were calculated pending the other branches not used were at level zero, though that is negligible.
: I failed to mention Defensive Stance, one of the game's most powerful active skills, not being compatible with triple Shaker/Judgment. As someone who is not just dealing CC damage but also tanking hits, that +50 Block is vital to my already 25 Block. I like being able to put up such a high defense after hitting five times with Jabs.
I don't dislike Shaker and I think it's one of the strongest CC spells as far as damage/AP goes. I just don't think it's nearly as versatile. I rate it the third best Earth Iop spell after Rocknoceros and Devastate and so if I was mono, I would take it.
This post has been edited by Brokonaut - August 11, 2013, 14:42:33.
Reason for edit : Noted.