MisterHank wrote on Jan 9
th, 2017 at 9:22am:
Dear Mr. 5 Foot Step,
Sup.
MisterHank wrote on Jan 9
th, 2017 at 9:22am:
Don't you think taking away some AP from kensei or ninja spy and putting them into AA tree would be more dps? With your 386 spellpower the imbue would hit for 3x as much (9d8 instead of 3d8), which is about 130 more, not taking into consideration the spellpower increase. No, wait, nevermind just did some rough math and seems like the 20 ranged power from kensei is more dps in the end....
Kensei is indeed more. Also, higher tiers of AA would require more ranger levels, also costing RP from 10K (or being Helf, costing a feat and extra AP)
MisterHank wrote on Jan 9
th, 2017 at 9:22am:
What about sting of the ninja tho, no clue of its dps but a lot of mob types are immune to poison damage (ew, poison damage), also, it has a 3 sec cooldown and everything you hit probably won't last long enough to gain more than two stacks. That's 2 whole AP, free 1 more and you can get another 2d8 imbue dice...
Sting does not work the way that you think it does. The tooltip is poorly worded, the listed cooldown is for the stance activation, not the proc, lol. It does not have a cooldown, it primarily damages on proc, and very few things are immune to supernatural poison, even the ones that probably should be (including undead). Full stacks are pretty common on anything that doesn't die immediately, and also it doubles my quiver of poison damage when stacked.
2d8*3.84=34.74
vs
20d4 * 2 = 100 * .15 = 15 x 2.39 = 35.85 + (11 / 2 = 5.5) quiver = 41.35, not counting the rare occasions when you don't crit for 3 full seconds and the DoT tick goes off.
Adding 4d8 more to elemental arrows would obviously be more than just Sting, but then you also losing dex, SA, etc from moving 13 AP in addition to the race/class change problem.
MisterHank wrote on Jan 9
th, 2017 at 9:22am:
Btw I'm not sure but isn't critical damage 40% of base damage instead of 35% (5% chance for +200% and 10% chance for +300%)?
The critical damage is indeed +40%, but that is also where I account for auto misses on rolled 1s, so 40 - 5.
MisterHank wrote on Jan 9
th, 2017 at 9:22am:
Also, did you take melee power in physical shuriken damage calculation, instead of ranged power? Cuz it says MP: "168.74375 x 2.39 (MP)", and seems like different number than used for ranged power in your calculation of the sneak damage.
That was a typo. Generally RP and MP are interchangeable in these calcs; however, the poison talk above made me notice that poison is supposed to scale with MP and not RP. I will have to confirm in game (I will see if poison damage goes up on 10k), and then take 10k and feat RP out of the sting calc if not.
Also, SA scales with 150% RP. So if 139 RP is normally a 2.39 multiplier then 139 is a 3.08 multiplier for SA damage (139 * 1.5 = 208.5 / 100 = 2.08 + 1 = 3.08)
MisterHank wrote on Jan 9
th, 2017 at 9:22am:
One more thing, what about the force imbue, it has smaller damage dice but hey, its irresistable! ..... What am I saying you can have both, and just switch according to mob resistances/immunities.
It is lower and it costs more AP since you still have to buy the elemental arrows to advance it. "Irresistable" is not strictly speaking true. Force does not get lowered by mob MRR, but there are still mobs with force absorption (including all golems IIRC, and maybe some other stuff.) I use acid right now, which is not widely resisted. If there were a hypothetical highly acid resistant endgame quest (or if I went fire for some reason and wanted to run the shroud, etc), then I would just reset enhancements to change elements before and after that quest. I've got 4 million plat on multiple characters, it's no big deal.