2013-07-18, 04:51 PM
user Wrote:I agree, it's really frustrating when I finally hit unique ability only to be downgraded back to epic/rare after using a few circulators from getting nothing useful. And I don't intend to invest nx to obtain legendary ability, so I think I will keep the buff duration. Thanks for your opinion.
I forgot to mention that I have +15% max crit damage from Decent SE, but my presumption is that it isn't a large enough increase to make a small %crit rate increase significant in my damage output.
Also, if it is not too much to ask, would you mind elaborating on the bolded section of your comment? (And if possible, would you be able to provide numbers? I am interested in the mathematics behind that claim.)
Even Wrote:Believe they also removed the chance of getting critical lines, at least on unique. You're meant to get up to 10-11% critical and I've used about 100 circulators on unique rank, still the best I got was 13% drop rate. Could be totally wrong on this but I HATE this new inner ability, its only good for those that want to aim for attack speed and for the rest its kinda sucky (apart from the fixed numbers of stat ofc).
edit: Could someone tell me if having 10-20% more critical on a xenon is more beneficial than 5-10% boss dmg?
[MENTION=5956]hadriel[/MENTION] can you help on this?
I currently have this of total dmg/boss (note that my weapons are still not cubed, so Im looking into gaining another 90% boss/total dmg in the future, however after nerf xenon lose 40% total dmg on skills)
60% multilatern
80% opatz code
15% ds link
10% da link
11% char cards
3% Da card
27% rank 11-50 dojo glove (I know I suck for now)
I also have decent se, meaning it bumps my avg crit dmg to 1.5x
Was also thinking of aiming for 32% buff duration. After Xenon nerf the duration of opatz will be down to 30 sec, having 20% from mechanic card and 32% will bump it up to pre nerf duration and I can also get the 20% from empathy (as perviously asked, it will probably be the same as the current empathy but it caps at 20% instead of 30%).
What I really mean is that before the nerf criticals looks more appealing that boss dmg, and afterwards buff duration looks WAAAAAAAAAAAAY more appealing than either one of them. Opatz has annoying long cast time and duration buffed by 102% (assuming I get 50% on legendary obviously) will mean I'll have it up with all 20 energy charges over 66% of the time. This also helps my decent ability skills (since a miss doesnt seem to be a miss in ems, you cant change equips even if a target misses on you)
So what do you guys think? Aim for buff duration and eventually cube for legendary or try getting criticals?
hadriel Wrote:Given that you have DSE, as you said your average crit damage is 1.5x, at the limit of 90% crit, another 10% crit will give you an increase in DPS of about 3.45%. This is the absolute minimum increase in DPS (7.14% starting at 80% crit for a 20% crit rate increase), and this number will increase as your actual crit rate decreases. Assuming Linear Perspective still gives 40% crit rate, with DSE and Hyper Crit and Phantom Link you're standing at 75% crit, so a 10-20% increase in crit rate from here is about 3.64% - 7.27%.
Let's take the pre-nerfed Xenon numbers, but I note you missed out Hypers and Kanna contributions (didn't include Kanna here): 60+80+15+10+11+3+27+20 = 226%, or a damage factor of 3.26. An additional 5-10%Boss would bring that damage factor up to 3.31-3.36, so it's an increase of about 1.53-3.07% DPS. This number will go up after nerf because of a lower starting damage factor, so losing 40% from OOPArt and Multilaterals will bring the increase in DPS up to 1.75-3.50%. One should also note that with OOPArt and Multilateral I-VI alone pre-nerf, that's 140% already (or 160% with Hypers), so the diminishing return sets in strongly right from the onset, at 2.08-4.17% (1.92-3.85% with Hypers); after nerf those numbers are 2.50-5.00% (4.17-8.33% with Hypers). You have lost half of the effectiveness of that 5-10%Boss right from the start.
JoeTang has raised this point before: should you use your points in your Xenon energy gauge, or should you try to keep it maxed for the extra damage? You will often use Amaranth Generator and Extra Supply for the purposes of full recasting, so half the time you will be on full gauge, and half the time you will be on empty/charging up if we consider the rebuffing of OOPArt only and you having about 50%BD from Mechanic card and IA. A recharge rate of 60% per instance of you being attacked is pretty high (idk about multi-hit skills) so think about it. If the map has a rope, then casting delay becomes a moot point, but this is very situation-dependent. I can see the benefits of keeping your gauge maxed, but I have my reservations about just how much more or less those benefits are compared to swapping out the %BD IA for crit rate - I've not played a Xenon before so I cannot do those numbers.
Hadriel
TL
R:Boss dmg is pomegranatety, buff duration is only needed on bosses that increase chance of dying before lvl 150 hyper is up again (because you really need this to rebuff after death, this is mainly on bosses that cast DR and Ark who loves to call instant death skill). Crit rate is for sure the best option for now, but when RED patch arrive you can obtain 15% crit chance ring and then boss dmg wins (only if you aim for legendary tier) but on unique buff duration or some w.att bonus is the best option after that outside of legendary. Also if you use buff freezers (idk if gms have them or not), buff duration becomes less useful, since you wont lose opatz and all other energy skills upon death.
But you also have to remember that Opatz becomes 30 sec after nerf, idk about you but I really dont like that short duration. Im probably aiming for 15% crit ring, 50% buff duration (on legendary tier) and then use guild crit chance for the last 5% whenever I need it. That way my opatz will be 54 sec (with 20% mech card, 50% inner and 10% from empathy), I'd say 24 more sec on opatz is better than 20% boss dmg for sure.




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