Results
Use the following "damage per chi" table to determine when it becomes economical to substitute SCK for one of your other attacks.
The attack to be replaced appears in the left column.
The number of targets to be hit with SCK are displayed in the top row.
The numbers in the grid represent the number of stacks (read: "unique targets hit within the last 15 seconds") required
before SCK is worth using in place of the other attack. A red cell indicates there aren't enough unique targets available
to justify using SCK over the ability in the left column.
So, for example, if you didn't change any of the numbers in the form, and you're fighting 7 enemies at once, you could use SCK instead of SotW if you had 6 (or more) stacks. But you'd never use it in place of RJW unless you had somehow attacked 9 (out of 7) unique enemies.
By the way, Whirling Dragon Punch here is considered to be a 2-GCD attack consisting of RSK+WDP.
We're not entirely sure if WDP by itself lasts 1.0 seconds, 1.5 seconds, or 1.5 seconds reduced by haste.
Let us know if we need to fix it.
SCK stacks - priority: damage per chi
|
Number of enemies grouped up for AOE |
Ability to be replaced
|
Fists of Fury |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Whirling Dragon Punch |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Rushing Jade Wind |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Strike of the Windlord |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Rising Sun Kick |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Blackout Kick |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
|
If you mouse over any of the numbers in the middle of the grid, a little tooltip should pop up with the damage numbers used in the calculation.
Use the following "damage per second" table if you somehow have unlimited resources and can afford to spam SCK without losing out on any of your other abilities. I don't know, maybe Serenity makes it to 7.0 without any further changes. Anyway, this chart is very much like the previous chart, except it's tracking damage per second instead of damage per resource.
Some of the grid cells contain two numbers. The number on the left refers to how many stacks you'll need with Combo Strikes,
and the number on the right refers to how many stacks you'll need without Combo Strikes. A yellow cell indicates there are enough enemies to use SCK with Combo Strikes, but not enough to use SCK twice in a row.
For example, using the default values in the form, if you had unlimited resources and 5+ stacks, you could spam SCK to the exclusion of all else, at least until your stacks dropped off.
SCK stacks - priority: damage per second
|
Number of enemies grouped up for AOE |
Ability to be replaced
|
Fists of Fury |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Whirling Dragon Punch |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Rushing Jade Wind |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Strike of the Windlord |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Rising Sun Kick |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Blackout Kick |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Chi Burst |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
|
Go on, mouse over something! Those tooltips want to pretend they're useful.
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