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Thanks to everyone who voted and/or commented in my last thread. I am looking for people's opinions on Siglint Thunder vs Deadly Weapon mainly, but in my last thread "other" got a lot of votes so I will include more in the poll.
For Deadly Weapon if I interpret correctly, it will boost critical damage by 7 for 1 minute on 2 minute cooldown. If base critical damage is 195, this becomes 202 so there is a 3.59% damage increase which occurs half the time. This would mean it increases your dps by about 1.795%.
As for the damaging abilities, from what I've seen Siglint Thunder seems to be the most praised. Does your ATK/MATK affect its damage or is it fixed (I have read it can crit)? Does anyone have an idea on the multiplier? Even a relative damage to the most commonly used smash for your character would be nice too.
Other abilities I will note:
Masaka Smash seems cool and useful in Arcana. It has a longer cooldown, is its damage proportional to this longer cooldown?
Graceful Weapon is probably useful too but personally I don't think I'd be able to utilize a fluctuating attack speed boost.
Power Battery is probably useful for certain SP hungry classes too.
Kommentare
Curse messes up the timing of counters and dodges, and it's hard to time the dodge as the boss starts moving again. Also it is very annoying if it triggers as the boss jumps/flies so we need to wait a long time for him to come down.
Deadly Weapon is good for xgun where Bolt Storm is 100% crit. But you need to be crit capped for it to be better, which will be hard for new raids.
Power Battery SP is too tiny.
Graceful Weapon is good for every raid since there is no speed cap, and more speed is more fun, so this is the best.
Would like to say that this is on point. My main is a Fiona, and I can not tell you how much I love the enemy suddenly and unpredictably slowing down and screwing up my counters. Particularly when I just interrupted my combo with deflect and now it suddenly fizzles and I'm left standing there with no deflect and no combo.
Easier Raids/RAR (3-5 minutes): Not gonna play long enough for most to matter. Masaka Smash is fun here for that one sandbag moment.
Longer Raids (6 - 10 minutes): Options such as speed or crit modifiers are more viable since you can proc a few times.
Dungeons: Prefer Siglint Thunder lv4/5 for assistance with clearing out mobs. More useful than shaken.
Never: Any of the "Curses".
Sometimes I consider the weapon too. For example Xgun Kai might do power battery. Like pairing Masaka Smash with characters that have a designated kick move such as Whip Arisha.
Battle Enlightenment is the most interesting to me because I'd love to see how well it works when combined with Stamina Potion and Festivel Cookie. However, I've never been able to test this out.
As Yagamin said, Power Battery is simply not strong enough to aid SP hungry characters at all. They would turn to Cat Statue artifact and Skill Awakening SP Reduction instead. The only place Power Battery might actually have any kind of significance is when mitigating glaive Lynn's SP drain from Jade Fox, and even then I think you'd need to be in trans.
3 hits each 6k dmg = 18k total.