I've tested both combinations quite extensively and Focus and Restraint seems stronger. If, by chance you roll a godlike Traveler's Pledge (%Fire Crit/Cit Socket) and a great compass rose, it might be as good, or in some situations, slightly better.
I agree i`ve also tested, and same conclusion. But for the maths the max discipline on the SOJ should be like +200% dmg for the multishot, wich is in my opinion more than enough to beat the F&R 50% and the 40% (for 75%+ life) ambush on hellfire.
Sincerily i dont know how the dmg for the multishot on the UE is scaled, i think is from the base dmg then, so having a low base dmg wich is basicilly what happens in the endless+hellfire combo, results in a lower dmg.
F/R is the way to go for damage. Endless Walk is the way to go for serious damage reduction.
I would guess that Endless Walk will end up being more of an endgame nonseasonal option than for seasonal DH builds.
While comparing Endless Walk with any other option, please keep in mind that the set bonus is not the only plus; Compass Rose has +1 primary affix. In my case I was able to find one with dex+chd+chc+AS+socket, which I believe closes the gap, might even pass the F+R with a few digits. What you really need to consider is if you can manage to increase uptime of EW damage bonus, because UE requires a lot of dodging/moving due to fact that it hasn't got a pet+sentry army like Marauder or damage/toughness trade off tolerance like Shadow set. Besides the fifth passive is more essential in achieving higher output than it is for the other sets. UE is also the least punished set for utilizing a generator which all favor using F+R over EW "for" UE builds.
UE is a bit trickier than usual because of the discipline damage. With that said, EW+SoJ is theoretically stronger, but it doesn't always work out in actuality and a lot depends on an individuals play style; whether they are playing in a group or solo, do you stutterstep a lot, and overall habits when an attack is launched right at you.
we'll assume we have 40% Fire from the bracers and ammy, 86 discipline as per usual, and 10% elite damage on the weapon, just to give FnR a hand for the comparison:
EW + SoJ:
EW is 100% more dmg, but we'll look at it for 0%, 25%, 50%, 75% and 100%
SoJ is giving us 20% more fire, 12 more discipline and 30% elite damage
= EW * Fire Damage * Elite Damage * (20 * Discipline)
IMO the extra primary on CP gets cancelled out by the lack of standard primaries on SoJ (can't get both CHC/CHD on SoJ), so I'll ignore that primary for now.
FnR + Hellfire:
FnR is 125% more damage combined
the hellfire we'll say gives us ambush, so ~11.3% more dmg(with a 60% DML considered)
but mind you this is active 100% of the time.
50% of the time EW+SoJ is either more powerful by a fair bit, or quite a bit weaker. So I think use what ever suits your play style better.
That was a nice analysis TastySoup. One of the things I like about UE is it is a very agile build. Maybe it plays a little different on PC than Console (where I play D3) but I think UE is about constantly re-positioning yourself in relation to mobs. F+R does not penalize you for this but Endless Walk does. In group play with a support providing better grouping and crowd control the picture is not so clear, but lets be honest, in this patch there is only 1 build for serious DPS pushing and the DH is not it, so the primary focus of the DH is solo pushing, which blows, but that is just how Blizzard rolls.
With the current patch, if you stay above 93.5% damage with EW, you will deal more damage than FnR versus non-elites.
Steady Aim will also have a lot to do with playstyle, so it's hard to truly judge the passive. But sure I'll bite:
Steady Aim won't be active all the time, monsters will slip by making you drop the passive entirely:
=2.25 * 1.4 * 35.4
now with steady aim:
=2.25 * 1.4 * 1.2 * 35.4
EW @ no Steady Aim FnR:
X = 111.51 / 1.6 / 39.4
X = 0.768
so staying above 76.8% will make EW equal to no SA FnR.
best case scenario for EW is:
=2 * 1.6 * 39.4
difference versus trash mobs:
=((133.812 / 126.08) - 1) * 100
Now realistically, you shouldn't be standing around wailing on only trash mobs, you should be using multishot to pull the trash towards elites.
EW+SoJ is faster at killing elites and the rift guardian by:
=2 * 1.6 * 1.4 * 39.4
=2.25 * 1.4 * 1.1 * 1.2 * 35.4
difference versus elites:
=((176.512 / 147.1932) - 1) * 100
The Rift Guardian takes about 1/4 to 1/5 of the the timer to complete a rift more often than not, so you clear that last 4-3 minutes of the rift 19.92% faster, not to mention every elite pack you find will die 19.92% faster, allowing you to collect globes and keep going.
You can't look at FnR in it's absolute best case scenario and exclude EW's best case scenario in the comparison, both of them have advantages that depend on play style a lot. I for one much prefer FnR, but I can't deny that if you accommodate EW's greatest strength, by constantly pushing forwards to find elites, then it can out perform FnR. Also, some people won't be able to keep Steady Aim up constantly, so the passive won't be the best choice for them and will result in a lot less damage then EW, so again, use what's best for your play style.
Don't expect EW+SoJ to work better than FnR if you are just standing around shooting trash mobs and don't expect FnR to kill the RG or an Elite pack faster, because that isn't it's strength. Like I said, both set-ups have major strengths and weakness and you need to accommodate the set-ups strength and your play style for them to perform at the fullest.
I just did a quick check to see how the 40% per discipline instead of 20% fares for this question.
Ended up with:
0% - 88.256x
25% - 110.32x
50% - 132.384x
75% - 154.448x
100% - 176.512x
FnR - 136.522x (with Ambush HfA).
Seems that EW is only better if you can maintain it giving you more than 50% damage, but since as others have said, UE is glass cannon and needs a lot of movement, that's a bit unrealistic. So seems FnR is still better.