Just wanted to know whether my logic is correct here:
Seven Sided Strike (SSS).
Crimson Rune (CR).
Indigo Rune (IR).
SSS (7 hits each dealing 130% weapon damage) with CR (damage increases to 234% weapon damage per hit) thus
7*234 = 1638% weapon damage in total.
OR
SSS (7 hits each dealing 130% weapon damage) with IR (increase number of hits to 14) thus
14*130 = 1820% weapon damage in total.
So is it correct to assume that SSS with IR is the best?
Depends if the extra hits make the ability last longer or not. While it is certainly more spirit-efficient, if increasing the number of hits increased the time it takes to execute the ability, then the crimson rune alternative has a much higher DPS.
If the extra hits don't increase the execution time then yes it's strictly better. Probably.
Just wanted to know whether my logic is correct here:
Seven Sided Strike (SSS).
Crimson Rune (CR).
Indigo Rune (IR).
SSS (7 hits each dealing 130% weapon damage) with CR (damage increases to 234% weapon damage per hit) thus
7*234 = 1638% weapon damage in total.
OR
SSS (7 hits each dealing 130% weapon damage) with IR (increase number of hits to 14) thus
14*130 = 1820% weapon damage in total.
So is it correct to assume that SSS with IR is the best?
IR does more overall damage, but takes more time as well. So you're trading less damage per second for more damage per spirit. Is that worth it? It's up to you and how you want to build your monk.
Personally I'd take the crimson rune since the damage difference is small, and I can spend the extra time building more spirit to hit SSS again.
Just wanted to know whether my logic is correct here:
Seven Sided Strike (SSS).
Crimson Rune (CR).
Indigo Rune (IR).
SSS (7 hits each dealing 130% weapon damage) with CR (damage increases to 234% weapon damage per hit) thus
7*234 = 1638% weapon damage in total.
OR
SSS (7 hits each dealing 130% weapon damage) with IR (increase number of hits to 14) thus
14*130 = 1820% weapon damage in total.
So is it correct to assume that SSS with IR is the best?
Depends if the extra hits make the ability last longer or not. While it is certainly more spirit-efficient, if increasing the number of hits increased the time it takes to execute the ability, then the crimson rune alternative has a much higher DPS.
If the extra hits don't increase the execution time then yes it's strictly better. Probably.
Mmm, probably true. But yeah, can't see that 14 strikes will take the same amount of time as 7, unless they speed it up, which I doudt. Thanks anyway
it also depends on how the defense/armor mechanics work in d3, because you might actually inflicted less damage if there is some kind of absolute damage reduction.
for the sake of argument lets say you are fighting an armored monster that reduces whatever damage you deal to it by an absolute amount of 26 (ignoring any % damage reduction mechanic) and that you do 100 damage. So when you just punch him, you actually do 74 damage.
So if you use sss with indigo and crimson you would do the following damage:
crimson = (7 hits) *(234-26) = 1456 damage
indigo = (14 hits) * (130 -26) = 1456 damage
So in this situation any monster that reduces damage by an absolute amount of more than 26 than crimson is better, and if it reduces damage less than 26 indigo is better.
So it really depends on how much damage you actually do in combination to the defense of the monster: if you intend to use on tough monsters/bosses crimson and your actual hits just are scratches than crimson will probably do more damage; or if your hits do a significant amount of damage then indigo will probably be better.
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First time poster here, long time lurker.
Just wanted to know whether my logic is correct here:
Seven Sided Strike (SSS).
Crimson Rune (CR).
Indigo Rune (IR).
SSS (7 hits each dealing 130% weapon damage) with CR (damage increases to 234% weapon damage per hit) thus
7*234 = 1638% weapon damage in total.
OR
SSS (7 hits each dealing 130% weapon damage) with IR (increase number of hits to 14) thus
14*130 = 1820% weapon damage in total.
So is it correct to assume that SSS with IR is the best?
Depends if the extra hits make the ability last longer or not. While it is certainly more spirit-efficient, if increasing the number of hits increased the time it takes to execute the ability, then the crimson rune alternative has a much higher DPS.
If the extra hits don't increase the execution time then yes it's strictly better. Probably.
IR does more overall damage, but takes more time as well. So you're trading less damage per second for more damage per spirit. Is that worth it? It's up to you and how you want to build your monk.
Personally I'd take the crimson rune since the damage difference is small, and I can spend the extra time building more spirit to hit SSS again.
<3
Mmm, probably true. But yeah, can't see that 14 strikes will take the same amount of time as 7, unless they speed it up, which I doudt. Thanks anyway
for the sake of argument lets say you are fighting an armored monster that reduces whatever damage you deal to it by an absolute amount of 26 (ignoring any % damage reduction mechanic) and that you do 100 damage. So when you just punch him, you actually do 74 damage.
So if you use sss with indigo and crimson you would do the following damage:
crimson = (7 hits) *(234-26) = 1456 damage
indigo = (14 hits) * (130 -26) = 1456 damage
So in this situation any monster that reduces damage by an absolute amount of more than 26 than crimson is better, and if it reduces damage less than 26 indigo is better.
So it really depends on how much damage you actually do in combination to the defense of the monster: if you intend to use on tough monsters/bosses crimson and your actual hits just are scratches than crimson will probably do more damage; or if your hits do a significant amount of damage then indigo will probably be better.