Vorpal Crit severity: Addition of 50%
My projected critical severity (without Cambion Magus, vorpal, and Half-Orc Racial bonus: 143%)
Proportional diminishing returns with addtion of that 50% vs the old damage guides which only considered a base @ 75%:
50%/(75+50%) = 40% contribution to total critical severity, OR, (50%/(75%+50% + X)) Where X is your base damage, or 100%
This means Vorpal is only 22.222...% of your total damage output at 100% crit rate
VS 50%/(143%+50%) = 25.9% of your critical damage contribution OR...
17.1% of your total damage contribution @ 100% crit rate; The proportional diminishing return of total damage output has made me consider some other type of enchantment for PvE.
In comparison; There are several other Weapon Enchantments out there that could be more valuable than vorpal due to them being more party friendly (More damage for everyone instead of only yourself, or potentially, buffs from holy avenger (I really did consider it, that 37.5% extra weapon damage looks very attractive if you can run unstoppable for most of the durration of that 7.5% proc, alongside all those other benefits))
Let me know what you all think, and weather or not I should go back to what everyone else does, instead of trying to explore this route.
(My crit severity is boosted partially by wildstorm elixir (10%) Potency flasks (7.5%, but the normal one only yields 5%), Squash Soup (5%), and the rest is all my own. (102.5% currently).
Also if anyone has a good method of controlling variables while using Action Combat Tracker, please do inform me. I tested both on the test dummy in PE on the test server. The vorpal was Transcendent and the Plague Fire I used was rank 10, and I still netted larger DPS than I did with Vorpal (ACTUAL dps, at it's peak in the 5 minute rotation of encounters, plaguefire out-dps'd Vorpal by ~20k damage IIRC). I would have judged this more off of total damage output if GwF didn't have so many other variables going on (destroyer stacks/rampaging madness/etc. etc.)
EDIT: Sorry if I seem redundant etc. from the post I made in "Vorpal vs Plague Fire" thread, I just thought it would be better to bring this to the focus of the conversation since it's what I'm really concerned about.
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Adrik Battlefate-DC DO Virtuous | Cassi Woodsheart-HR PF Trapper
The 143% was inaccurate, off by 2.5% on that calculation by accident, but it is actually possible to reach 160.5% critical severity if you have cambion magus, Half-orc racial, and IF and ONLY IF adorable pocket protector proc's the 5% critical severity bonus.
Although, this assumes you're running with an epic boar, (a waste of a slot where something far more useful could be used, i.e. Air Archon, Young yeti, etc.
It is also important to note that the suggestion of logging the damage through a dungeon with the same group will not be an over-all effective way to test these damage outputs; This is because your damage that can be dealt is limited by the damage output others do. If you debuff something with plage fire or Feytouched enchantment, you're going to also reduce the amount of total damage you can deal because everyone else will also have higher damage contributions as well.
In regaurds to Lostmauth set, you're correct. My logged damage contribution via Lostmauth procs was lesser via Plague Fire Rank 10 vs Transcendent Vorpal However, Sure strike covered this damage gap when using Plague Fire.With Plague Fire Rank 10 slotted, Lostmauth's damage contribution dropped by 3% while sure strike climbed by 5% and indomitable battle strike dropped to only 8% of total damage contribution (big hit, but has a cool down, unlike sure strike which is further enhanced via atk spd in unstoppable state; Oddly, per strike, Sure Strike dealt, on average, 14% more damage per hit while the rank 10 Plaguefire was slotted. Transcendent vorpal couldn't compete. OTOH Indombitable battle strike did over 450k damage per strike on average with Transcendent slotted, while Plage-fire only did 325K on average.
At Peak Damage-Per-Second (Not the "DPS" people refer to in dungeons), Plaguefire won by a negligable amount. My crit rate was 84% though, so it's possible that Vorpal could still be more effective, but the overal gain from any other weapon enchantment can't be denied. All-around, you're going to get more benefit from something else probably. (team friendly)
Thanks for seeing my point though. Most other people have given me a hard time with it because they don't take into account the opportunity costs of using it over something else.
Edit: I see in a different post. you used some potions and 2 suboptimal companions. Well, I would like to see some data on how weapon damage performing. It would be very helpful for comparison.
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Adrik Battlefate-DC DO Virtuous | Cassi Woodsheart-HR PF Trapper
Wildstorm Elixir = +10% Active Companion bonus (Erinyes of Belial) +5% Squash soup +5% Major/Superior flask of potency + 7.5% ; All stack, + 15% crit severity from GwF heroic Feat, + Tyrany of Dragon's Last boon 1/3 (5%) + base 75% +2% (IWD boon)
My current is only 124% though. (regularly), Sometimes Adorable pocket pet will add 5% to that.
EDIT: sorry for the double post, I meant to edit the prior post.
Join the Greycloaks
Ana-GWF SM Destroyer | Farseer-CW MoF Renegade | Leon-GF SM Tactician
Adrik Battlefate-DC DO Virtuous | Cassi Woodsheart-HR PF Trapper
Join the Greycloaks
Ana-GWF SM Destroyer | Farseer-CW MoF Renegade | Leon-GF SM Tactician
Adrik Battlefate-DC DO Virtuous | Cassi Woodsheart-HR PF Trapper
About the diminishing return, that's arguable, since the game lost the curves mechanic after mod 6, the term is problematic. I wouldn't be so sure about it. However, I have yet to test it properly so I'll leave it at that.
In addition, a well balanced party will include at least 1 support toon if not two. The majority are using Plagues, said Plagues will not stack with their own rank which will either force the GWF to go with a much lower rank or adjust according to the party. Plagues are problematic in group play, especially if you're a primary striker and you're dependent on your weapon enchantment, hence why a selfish, non-group oriented enchantment would be logically preferable. If the class will ever get the well deserved rework (and seperation from the GF paragon, a result of devs being absolutely lazy), we might recieve more group oriented buffs/debuffs built into the feats, I would reconsider things accordingly. For now, min/max wise, Vorpal is still the best choice with a high crit build.
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