So, post the changes to the [Dmg] modifier, does that change the efficacy of the Spiral Wave Disruptors (SWD)? With a base mod set of [Acc]x2 [Dmg]x2 followed by a static [CritX] at UR and [Acc/Dmg] at Epic, that essentially gives the SWD's seven modifiers at Epic (if you consider that [CritX] is essentially two modifiers since it affects both chance and severity)
Comparing them side-by-side to my [CritD]x3 [Pen] AP's, both being at MkXIV UR, the SWD's have a base damage value of 481.1 (384.9 dps) and the AP's have 585.4 (468.3 dps). Seems weird that the base damage spread is a little over 100 points.
I'm curious to know if anybody has any experience comparing these in actual game play. Especially if anybody has done (or is willing to do) the math to support the data in performance. Upgrading is expensive, never mind the upfront cost of the SWD's, but if they will ultimately compete against the standard battery of AP dps-chasing weapons, I'd like to know before I jump in feet first.
PAUL H. OLIVER
ADM, TAC, AG
Adjutant General
The Jade Empire
0
Comments
The results I have seen from most tests have shown that if you tend to run a lower Critical Hit chance that the [DMG] Mod is superior. For higher Crit builds and builds based on abilities like Surgical Strikes, CritD was still superior. Even then though, the results are pretty close.
The ACC Mod however, is still mostly worthless, so a beam with ACCx2 is not one I would ever consider upgrading if you're doing a PVE Build. Simply put, you rarely miss in PVE with or without that mod rending it pretty much useless. I get it that in this case they're 'extra' mods, but they honestly do nothing for you. I would personally invest in something else. The Elite Fleet Beams with [CrtD][DMGx3] have been looking very good from what I'm hearing.
If you already have CrtDx3 with Pen those are still the 'top dog,' and you're not going to do better then that.
ADM, TAC, AG
Adjutant General
The Jade Empire