if you go all-in on it, dragon tail is a better build than phoenix strike. You're actually able to deal decent aoe damage on every attack instead of fumbling around with charges, although the knockback is both a blessing and curse in that you keep enemies locked up like leap but have to chase after them constantly as you knock them out of kick range. You could be either a trap hybrid like the riftsin, or go demented all-in by putting 20 tiger strike and change it up
I really don't know what the ideal mix would be though. Decrepify basically doubles your explosion on the target, merc infinity though breaks some immunes and also basically doubles it. But then on your own gear you weigh facets against %ed against +skills, since they all have multiplicative scaling with dragon tail. If you build strong enough you can just tear through mobs with dragon tail alone, no charge up tiger strike, but if you build tiger strike than % ed on gear is much lower marginal utility. If your only % ed come from stats and merc might, a fortitude is huge. If you've got +2700% tiger strike, then a 4x facet armor would be far better.
So trying to mix and match different gear possibilities off the top of my head for each slot you'd have;
weapon: lawbringer, 30/30 facet phase blade, beast, last wish, +6 claw of quickness with 2x facets
armor: fortitude, enigma, 20/20 facet
shield: phoenix, 160/60 jmod, 20/20 facet jmod, stormshield
helm: rare circlet with 2x facet, rare circlet with 2x 40/15, 15/15 or 120/45 blue circlet, coa
gloves: crafted +2 ma / cb gloves, steelrands, dracs, 3/20 ma/ias gloves
belt: arachs, tgods, dungos, string
rings: soj, raven
ammy: 3 ma / whatever blue, crafted sin, maras, highlords, atmas
boots: dancers, upped gores, rare myrmidons
merc: a2 might/pride, or eth reapers, or infinity
Some of the damage totals aren't bad. A somewhat balanced build for example: lawbringer pb, fortitude, phoenix, +2 sin / 2 facets, 3 ma amulet, soj/raven, steelrends, dancers, arachs, infinity merc. When just using dragon tail with no charges, that hits around 1670 avg kick damage with 450% explosion with +10% for about 24.8k after resists against mobs reduced to -50% physical / -100% fire: 1670 kick deals 2505, becomes 110% of 450% of that for 12.4k, then doubled to 24.8k. Against some 50/75 mob reduced to 0% physical / -48% fire, it deals 12.2k. It has some slight discomfort in staggering your kicks due to firestorm, but its not terrible because of the short action frame and the healing aura is rather nice, and the character fully benefits from both +% ed and -% fire resists
now lets say a ridiculous build with 30/30 sword, 20/20 armor, 20/20 shield, 15/15 helm, +3 ammy, 2x soj, +3 gloves, arachs, dancers, lacerator on switch, infinity/might merc. You power up a +2820% tiger strike and have uh lets say 600 str / 136 dex with +230% offweapon ed from might. That makes your kick deal about 10.6k damage, and against -100% physical / -100% fire resist after amp/conviction you deal 21.2k physical, of which 185% of 470% becomes fire for 184k fire damage which deals 369k after -resists or so
err
am I doing that calculation right? I feel like it would be somewhat limited by the HP pool of monsters to actually deal the % of fire damage based on HP lost if your physical is more than their HP, but it would be interested to see if you could OHKO an uber by hitting a nearby trash mob
well at any rate in testing, I was unable to find any non-immune monsters in players 8 that didn't die in 1 hit. and I forgot I was testing without amp damage...
This post was edited by Goomshill on Mar 19 2018 01:04am