I see a topic every day asking which infinity base to use for act 2 merc. Best base is often argued, because it is not trivial to include crushing blow damage in an analytical calculation, so I decided to make a simulation and write a guide about it.
Detailes are excluded for better visibility, I don't think anyone cares how many attacks per second a merc does, just wants to know what to use. I can share the details if there is interest.
Only the most used ias values are taken into account. 0 ias || 15 (ias jewel) || 20 (andy helm) || 35 (andy helm with ias jewel).
1. Average DPS for act2 merc. You can use this table for insight base too. Numbers will be different, but their relations to eachother are the same (Crushing blow damage excluded)2. Average seconds it takes to kill an unique monster in player 8. The smaller number the better! (Crushing blow included). Example: in a p8 run your merc would take this many seconds to kill Ventar the Unholy.3. Average seconds it takes to kill an unique monster in player 1. The smaller number the better! (Crushing blow included). Example: for p1 travincal boss, your merc would take around twice this many seconds, because they all have 50% dr.Conclusion:
- Not surprisingly all values end up being very similar. Higher avg dmg weapons are slower, lower avg dmg weapons are faster.
- Cryptic Axe is the best for insight if you use andy helm with ias jewel.
- Mancatcher is not the best infinity with any of these ias values.
- War Pike is always the worst infinity.
Notes:
- 10000 simulations were done on each number that you see in the tables.
- All tables are for infinity damage, but you can use the first table to decide on Insight base too.
- Every table assumes that forti and high level merc with might aura is used.
- Hit chance is not included in the calculation, because enemy defense and lvl highly varies. Merc almost always hits. Infinity removes the enemys defense. Insight has huge AR% bonus. Jab attack would have a slightly higher chance to hit, because the skill has AR% bonus, this is not considered.
- 0.85 jab and 0.15 normal attack chance is assumed. This is true if merc aura is already active.
- Physical damage reduction on enemy doesn't influence the best base. DR% applies to both crushing blow and the integer physical damage part equally. It would just make the fight twice as long.
- Calculation against act bosses is not included. Merc is usually used to kill immunes, and for tranvincal barb.
- Crushing blow damage is divided by the monster's hp increase with more players. In 8 players, it is not 1/8 but 1/36. However, because of the integer damage part, CB is still more effective with higher player count.
- Not related to act2 merc, but bugged calculation for act5 merc with headstriker was fixed a few weeks ago. Now double grief is the fastest dps weapon for an act 5 merc, previously it was eth upped headstriker by far.
This post was edited by Ethreain on Jun 20 2022 11:29am