Quote (MindVirus @ Apr 13 2021 05:16pm)
My first impression upon reading the guide was that the extra dmg potential on a trapper for such a little sacrifice was great, but then after a little testing I realized this:
Since you evidently like to calculate, ill throw in some math here. The thing is, your calculations for dmg output consider insta amp proc, hitting all kicks in 2 series (6 kicks in a row) and CB proc in every hit. There's a misconception regarding how probability works and considering things in isolation to one another when they are actually intertwined... Disregarding the amp proc, the chances of all kicks in 2 series connecting + procing CB with a 95% hit chance vs. 0% block is only 2%..
The probabilty of getting at least 1 amp proc within 6 kicks is around 25% in the same scenario. If you consider the more realistic scenarios you pictured vs. a 12k def barb with a 65% hit chance with 0% block and 58% hit chance and 75% vs. a pally, the probability of proccing amp at least once within 6 kicks is 18% and 4,3%, respectively. The chance of hitting 6 kicks in a row and proccing CB in these scenarios is 0,21% and 0,00003%.
On the other hand, the probability of proccing OW (with only Ber Ber claw) at least once in both scenarios is 83,6% and 30%. Thats why most kickers recommend going for the OW route instead of CB.
Formula for acumulated probability (c): c = p ^ n wheres p is probabilty of an event occurring and n is the number of repetitions. In this casep = CtH*(1-CtB)*%CB (or OW/amp).
Formula for proccing amp/OW at least once is 1 - probability of not hitting and not proccing, so c = 1 - (1 - p) ^ n, p is the same as in the formula above.
TLDR: Real CB and CtC amp dmg potential isn't as great as shown in practice.
My first impression of this was before running any numbers at all and i made a Trapsin on asgard and wanted to have kicks with ctc amp without limiting gear, as i had good experience with that from pvm.
So i tried out berber and was supriced over its amazing kill speed.
Im not made to play Trapsin correct, im way to offensive so i mainly had ghosts previous. Having this amazing kick made assa fun for me, it was my 3rd funniest char on asgard after bvc and telewolf. (later i made ghost/kick who i liked better and ofc i had chaos and more physical related claw on my Trapsin as well.
It slayed people really fast.
Then i ran it true excel, but on paper for me it looked crap compared to ingame testing.
Ofc, since this was asgard you reach quite absurd stats.
Anyway this was my Trapsin gear:
Claw 1:
Runic 2assa/3ls/3mb/3clawblock/40ias/fool's/5ctc amp/2soc i think it had 250ar as well. Ber ber.
Claw 2:
2assa/3ls/3mb/3wb/40ias/adds/2 * psn facets
Wiz gloves
Bug belt
Eod
Valk 08 cham
Upped gores
2/20/60life/20@
10fcr/20str/15dex/90mana/120ar/11@ (i think it was this)
Wisp (yes :p)
8 trap sks
8 x 36ar/20life
1 x 15/70
Torch
Annie
Cube:
2 * gt 15str/6venom/6fade/2 psn facets
Maras
2 sojs
Demon limb
This is quite some attack rating
the oak was a nice touch as meat shield as well xD
You are right, vs block chars with high def such as paladins you dont trigger amp as often. But you never perform a melee attack on palas unless you have 3wofs/1woi/1ls up. In which case gives you time or force him to charge out if he is a hammer, if he is a smiter this is a duel u rarely win if he is good and you need other playstyle vs them.
There are however a few thing:
When enemies got swirl, there are traps and shit as well as ur kicking them. In this scenario people will try wsg out. When a character runs its not as simple as defense is set to 0. You actually have 100% hit chance when enemies run, not 95. As well as block is 1/3rd of their current.
So apparat from palas and barbs all the other chars instantly tries to wsg away and ur at 100% hit chance.
Anyway, even though my sin is only lvl 89 on eu nl it hit quite consistent and amps pretty fast vs most, and yes it kills some hammers, and vs smiters i mostly wirl(its not trap dmg based).