Phoenix.Brixy said: »
For physical bloodpacts is it worth going back to helios after the adjustments? I have been using a full set of bp+7, acc +28-30, and double attack +7/8 for all but the body to test it out. Ramuh has spiked as high as 60k on this months intense ambuscade. Averaging around 36k volt strikes and 48k on a double attack so it's quite a large jump in damage since it transfers ftp now.
Keep in mind this is a thought experiment rather than proof but:
According to Papesse's test, volt strike has about 14k a hit volt strike with BP DMG+153% with pDIF capped. pDIF for avatars caps at 4.2 and criticals add 1 to pdif but do not break the cap.
Given this information, to find how much bp damage adds and ignoring everything elses contributions to the equation to just get a "weight" you'd do:
BP Damage * 4.2 * base damage = 14,000
Then solve for base damage:
base damage = 14,000 / (4.2 * 2.53)
base damage = 14,000 / 10.626
base damage = 1,317
this base damage is determined by lots of things, ws mods, and who knows what else but for the purpose of our question how much DA is worth how much bp damage we will show that 100 DA will for volt strike add 1 hit to 3 making it's 4/3 = 1.33 or a 33% damage increase. This means 10 DA would add a 3.3% average damage increase.
1,317 * BP damage * 4.2 * (1 + DA Rate *.33) = final damage
Lets just plug in a few numbers:
10 DA 138 BP damage for convoker's +3 hands replacing merlinic hands in a full buff situation:
1,317 * 2.38 * 4.2 * (1 + .1 * .33) =
1,317 * 9.996 * 1.033 = 13,599
So changing 15 bp damage for 10 DA became a loss of 401 damage.
What about one helios might have an advantage in like apogee +1 head vs helios head for 10 bp dmg vs 7 bp dmg with 8 DA:
1,317 * 2.46 * 4.2 * (1 + .08 * .33) =
1,317 * 10.332 * 1.0264 = 13,966 so helios would lose by about 44 damage.
We can also devise a weight system for volt strike, though it will shift just like BP damage and MAB do for magic pacts. Basically though due to how BP damage applies to every hit (or at least we're assuming it does) instead of just the first hit like WS damage does, and how a successful double attack proc adds one hit to an already 3 hit blood pact making it's maximum contribution at 100% Double Attack go from 3/3 to 4/3 so 33%, 1 bp damage ends up being more or less worth about 3% double attack for average damage. This is a really bad conversion rate and it just gets worse with rush which is a 5 hit bp.
So unless it can be shown BP damage doesn't apply to all hits or something, then Helios is left far far behind.
Interestingly using this same weight system, AM3 on nirvana would add he following:
40% double attack and 20% triple attack. For a very rough conversion you could multiply double attack by .33 and triple attack by 5/3 or .66 this would lead am3 to adding:
1 + .4 * .33 + .2 * .66 = 1 + .132 + .132 = 1.264 or about 26 bp damage worth of average damage which is an insane amount.
Conclusion is that AM3 rules and Helios loses by a bit to apogee +1 (at least the head piece tested), at least for a pdif capped situation. Due to how crit works for avatars, it's harder to say for enticer's other than if you are at capped PDIF where crit rate does exactly nothing for Volt Strike because crits will increase damage by exactly nothing, Apogee +1 are for sure better. But if PDIF is not capped, it's really hard to say and due to the crit rate bonuses and more crit rate bonus from the tp bonus enticer's could very well win at lower pdif values.
Given too that Double attack will devalue AM3, I don't really see any reason to get helios.
Disclaimer repeat: this is a thought experiment, since all values for all equations aren't known I wouldn't treat it as more than that still, I'll use this to make my own gearing decision choices until something like complete models for bp's damage comes along and I kindly submit this for peer review.
Edit: fixing DA values for Helios as I looked at the wrong column on the wiki :<
Edit 2: fixed
Edit 3: revisiting above with the possibility of multi-hit procing twice would give .92 * .92 = .8464 chance 8% double attack wouldn't hit out of two chances, so .1536 chance it would.
1,317 * 2.46 * 4.2 * (1 + .1536 * .33) =
1,317 * 10.332 * 1.050688 = 14,296 would be a 296 damage average increase.
This makes it more interesting, though you'd have to also factor in am3 being devalued by 8% too, which takes 1.264 * .92 = 1.16104 which is probably a greater loss if you are a Nirvana owner as 14,000 * 1.264 = 17,967 and 14,296 * 1.16104 = 16,598 (and the contribution of am3 if oat multihit can proc up to 2x would actually be even more so that's low balling the difference).
So then you get into different sets for nirvana vs non nirvana owners, but you have to ask the question of does it actually behave like this. To answer that question you'd want to know if your tp return was ever even once above 5 hits or the damage is above 5 hits with am3 active or ever above 4 with just DA. For am3 at least, I can say no, I've never seen that but it'd be interesting to know for certain.
I think one take away is that helios with bp dmg 7 and da 8 for some pieces definitely closes the gap some on apogee +1 for volt strike so it's good if you already have it laying around or are starting out on smn and wish to invest in a helios set. I'd still stick with +1 apogee if you have it though especially if you have nirvana and intend to use AM3. Also I didn't compare the legs which come with bp damage but apogee legs also have DA and tons of bp damage as well as STR so I don't think it's one that needs compared except with enticer's at lower pdif.