So I hate Agressive Refrain

Kunder

Desert Nomad

Join Date: Nov 2010

Quote:
Originally Posted by Xenomortis
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Maths check.
In naive theory, Flurry is a 33% IAS and if maintained will result in 50% more hits in a given time interval.
Each of these hits only deals 75% of the normal damage.
1.5×0.75 = 1.125 - a 12.5% increase in average damage.
Since it's impossible to perfectly maintain Flurry without a recharge reduction modifier or something to enhance the duration, but it seems unlikely that Flurry will drop below being a 30% IAS assuming you have the energy (hitting a skill on recharge isn't hard, the main limiting factor is ping) - 7% increase in damage from autos.
Note: Flurry acts as a ~30% IAS if you activate it every 6 seconds.

Aggressive Refrain (and indeed any 25% IAS) results in 33% more hits in a given time interval.

When you start adding in adrenaline and damage boosts, Flurry does better simply because the damage reduction doesn't affect bonus damage (from skills or buffs) and the extra hits give more adrenaline (more damage skills or shout spamming).
That said, Flurry is bad because it takes up 3 pips of energy regen to keep up. Frenzy only takes two (a little less) but Aggressive Refrain is the most energy efficient (as well as being the most convenient and having a negligible downside).




Refer to the calculations above.
Looking at that, you have your IAS calculations wrong.
An X% IAS works by reducing the attack interval (time between hits) by X%
So a 33% IAS reduces the time between attacks by 33% which in effect (say 33% = 1/3) results in 50% more attacks (1 - 1/3 = 2/3 "time/attack multiplier" leads to a 3/2 "attacks per second multiplier").
So assuming perfect uptime on Flurry, the difference between it and AR (or indeed any 33% vs 25% IAS) is actually ~17% (1.5-1.33) more hits. If you treat Flurry as a 30% IAS you're looking at ~10% more hits. Whoops, don't know how I messed up my first one. However, I think I'm still right on the second. You calculate it simply by dividing the relative attack lengths as .75%/.66% = 13.6% change from 25%->33%.

Mike Jack

Academy Page

Join Date: Apr 2011

A place where people like to emo bond.

[EMO]

E/Mo

More HP in general is bad because it requires you to sacrifice runes that could be going towards defense (Sentinels, Blessed, Centurions, Tormentor's, Minion Master's etc.) Additional defense is usually superior to additional health.

Kirzath

Academy Page

Join Date: Oct 2007

W/

pro tip

Don't waste the skill slot - use rock candy or pumpkin pie for IAS.