Help me understand the mechanics here…is there a bonus damage effect when the Sp1 triggers? First pic is the Sp1 description, second is the base Rupture stats. Dr. Zola
Sorry still think it’s pointless outside of long fights light this. How many ruptures and how repeatable is this result?
Help me understand the mechanics here…is there a bonus damage effect when the Sp1 triggers? First pic is the Sp1 description, second is the base Rupture stats. Dr. Zola If you’re confused that the burst damage is much smaller than the rupture damage itself, the burst damage triggers on each of the four hits of sp1 so at max potency it does more damage than the ruptures themselves if left to tick down. The argument is that this is difficult to achieve and impractical with the sp1 being not useful if you don’t trigger it fast enough, but the theoretical benefit is there. I haven’t used Punk enough myself to weigh in on that argument though.
Help me understand the mechanics here…is there a bonus damage effect when the Sp1 triggers? First pic is the Sp1 description, second is the base Rupture stats. Dr. Zola If you’re confused that the burst damage is much smaller than the rupture damage itself, the burst damage triggers on each of the four hits of sp1 so at max potency it does more damage than the ruptures themselves if left to tick down. The argument is that this is difficult to achieve and impractical with the sp1 being not useful if you don’t trigger it fast enough, but the theoretical benefit is there. I haven’t used Punk enough myself to weigh in on that argument though. Just to clarify…Suppose there are 4 Ruptures on the defender (which would normally deal ~5542 damage each over time). When Punk drops his Sp1 (which is 4 hits), it removes the 4 Ruptures and deals up to 1637 instant damage per hit (max of 6548 damage per Rupture removed, in this case 4 ergo 26192 instant damage). This instant damage scales based on time remaining on the 14 second long DoT Ruptures (which if left to expire would have provided 22168 damage). If my calculations are correct, the max delta in damage would be around 4023. Of course, there would also have been Rupture DoT since it’s unlikely the Sp1 gets thrown with no time taken off the 14 second Rupture debuff. And I’m also assuming the “time remaining” would decrease the amount of instant damage as well. Am I understanding correctly? Just trying to get a sense of the magnitude of the damage bump. Dr. Zola