Spider-Punk’s SP1

HassamaMamaHassamaMama Member Posts: 254 ★★
I’ve been a Punk fanatic since he released - I’m stoked he got a buff (even though he didn’t need it imo, but oh well). However, I’m still seeing people say his sp1 is useless.

Tbh from what I’ve seen the only thing buffed were his Physical Vulnerabilities (someone please confirm if able) - that has no bearing on his sp1’s function, which is to explode the Ruptures and convert the damage to Instant Rupture based on the Rupture debuffs formerly remaining duration (this is actually what I wanted them to buff - damage should purely based on bumber of Ruptures, not the Rupture debuffs’ remaining duration; the way it was/still is makes it too much of a race to the sp1).

However - his sp1 is a nuke. Sure, you could just let the sp2 Ruptures ride out and tick him down over time. But don’t for a second say the sp1 is useless.






Comments

  • BigBlueOxBigBlueOx Member Posts: 2,361 ★★★★★
    Sorry still think it’s pointless outside of long fights light this. How many ruptures and how repeatable is this result?
  • DrZolaDrZola Member Posts: 9,125 ★★★★★
    edited November 12



    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
  • EdisonLawEdisonLaw Member Posts: 7,641 ★★★★★
    I usually use the sp1 to close out fights after the sp2. Sp2 sp1 rotation is typically enough in short fights
  • SquidopusSquidopus Member Posts: 543 ★★★
    DrZola said:




    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.
  • HassamaMamaHassamaMama Member Posts: 254 ★★
    BigBlueOx said:

    Sorry still think it’s pointless outside of long fights light this. How many ruptures and how repeatable is this result?

    I’ve wrecked numerous r5a sig 200 Doctor Doom in under a minute doing the following:

    - Bait sp1s, punish with combo, intercept to get Phys Vulns and H to refresh
    - Build up to 2.9 bars
    - Sp2 (make sure it keeps opponent under 2 bars)
    - Bait one more sp1 to get another Rupture
    - Combo, Sp1

    The only difference in long fights is you thro an sp3 first. Then repeat that cycle. Don’t overcomplicate it because you never bothered learning how he works 🤷🏻‍♂️
  • HassamaMamaHassamaMama Member Posts: 254 ★★
    DrZola said:




    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

    Rupture debuffs are converted to a physical damage burst (Instant Rupture) and the damage of that burst scales based on the duration of the Rupture debuffs used up.
  • HassamaMamaHassamaMama Member Posts: 254 ★★
    Squidopus said:

    DrZola said:




    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.
    Appreciate the help explaining and your opinion - totally understand! My thing is I think people are making a bigger deal than it actually is about how to pull off that rotation. Once you learn it, it isn’t bad at all.
  • WednesdayLengthWednesdayLength Member Posts: 1,471 ★★★
    I think the issue is more that there's a lot of variables that affect the damage his sp1 does and it can be pretty hard to judge whether you're going to kill with it or not and he's massively dependent on good ai in order to get his intercepts off. It's less that the sp1 has no use and more that unless you're absolutely certain it's going to ko it's probably safer to just use another sp2
  • DrZolaDrZola Member Posts: 9,125 ★★★★★
    Squidopus said:

    DrZola said:




    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
  • captain_rogerscaptain_rogers Member Posts: 9,596 ★★★★★
    Just make him deal constant rupture burst damage via sp1 independent of rupture remaining duration
  • SceptilemaniacSceptilemaniac Member Posts: 1,247 ★★★★
    It sets you back by a bar of power.
    It is useless.
    Sure you might close out the fight a couple seconds early at the most but sp2 cycling is far more predicatable and safer.
  • SquidopusSquidopus Member Posts: 543 ★★★
    DrZola said:

    Squidopus said:

    DrZola said:




    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
    Yeah something like that, although in practice the difference is higher due to the physical vulnerabilities.

    TBH seeing as they didn’t touch the sp1 in his buff, I get the feeling that sp1 wasnt actually intended to be a “payoff moment” like a lot of people seem to think, the damage increase isn’t worth much even if it didn’t cost you a bar of power. I suppose the design intent was indeed to just loop sp2 like people currently do, with the sp1 simply being a method of dealing all the rupture damage at once to close out fights a bit faster. Basically a time-saving measure in battlegrounds and such where letting the ruptures tick down is slower than bursting them for all of their damage immediately. Again, I don’t use him enough to judge whether it’s actually practical or worth it, but I guess that’s the idea.
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