Originally Posted by Ichichop
Is there a coefficient on AP based on the number of CP you have? Otherwise rupture would eventually scale to the point where you would only want to use 1cp ruptures..
ex:
(1000 + 0.24*AP)*MangleBuff*SerratedBladesBuff
vs
(1000 + (0.2*CP)*0.24*AP)*MangleBuff*SerratedBladesBuff
|
I'm not sure what the exact coefficient is. But in my bit of expirementing...
I found that as you go from 1cp to 5cp you get much more damage per tick.
From 1 -> 2, small increase
From 2 -> 3, small increase
From 3 -> 4, large increase
From 4 -> 5, medium increase
Not quite exact numbers, but the idea is if your going to be running a rupture that goes its full length, you should always use 5cp and if you don't NEVER go less than 4cp.