Originally Posted by Allev
A few comments, specifically addressing these points but also the post as a whole:
- While many strategies tell you to "aim for 5 CP for optimal CP usage, you might instead aim for 4 CPs on SRs and never "waste" the CP due to crit. Or, aim to achieve equal uptimes on SR/Rip, which is in the 3-4 CP range. These strategies minimize combo point waste in the manner you describe. It's still true for Rip, though.
|
I support this fully. Actually it's even more pronounced. Not counting the potentially wasted CP due to getting a crit with 4 CPs, Savage Roar becomes also less efficient (in terms of Duration / CPs spent) the more CPs you put into it:
1CP -> 14Sec -> 14 Sec/CP
2CP -> 19Sec -> 9.5 Sec/CP
3CP -> 24Sec -> 8 Sec/CP
4CP -> 29Sec -> 7.25 Sec/CP
5CP -> 34Sec -> 6.8 Sec/CP
This is partially mitigated by the energy cost of SR itself, we can see if it makes sense if we can attribute an energy cost to a CP.
I took an old combat log, checked how many mangles, rakes and shreds I cast, calculated the total energy spent / attacks done, adjusted for 64% crit rate, ended up with 23.72 energy / CP
(WARNING: single combat log, totally unscientifical, your result may vary wildly, etc. Also, I didn't model the manglebot case and the fact that OoC procs are mostly saved for shreds, reducing its average cost, further complicated by the fact that we sometimes have to shred at 5CPs. It probably brings the cost down to about 21.5 per CP)
So how many seconds of Savage Roar buff does 1 energy buy? By adding up the average CP energy cost and SR's own 25 energy cost, we have:
| 1CP = 25+23.72 = 48.72 = 0.287 |
| 2CP = 25+47.44 = 72.44 = 0.262 |
| 3CP = 25+71.15 = 96.15 = 0.250 |
| 4CP = 25+94.87 = 119.87 = 0.242 |
| 5CP = 25+118.59 = 143.59 = 0.237 |
SR is thus more energy efficient when used with a low amount of CPs, 1 (and 2 if you crit, ofc) being the best (21% more effective than 5CP).
I tried changing the ability mix, crit rate, adding 1 second of SR overlap, and it's always most effective with the lowest CPs.
Small edit:
Due to crits being discrete (you either crit or don't) I made 2 additional tables for the cases of getting 1 or 2 crits while building those CPs:
1Crit (as early as possible)
1CP is ofc not possible
2CP 0.390 sec/energy (1 crit)
3CP 0.331 sec/energy (1 crit, 1 normal)
4CP 0.302 sec/energy (1 crit, 2 normal)
5CP 0.284 sec/energy (1 crit, 3 normal)
2 Crits (as early as possible)
1CP is not possible
2CP 0.390 sec/energy (only 1 action was used, so only 1 crit really happened here)
3CP is not possible
4CP 0.400 sec/energy (2 crits)
5CP 0.354 sec/energy (2 crits, 1 normal)
So, the case of 4 CP obtained with 2 crits in a row is the most energy efficient (no shit Sherlock), but it's _barely_ better than 1 single initial crit (0.4 vs 0.39). Thus, if your first action crits, you should stop right there and SR with those 2 CPs. If your next action crits as well, grats, you'll use those on the next finisher instead of such a marginal improvement in SR effectiveness.
What happens if your first action doesn't crit becomes too dependent to your own crit chance and ability mix, so you'd rather use other, non-energy related deciding factors (as in ensuring the SR won't expire too close to a rip, or evaluating if you could squeeze a FB or not, or if there will time with no boss contact, if you can pool energy or not, etc)