Thunder Strike vs. Chain Induction
Thunder Strike will do more damage to the primary target in one hit. To the primary target, it's base damage is 1.485 times as much, but the DPA is much lower since the animation is almost 3 times as long*, meaning that for a single-target DPS chain you wouldn't want to use it.
Chain Induction's damage jumps around and is specifically coded to not jump back to the original target, so it does Havoc Punch damage in a 1.188 second animation instead of Havoc Punch's 1.716 second one*.
From Hidden status, Thunder Strike has less of a lead since the energy portion of the damage (scale 0.96) only has a 50% chance to critical, but since the smashing portion does have a guaranteed critical from hidden status (of scale 1) it will do (scale 1 + 0.96 base damage, + 1 critical) 2.96 scale damage vs 2.64 scale for Chain Induction, and has a 50% chance to do scale 3.92 damage if the energy critical goes.
Note that these are PvE values - in PvP Thunder Strike hits like a truck and if both criticals go off does barely less damage than Assassin's Shock (iirc the base damage is under 2 pts less).
* - times accounting for server ticks instead of listed time - this shows the actual minimum time before another power can be used (3.43 sec for TS, others mentioned in text) assuming no lag or other network latency
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Thunder Strike will do more damage to the primary target in one hit. To the primary target, it's base damage is 1.485 times as much, but the DPA is much lower since the animation is almost 3 times as long*, meaning that for a single-target DPS chain you wouldn't want to use it.
Chain Induction's damage jumps around and is specifically coded to not jump back to the original target, so it does Havoc Punch damage in a 1.188 second animation instead of Havoc Punch's 1.716 second one*. From Hidden status, Thunder Strike has less of a lead since the energy portion of the damage (scale 0.96) only has a 50% chance to critical, but since the smashing portion does have a guaranteed critical from hidden status (of scale 1) it will do (scale 1 + 0.96 base damage, + 1 critical) 2.96 scale damage vs 2.64 scale for Chain Induction, and has a 50% chance to do scale 3.92 damage if the energy critical goes. Note that these are PvE values - in PvP Thunder Strike hits like a truck and if both criticals go off does barely less damage than Assassin's Shock (iirc the base damage is under 2 pts less). * - times accounting for server ticks instead of listed time - this shows the actual minimum time before another power can be used (3.43 sec for TS, others mentioned in text) assuming no lag or other network latency |
OK, thanks guys! (Also, I carefully read the long post. )
I'm a little confused about what Real Numbers is showing me, so I'm asking here:
Assuming equal slotting values, does Thunder Strike or Chain Induction do more damage to its primary target when I attack from Hidden?