So, I've been looking over possible final builds for a Huntsman of mine. As you might have guessed, I'm mulling over ideas for what would make the most optimal ST attack chain might be. I know Gloom is an excellent power with one of the best DPAs around, but it is also going to cause redraw on the gun. Does anyone know just how long the redraw takes?
The chain that I planned on using was Single Shot>Burst>Single Shot>Gloom
When using the arcanatime listings in mids and my damage slotting (which includes a Musculature Total Core Paragon) I clock that in at around 175 DPS on paper, but that doesn't include the redraw time.
Now I've found that a chain of Single Shot>Burst>Bayonet does pretty much the same DPS, but isn't going to take the dip when you factor in redraw time. Of course, you have to be in melee range in order to activate Bayonet, which opens you up to a lot more attacks. So right now I'm wondering if the loss of damage due to redraw is large enough to warrant going with the melee required chain. Any insight would be much appreciated. I'll throw up the build I plan on using if anyone wants to take a look so they can tell me how badly I probably messed up my math:
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| Copy & Paste this data into Mids' Hero Designer to view the build |
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So, I've been looking over possible final builds for a Huntsman of mine. As you might have guessed, I'm mulling over ideas for what would make the most optimal ST attack chain might be. I know Gloom is an excellent power with one of the best DPAs around, but it is also going to cause redraw on the gun. Does anyone know just how long the redraw takes?
The chain that I planned on using was Single Shot>Burst>Single Shot>Gloom
When using the arcanatime listings in mids and my damage slotting (which includes a Musculature Total Core Paragon) I clock that in at around 175 DPS on paper, but that doesn't include the redraw time.
Now I've found that a chain of Single Shot>Burst>Bayonet does pretty much the same DPS, but isn't going to take the dip when you factor in redraw time. Of course, you have to be in melee range in order to activate Bayonet, which opens you up to a lot more attacks. So right now I'm wondering if the loss of damage due to redraw is large enough to warrant going with the melee required chain. Any insight would be much appreciated. I'll throw up the build I plan on using if anyone wants to take a look so they can tell me how badly I probably messed up my math: