Yeah. But, they changed the imps from little flaming monkey scrappers to little flaming monkey tanks. They need either tactics or DMG SO's to boost damage so they are and effective as before (damage wise that is).Quote:
Originally Posted by a d e p t
After math it seems a combo of dmg SO's and an recharge reduce on the imps with hasten provides the best damage potential. These times and damage types are all guesses.
Given a recharge time of 4 minutes and a base 20 per hit of the imps.
Hasten+2 RR+4 DMG
Recharge: ((240*.42)*.77*).77= 60 sec
Damage: ((((20*1.33)*1.33)*1.33)*1.33)=63
Hasten+1 RR+1 ACC +4 DMG
Recharge: ((240*.42)*.77*)= 78 sec
Damage: ((((20*1.33)*1.33)*1.33)*1.33)=63
Hasten+6 DMG
Recharge: (240*.42)= 100 sec
Damage: ((((20*1.33)*1.33)*1.33)*1.33)*1.33)*1.33)=111
4 RR+2 DMG+Assault
Recharge: ((((240*.42)*.77)*.77)*.77)*.77)= 84 sec
Damage: (((20*1.33)*1.33)*1.1)=39
6 RR+Assault
Recharge: ((((240*.42)*.77)*.77)*.77)*.77)*.77)*.77)= 65 sec
Damage: (20**1.1)=22
The other difference would be that I'd get tactis too so there would be a 10% to hit bonus. So while running I'd be buffing the party by 10% acc and 10% dmg which would be nice. The other with hasten provides the shortest recharge times on the imps plus the shortest recharge time on the other powers I have. Further I get flurry and when 6 slotted does good damage. Guessing base 30 dmg ((((30*1.33)*1.33)*1.33)*1.33)*1.33)*1.33)=166 per hit 6 slotted dmg and with hasten it recharges like lightning and it costs little end.
Did I do the math right?
TP would be even faster if it wasn't for the lag. I swear it's worse since patch 2 but it could be perception.