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Revision Log:
v 1.X.X >> Build identity changes and complete build overhaul
v X.1.X >> Central idea stays; only mod order changes or major guide rework
v X.X.1 >> No change in setup; minor guide edits only
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Evolutions
Evo 2- Wartime Nerve
Generates additional combo when striking undamaged enemies or their overguard
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Allows us to max combo super quick on overguarded enemies as enemy OG is not taken into account.
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Any damage dealt to these targets including melee influence counts and this will build combo insanely fast for us
Evo 3- Orokin Reach
Evo 4- Elemental Excess
[Skana] has very low base status chance (only 16%) but decent enough base crit, so we use pure status evo to improve this.
Why do we use?
SMITE -- For double dipping electric and triple dipping influence, must use if able.
- Faction mods are technical and don't work everywhere, this is otherwise tradable for preference attack speed or PPP
PRIMED REACH -- Essential +3.0m bonus range, totaling 5.9m after E3OR
CONDITION OVERLOAD -- Default melee base damage per status type
Default combo mods BR + WW used for 12x scaling
G STEEL -- Crit chance/damage in a single slot
G ELEMENTALIST -- Status chance/damage in a single slot
SHOCKING TOUCH -- Shocking Touch
INFLUENCE -- Double AOE status nuking in 20m with no LoS by having AOE Influence spreading AOE Electric.
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Why don't we use?
Attack Speed? -- Simply put, this is a stat that can very easily be applied externally which can't be said for other important stats, there is no external [Reach], external smite, or external condition overload. There isn't enough room internally so attack speed is the easiest stat to sacrifice.
- If you don't like Smite, replace it with preference attack speed.
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Additional
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What the Hell is 'Double Dipping'?
People often use 'dipping' out of context and wrong and knowing the context of what and where dipping refers to is hugely important, so i will explain: 'Dipping' refers to a community created term for when a specific value reappears in multiple independent damage formulas before the final damage calculation.
When it IS 'double dipping' -- A given value gets applied to multiple damage formula; say for example, our Smite faction multiplier appears once (x1) in the melee damage formula, Smite appears a second time (x2 dip) in the formula for Damage over Time, and Smite appears a final third time (x3 dip) in the formula for Melee Influence. Our Smite mod has been therefore 'triple dipped'.
When it is NOT 'dipping' – A given value gets applied to a single damage formula multiple times; this is when a value is squared, not 'dipped'. A value being squared in the same formula can have drastic differences compared to a value that is duplicated in multiple different formulas
A value is not 'double dipped' when it is squared or multiplied in the same instance; A value is only ''double dipped' in context when it reappears in multiple separate instances