Devotion skill chance scaling and uptime

Have you ever wondered how to get the most out of devotions?

Here’s my research, since I couldn’t find this anywhere else on the Internet.

gd-xr-wide

How to use this guide:

  1. Select a devotion skill and note its base chance.
  2. Match a class skill or item skill with its scaling tier.
  3. Compare how the base chance is scaled by the tier of the bound skill.

For example:

  1. Rend has a 20% chance on attack.
  2. Judgment has tier [8] scaling.
  3. Hitting an enemy with Judgment results in a 100% chance to apply Rend.


Devotion Skills base chances:

15%   Eldritch Fire, Rumor, Acid Spray, Will of Rattosh, Aetherfire, Falcon Swoop, Guardian's Gaze, Fissure
20%   Rend, Twin Fangs, Raise the Dead, Abominable Might, Shifting Sands, Bysmiel's Command, Howl of Mogdrogen, Ulzaad's Decree
25%   Elemental Storm, Arcane Bomb, Flame Torrent, Arcane Currents, Shepherd's Call, Shield Wall, Bull Rush, Scorpion Sting, Scorpion Sting
30%   Meteor Shower, Whirlpool
33%   Dryad's Blessing, Hungering Void
35%   Tsunami
100%  Cleansing Waters, Time Dilation, Elemental Seeker


Scaling for Chance on Attack devotion skills based on tier:

Tier   15%   20%   25%   30%   33%   35%
[0]    15    20    25    30    33    35
[2]    23    30    38    46    50    54 
[3]    27    36    45    54    59    63 
[4]    39    52    65    78    86    91 
[5]    40    53    66    80    88    93 
[6]    51    68    85    100   100   100
[7]    63    84    100   100   100   100
[8]    75    100   100   100   100   100
[9]    100   100   100   100   100   100
[*]    C     U     S     T     O     M


Tier key for class-based skills:

                  [2/3]    [4]      [5]      [6]               [7/8/9]
Arcanist       -                             TSS, CT[+]                     
Demolitionist  -           Gr       BWC[+]   SJ[+]             [7]CB        
Inquisitor     -                                               [7]HoG       
Necromancer    -  [2]RE                           BH, RS                    
Nightblade     -  [3]ABB                      PB[+], SS, RoS                
Oathkeeper     -  [3]AOM                      VM               [8]Jm
Occultist      -                                               [7]DB, DEE[+]
Shaman         -                             PS[+]             
Soldier        -           FW[+]             Bl, BA[+], FW[++] [9]WC 
Berserker      ?       
  • Combined a few tiers to save horizontal space, pardon the abbreviations
  • [+] denotes skills that have had their cooldown lengthened from item- or skill-based modifiers.


Class-based summoning-eligible bindings:

Nothing too recursive:
15%   Eldritch Fire, Rumor, Acid Spray, Will of Rattosh, Aetherfire, Falcon Swoop, Guardians Gaze, Fissure
20%   Rend, Twin Fangs, Shifting Sands
25%   Elemental Storm, Flame Torrent, Bull Rush, Scorpion Sting
30%   Meteor Shower, Whirlpool
35%   Tsunami

Essentially, anything except buffs, auras, and other summons can be bound to pet skills. All pets have base rates.



Tier key for loot-based skills:

Most stuff:

Relics

`[6]`   Honor, Vire's Cascade (fan out)
`[*]`   56%, 75%, 94%, 100%, 100%, 100% - Terror
`[7]`   Doom, Doomforce (4s cd, aoe)

Medal Augments

`[4]`    dashes
`[6]`    dashes, leaps
`[7]`    a dash, leaps, teleports
`[8]`    a leap, teleports

Off-Hands

`[0]`    Obliteration, Call of the Storm                 
`[*]`    34%, 46%, 58%, 69%, 76%, 81% - SunSpot(+Mythical)                                      
`[*]`    87%, 100%, 100%, 100%, 100%, 100% - LightOfTruth(+Mythical)                                 
`[*]`    100%, 100%, 100%, 100%, 100%, 100% - Dominion, but it has a 25s cd

Shields

[3] Hyrian's Claw                                                                
[4] The Final Stop(Mythical), Hungering Maw
[6] The Final Stop, Shield Slam, Brutal Shield Slam(3s cd)
[7] Seigebreaker(+Mythical)                                   

Components

[0] Behead, Decapitate, Biting Blades, Stormfire, Chain Lightning, Chillspikes
[0] Noxious Poison Bomb, Acid Purge, Aether Corruption, Solael's Flame
[4] Aether Tendril, Slam, Brutal Slam
[6] Sacred Strike

Amulets

[0] Mythical Peerless Eye of Beronath (big duration)
[6] Bane of Nuram'Siin
[7] Darkblaze Source
[9] Wilhelm's Wonderous Wargem                                    

Two-Handed Weapons

[0] Arcanor(+Mythical)
[4] Shar'Zul's Worldeater(+Mythical), Stormreaver (AoE!)
[6] Valdun's Rifle(+Mythical) (kinda 100% tho with multihit)
[7] Stonefist Rebuke(Mythical)
[9] Stonefist Rebuke

Etc:

[6] Abolish Evil(+Mythical), Mythical Stomp Boots (Earthshatter/Grounbreakers)
[7] Krieg's Set(5)
[8] non-Mythical Stomp Boots
Medal Augment tiers and their cooldowns:
[6]  3.5  Emblem of Focused Rage
N/A  4    Emblem of the Agile Huntress
[7]  4    Emblem of the Charging Bull
[8]  5    Emblem of the Leaping Mantis
N/A  5    Emblem of the Riftstalker
[6]  3.5  Emblem of the Shadowy Assassin
[8]  5.5  Emblem of Dreeg's Vector
[7]  4    Emblem of Korvan Swiftness
[6]  3    Emblem of Rahn's Might
[8]  5.5  Glyph of Dreeg's Vector
[7]  4    Glyph of Korvan Swiftness
[6]  3    Glyph of Rahn's Might
[8]  5.5  Rune of Dreeg's Vector
[7]  4    Rune of Korvan Swiftness
[6]  3    Rune of Rahn's Might
[8]  5.5  Glyph of Arcane Insights
[6]  3    Glyph of Ashen Wastes
[8]  5.5  Glyph of Burning Rifts
N/A  3.6  Glyph of Disorder
[7]  4    Glyph of Ghastly Retreats
[6]  3    Glyph of Incorporeal Winds
[7]  4    Glyph of Seismic Strength
[8]  5.5  Glyph of Spontaneous Blades
[6]  3    Glyph of Sudden Strikes
[7]  4    Glyph of the Elusive Assassin
[6]  3    Glyph of the Northern Ram
[7]  4    Glyph of the Pouncing Manticore
[6]  3    Glyph of the Ravenous Wendigo
[7]  4    Glyph of the Rising Phoenix
[6]  3    Glyph of the Scorpion Tail
[7]  4    Glyph of the Stormclap
[7]  4    Glyph of the Winter Fox
[6]  3    Glyph of Wayward Souls
[4]  2.5  Rune of Amatok's Breath
[7]  4.8  Rune of Astral Rifts
[6]  3    Rune of Blazing Ends
[4]  2.6  Rune of Dark Desires
N/A  3.2  Rune of Displacement
[6]  3.5  Rune of Dreeg's Wounds
[6]  3.5  Rune of Eldritch Instability
[4]  2.5  Rune of Fallen Kings
N/A  2    Rune of Ishtak's Mercy
[6]  3    Rune of Murmur's Kiss
[7]  4.8  Rune of Nadaan's Strike
[6]  3.5  Rune of the Dark Progenitor
[6]  3.5  Rune of the Dreadnought
[6]  3    Rune of the Stormtitan
[6]  3    Rune of the Typhoon
[7]  4.8  Rune of Ultos' Arrival
[6]  3    Rune of Ulzaad's Madness
[6]  3.5  Rune of Ulzuin's Fall
[4]  2.6  Rune of Vampiric Shadows
[4]  2.5  Rune of Violent Delights
[6]  3    Rune of Wretched Desires


Tier key for defensive devotions:

Tier   15% 20% 25% 30% 33% 50%
[0]    15  20  25  30  33  50    (Base)
[1]    29  39  49  59  65  99    Arcane Will
[2]    34  45  56  68  74  100   Deadly Aim, Fighting Spirit
[3]    39? 53? 66? 79? 87? 100   Nothing?
[4]    45  60  75  90  99  100   Resilience
[4]    49  66  83  99  100 100   Prismatic Rage
[6]    58  78  98  100 100 100   Apothecarys Touch
[7]    69  92  100 100 100 100   Blast Shield
[8]    100 100 100 100 100 100   Serenity
  • When Hit and on Block have the same scaling. One of these seems rounded down… twice…
  • When Hit by Melee Attacks might be unique


Tier key for Chance on Critical Attack skills:

Tier   100%
[0]    100%*


Infinite Quadruple Tsunami? It’s more likely than you think:



Specific notes for specific skills:

  • Judgment with Heart of Wrath gets funky. The initial cast works on everything as usual, but the subsequent three second aura does NOT work on: Rend, Wendigo’s Mark, Dryad’s Blessing, Meteor Shower, Maul, Flame Torrent, or Shifting Sands. Some of these make more sense than others.
  • Vire’s Might with Volcanic Stride may be an adequate substitute for Heart of Wrath’s shortcomings.
  • Speaking of floor effects, the puddles from Mutagenic Ichor / Poison Bomb and Venom-Tipped Ammo / Noxious Poison Bomb work well to spam devotions from a single cast, at range.
  • War Cry is quite good since it can easily reach 100% uptime on pretty much everything with a short cooldown. It cannot be bound to crit-based devotions or Elemental Seeker.
  • Thermite Mine procs felt infrequent even when deploying twelve mines.
  • Player summons can “steal” effects like how Phoenix Fire’s damage reduction doesn’t do much on Summon Guardian of Empyrion
  • Aggregate WPS beyond a cumulative 100% ‘chance to be used’ proportionately scales back down to 100%.
  • Cadence might need to award a doctoral degree when understood. Refer to this.
  • Upheaval is exceptional. Refer to this.


General notes:

  • Anything that’s always available probably has base [0] scaling (Ex: DAR, WPS, Channels, Summons, Deployables, Big Nova AoE, Curses, 0s cd). This includes Siphon Souls, but not War Cry (which doesn’t even cost time cast…). Despite that, frequent attacks can definitely net 100% uptime.
  • Offloading debuff procs to summons can free up builds with minimal investment.
  • Small cooldown reductions usually make no change to the proc rate. Even when crunching down Shadow Strike to 0.6s or Vire’s Might to 0.8s, they can still proc Tsunami every time… until the cooldowns become desynchronized and Tsunami is still on cooldown. :exploding_head:
  • A few mythical items have diminished scaling compared to their non-mythical counterparts, presumably due to their difference in cooldowns.
  • Some builds are so starved for devotion points and non-devotion skills that it can be more effective to skip costly devotions skills.
  • Certain factors like line of sight, walls, or vertical hitboxes of skills and unique target properties are nuanced. Good luck.
  • The UI display of Main Hand and Off-hand damage on skills and devotions does not indicate what happens. Comparing Tsunami with Bull Rush may be the most convenient way to observe this. Tsunami shows Main Hand and Off-hand damage while Bull Rush only shows Main Hand damage. They both do both.
  • I’ve definitely missed a few entries for set completion bonuses and item skills.




Builds:

  • :star: Vitality piano conversion with frequent ADCtH/healing from many sources. Vines and swarm are procmonsters. Stomp boots are the reason this guide exists. A personal favorite. 10/10. Very tanky, decently strong.

  • :star: Aether Calidor’s Tempest spam with emphasis on crit instead of resistance reduction. 200% cast speed, 100% Spear of the Heavens, fast Menhir’s Will along with Unlife and Prismatic Rage. Absolutely hilarious Maul on fast War Cry. Bonus Giant’s Blood gates Arcane Will so the timing and chance for both are better. Juggernaut/Fervor relics depending on the situation. Plenty of room to sacrifice 4k OA/ 3k DA for energy regen if there are energy issues, not that I would know anything about that. 10/10. Very strong, decently tanky.

  • Alabrecht’s Cold Ray. Uninterupting War Cry stacks nicely. Devotions opt for %damage and %OA/DA rather than Whirlpool and Arcane Currents. First channel build that kept me interested throughout.

  • Quick cold Shadow Strike spam, dodging conversions. Combines ‘Reduced target’s Damage’ and healing on Ring of Steel.

  • Cold Cadence with 100% Block chance, 0s recovery, and many Targo’s Hammers. A proof of concept that wound up okay.

  • Chaos dual-wield melee. Relatively flimsy even with Possession and War Cry with Maul. Terrify revokes my interest.

  • Fire DEE. Curse of Frailty crits and Judgment can litter Elemental Storms.

Note: Grimtools shows base rates for devotions, not the in-game ones. It also does not account for a cheesy hotswap inventory.

  • Anti-freeze: Coven Sky Seal ring + Frozen Heart + Winter’s Chill
  • Anti-stun: Malmouth Blade Seal ring with Runebound Topaz and a Ugdenbog augment
  • Anti-LifeLeech: Empowered Twilight Signet with Rotflesh Powder


Here are some other devotion guides:

  1. General info: “Devotions: A how-to on maximizing them”
  2. Visuals: “Chance on attack/ when hit/ on block devotions”


Afterward:

I recommend trying the most outrageous, silly, and effective builds you can dream up. If you have any corrective or useful information I want to see it. Thanks to those who provide it!



Edits and Updates (#5)

1: Added Cadence/Upheaval specifics.
2: Revamped parts of the General section. Added chilly builds.
3: Added pet section and clarified Cadence/Upheaval.
4: Branched off specific skills from the ‘general’ section. Overall overhaul.
5: Added builds section. Refined devotion skill-based scope. Verified and updated several corrections.

3 Likes

“that’s not how it works”(some of it atleast)

the equation for working out devotion proc chances is ProcChance = BaseProcChance * (1 + (Cooldown * 81)/100 * (1 - (Duration * 11)/100)

that is why ex BWC does not have a fixed proc rate or “tier” but changes as you increase the duration(add more points into it); longer skill tick rate lower devo proc chance per tick
But lowering the cooldown/a triggering skill’s cooldown, except to 0, will increase frequency by maintaining base devo chance,
so if a 3sec base skill is lowered to 0.5sec cd it maintains the 3sec’s base proc chance, (ex 0.5 sec Boneharvest build vs 0sec boneharvest gets vastly diff base devo chance)

Spamming the same debuff on the same target does not increase proc chance, so no not 100%uptime from spam, but potential from multi targets or rng
War cry is not the same as siphon souls hence why it gets basic scaling/“not all cooldown aoes are the same”

likewise true DoTs ticking doesn’t/can’t trigger devotions, that’s why Judgment itself wont continue triggering(“ticks” are internal Trauma dot); but Heart of Wrath will because it’s a pseudo dot(ticking flat dmg)
Likewise whether you trigger the devotion more depends on the devo cd, yes Volcanic Stride can trigger meteor twice; if you lower Meteor’s cooldown enough to fit within the trigger
And no they/secondary effects don’t inherit the skill’s proc chance but their own/base chance, so VM/stride has difference proc chances, same for Judgment v Heart of wrath etc

yes Thermite Mines will trigger devos beyond the first hit
If you’re not able to trigger stuff on Dummies (assuming attack/crit proc) it means you might be using a pet and forgetting to use the pet command button more than once

Upheaval always trigger crits so there is no diminishing return there, WPS however exclude Upheaval however so 100% wps = 0 Upheaval regardless of crit chance

Guardians dont’ deliver phoenix fire because it’s a buff so it’s applied to the one triggering it; the pet(this goes for all pets)
Tsunami is not the only devo that adds offhand dmg, most devos with weapon dmg does except for scorpion sting type(nova projectile burst or something)

this is incorrect
Upheaval is not a regular wps so the interaction is not the same as when attaching a 20% devotion to a 20% wps

additionally, because upheaval is special, if there are 0 other wps every hit is considered an upheaval strike for the purpose of triggering non crit devos, or, assuming 0% crit chance and 0% wps, a 20% chance devo attached to upheaval will still have 20% chance to hit
if a crit devo is attached to upheaval then devo chance = crit chance (so using crit devos with 0 crit chance ofc then bad, but if you have 15% crit chance using a crit devo it has 15% chance now)

1 Like

It’s actually the same or similar for Cadence iirc. Putting a devotion proc on Cadence can also trigger on the non-Cadence hits. Not sure about the interaction with wps here tbh.
But it makes me feel better that Upheaval is not the only ‘special’ one :smiley:

yes, cadence can trigger devos on the first two hits,
but unlike upheaval it doesn’t get overwritten by WPS, it will however override wps itself on discharge (unless dual wield melee with 100% wps)

Cadence gets overwritten by WPS, but Upheaval does not

Inculsion of Unlisted devotion and item-based off-hand damage

Awesome info, will test to confirm. Cadence’s non-payload and non-WPS first and second hits can certainly proc 100% Cleansing waters (when it hits). I’ll edit the op eventually since I figure most people can read five posts.

The new non-interrupting War Cry has me interested in 15% → 100% procs/uptime. At first I was testing a Fire-based DEE build with emphasis on the Total Damaged Modified stat. Lately I’ve been testing a Physical AAR build with a Cold variant that both have crazy OA/DA above all else. Having energy be relevant for once is interesting, too.

I’m averse to trying Chaos and Piercing builds lately since the Berserker mastery will likely be the best fit for each build. Perhaps monthly checkups will be best for my tempo. I hope to check in soon!

otherway around :sweat_smile:

In which context? :stuck_out_tongue:

1) Player uses the Cadence skill once or twice:
- Without WPS, Cadence can proc devotions
- If a WPS procs, it replaces Cadence and only the WPS can proc devotions
2) Player uses Cadence the third time:
- Cadence replaces all WPS and only Cadence can proc devotions

* Edit: I tested wrong and updated. Low level character did not have enough OA and I am “unlucky” T_T

cadence can procs devos on all 3 hits regardless
cadence overrides wps on 3rd hit only, (unless dual wield melee with 100% wps)
/wps does not override cadence
wps overrides upheaval

1 Like

Interesting! I finally tested out some dual wield Cadence stuff:
Devotions like Dryad’s Blessing went from a listed 33% to an effective ~50%, regardless of 0% or 100% (always both-hand) WPS. I’m guessing that’s really 0.67^2. The bleed and internal trauma chances from Presence of Virtue rolled per weapon hit. PoV’s DoTs did not scale with Cadence’s % Weapon Damage, which I guess I should have expected.
Heart of Wrath surprised me, too. 100% Elemental Storm procs only happened twice with a 1.4s cooldown, but could happen thrice with a 0.9s cooldown. Seems like it has a slow tick rate or missing tick since the end of the three seconds would yield a third 1.4s or fourth 0.9s proc.

it’s not effective 50%, it’s still rng because you’re still both hand hitting sometimes with 0 wps, but also sometimes single hand hitting per normal dw interaction.
Heart of Wrath likewise as mentioned is not fixed/tied to Judgment, it’s a separate effect/secondary mechanic, so it has its own base proc chance/by default doesn’t retain Judgment’s 100% proc chance and is separated from that, that’s why you don’t see the 100% proc guaranteed the same. (and is the same for all secondary effects)
HoW should tick once per sec afaik, but your devo procs it still tied to/restricted to the initial proc/hit of judgment, since HoW can’t just override a devo CD despite proccing it too

It’s definitely effectively more than the displayed base rates. Why wouldn’t it be?
Last I read the natural output of dual wielding without WPS was 25% main-hand, 25% off-hand, and 50% both. Since WPS replaces that and they’re almost always used, I’m not going to do much testing without. The mathed out values will probably be reached with a lot of testing.

For example, my test results from a dual-wield melee Warlord (+Dunefiend’s Mask) with 100% WPS that use each weapon once on a single target:

  • RF with Twin fangs (20%) was effectively about 35% (0.8^2 is 0.64)
  • Cadence with Dryad’s Blessing (33%) was again, effectively about 50%
  • Cadence with Assassin’s Mark at 16.1% crit was effectively about 28% (0.839^2 is about 0.7).

The only times Heart of Wrath wouldn’t proc Elemental Storm is when ES was on cooldown. Still seems like 100% to me, even on a single target.

Anyway, check out all these Aetherfire eruptions from a single Fragmentation Round:

1 Like

the key part there was 0 wps, because you said 0 or 100% always both hand hits
and when you don’t hit with both hands you dont’ get 2 hits so you dont’ get double trigger, very basic no?

i don’t know how you’re testing it with heart of wrath, but it’s very obvious when you’re standing alone with the dummy in homestead, so much so we’ve had a thread on it before where all this was put forth :smile:

if you need an easier test to ensure CD is always free use twinfangs or bullrush, 25% trigger; you will not see it proc 100% of the time/each tick of wrath, despite devo being guaranteed ready
took me less than 10seconds to re-confirm this interaction :sweat_smile:

Twin Fangs is a better testing tool than Elemental Storm for HoW, as its cooldown is 0.6 seconds, shorter than 2 ticks of HoW/1 second.

Dual-wield Cadence would have a small mathematical deviation, as its third hit is not 100% chance of 2 hits, even reaching 100% WPS. If you have a large testing data, the result of Cadence will be slightly smaller than the theoretical value. Using other AAs is better.

1 Like

hell i just went an entire cycle without bullrush proc except for the initial judgment

https://imgur.com/a/SVNyys1

https://i.imgur.com/Dl9nXPR.mp4

man that was complicated to get to display @_@

1 Like

The actual cadence hit is irrelevant for proccing devotions. All hits can proc them, even the non-cadence ones. You probably know, so maybe I’m misunderstanding what you’re trying to say here.

You’re getting the bull rush on the initial 100% here, I guess that’s just luck? Or is there something where the chance for the initial hit is different from the dot?

initial hit changes base devo changes because judgment has 5sec cd, so 25% proc becomes 100%, but only for the actual judgment hit
The point being made is AuMidas is mistaken thinking base skill proc chance, in this case 100%, carries over to secondary effect triggers, they do not, they get base devo proc chance,
ie Heart of Wrath gets 25% chance to trigger bull rush each burst, hence why it’s not triggering everytime/only once in a while; if it had 100% carried over we would see bull rush every HoW tick and we do not
(because bullrush had 0.4sec cd and HoW ticks every second)

1 Like

Aaah, good to know! Always more to learn with GD :rofl:

For example, a skill with 100% chance to hit twice, the chance to trigger a 20% chance proc is 36% (1-80%*80%=36%).
But Cadence with 100% WPS is not 100% chance to hit twice. Therefore, the chance to trigger proc is less than 36%.

If we assume Cadence hits 1.9 times on average.

  • Dryad’s Blessing (33%), 1-67%^1.9=53%
  • Assassin’s Mark (16.1%), 1-83.9%^1.9=28%
2 Likes

I would much rather learn the truth so we can all be right :sunglasses:

1.9

Extremely interesting. Why 1.9? I think it’s fairly safe to conclude that WPS usually replaces DAR (goofy nomenclature, for sure) and it simply depends on how WPS delivers/checks for weapon hits… like how Amerasta’s Quick Cut is described as hitting three times as opposed to other listed as having main- and off-hand hits along with visually appearing as striking with both at once.

Testing methods?

For single-target, I go to any and all of the three Asterkarn rifts. Sometimes, I go to Korvan Sands Rift and use maggots as targets for max spam. One test character (ret, hardcore) has 0% Skill Cooldown Reduction with about 3k OA and another (softcore) has 44% Skill Cooldown Reduction with about 3.5k OA. I generally avoid testing on dummies and boxes because I want testing to be as “realistic” as posible. I neither trust target dummies nor any gaps in line of sight. I generally trust GT for enemy hit/doge/etc. chances and such (except for its “highest xyz in group” since ‘lower’ items can have unique properties).

Heart of Wrath?

It does not break boxes, even with %Weapon Damage from Targo’s set. It seems to proc Bull Rush at most about 1.0s on the 0% CDR character and about 0.5s on the 44% CDR character. It definitely isn’t 100% with Bull Rush and Scorpion Sting. Maybe that explains my “mistaken” perception (100% valid, btw. Note words like “seems”) that Elemental Storm happens 100% of the time.

Uniqueness of devotions

Scorpion Sting is similar to Elemental Storm and much more visually distinct. As much as I’m tempted to not care about the intricacies of Elemental Storm and while it’d have 100% uptime for res reduction, I’d much rather know the truth. I checked it out and yeah, it seems like the first Judgment hit is actually 100% while Heart of Wrath uses the something less than 100% (I would agree it seems to match the base of 25%). While I would gravitate towards treating each devotion skill as unique, it’s guessing they’re all the same. Like how Bull Rush doesn’t actually happen 100% of the time, ES doesn’t actually happen 100% of the time.

Twin Fangs is a better test

Why? Waiting until the cooldown is over is the only valid way to test proc rates. Any skill can be used for that. I do like how it its procs are obvious, though.

“We already had a thread about this”

That’s literally the point of this thread, to make information accessible. If we all had accessible information, I wouldn’t have bothered to make this thread. Thanks for the vid and please try to be more understanding :heart:

for direct target tests dummies are best because they are stationary, they dont’ die they don’t have uncontrollable variables
but more so makes it easy to do that same thing over and over, allowing one to repeat, zoom in, all in the same test confines
enemies introduce variables, they die, they move, you might be affected by “stuff”, they might be buffed etc.
Specially on something with cadence and wps hits dummies obv make that perfect for control and static combat+retest with guaranteed same parameters

these are not the same, and no wps do not replace DAR, they enhance it.
Cadence is unique and replaces wps, other DARs does not replace wps.
the reason Cadence specifically doesn’t hit 100% guaranteed 2.0x is because it’s not a normal DAR, every other DAR with 100% wps would be a neat 2x
But since cadence relies on specific wps interaction aka “animation jank” related to hit frames? iirc it means once in a while, even with 100% wps on dual wield melee, you will not get a wps Cadence discharge, and just a normal Cadence discharge(which doesn’t strike with both hands so no double devo trigger potential, detracting that slight bit from the total amount/2x)

HoW is a secondary effect mechanic so it follows those rules specific, it does not get modifiers added/targo set bonus has no effect or impact there
since it’s a dmg aura that’s why it doent’ break/“target” boxes iirc (not 100% sure but i think that’s the cause now post Ashes) - as such i’m pretty sure wd dmg does not factor in to breaking boxes either (debuffs/swarm etc being the same)

CDR has no effect on HoW dmg intervals, so it doesn’t break the 1x second tick at 44%cdr, so HoW can at most trigger a devo every 1sec tick regardless how low cd the devo is

only uniqueness that would matter is if ex a devo has an internal cooldown or some sort of limitation,
If one of your tests had appeared faulty because of that it would likely have been remarked too. Here it CD v secondary effect interaction was remarked because it was the notable part.

the whole point is you’re testing using HoW, a skill with a fixed min/max attack rate, which is pointless if you’re using devos with cd’s inbetween that attack rate, since you will never get a close to reliable sense of proc scale.
If you fixed can’t get a proc on the first tick of HoW, because you have a devo with a 1.2 sec cd/a devo that is not ready yet for that trigger, it will not help
Using a devo with guarnateed lower CD always ensures it’s ready and guaranteed to reliably calced in your test

i was not trying to be rude with that remark, it was more a point of “we have circled back rearguing something previousl (very) established”
Yet this is a guide thread, not just a mere debate thread, where the things are being put forth with those highly inaccurate mechanic statements, as if ignoring those other threads not compiling from them/presenting all that info in a single thread.
Which could make it feel more apt in the gameplay discussion then, if established/previous guides are just being ignored here anyway :sweat_smile:

and there aint nothing wrong in the world with that
likewise if no one cared about the accuracy of the posts they wouldn’t be corrected, it’s there so the right interactions gets known and spread instead