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Posted 2004-02-25, 02:34 PM
in reply to tidus2005's post starting "yeah my gold strike is a 235% so i..."
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Heres a copy of a post a friend of mine made on another forum. I hope it helps.
Well, I couldn't connect to battlenet for a while today, and decided to take my single-player amazon through a pit run to see how well she did. She uses an upgraded WWS with one shael and an empty socket right now. I set the number of players to 5, and was dumbstruck in that she cleared the pit in a 5 player game in nearly the same amount of time as my buriza-wielding realm zon does in a single player game.
The reason that I noticed is that with a larger amount of players in the game, the amp on WWS really gets a chance to shine. Whereas in a single player game, most monsters die in just a couple strafes, not letting the amp have a large effect, monsters lived a bit longer(with 5x the hitpoints, duh). This meant that amp triggered on most groups of monsters(except for devilkin), and between amp and deadly strike, the majority of my attacks did 4x my listed damage. Coupled with the faster attack speed of WWS (at 9/3 after IAS on equipment), she easily outperformed the buriza. This is not nearly as noticeable in single player games, where most things die before the amp gets to have a large effect. If you do single-player pit runs, the WWS doesn't really get it's chance to shine. However, if you MF in multiplayer games, the WWS performs much better than it appears to on paper. There is absolutely no comparison between using her WWS versus the unupgraded goldstrike that she has on switch- the WWS killed things far faster.
If it helps figure out how exactly to figure in the amp damage mod on WWS, I noticed that on average, it would trigger on every other or every third strafe that I did. Statistically, it should be somewhere around every 5 strafes, so I guess I might have been lucky, but then again, piercing and hitting additional targets with the arrows probably helped trigger it more often. In a one-player game, this usually doesn't hit too many creatures, or else it often hits monsters when they are already near death. However, with higher monster hitpoints, they tended to form tighter clumps around my merc/valk and lived longer, meaning I usually got many more monsters amped per casting, and they still had enough hitpoints left when amp went off to make a very significant boost in my damage output.
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