not rlly since uriel can reast the burst cap without it.. also another reason burst power accessories are redundant
not rlly since uriel can reast the burst cap without it.. also another reason burst power accessories are redundant
selling brand new account with L/E SSR and full plus more fire team.
has at least 1 SSR of each element.
rank 41 .
pm me teehee xox
It's more because Burst damage is a "either if" choice there. I mean, if we compare a SR Assault 13% with SR Assault+Exceed which is 10% Assault, 30% Burst damage and 200k more cap, it's not a bad deal.
Meanwhile, in (non-Ancient rolls) Accessories, it's 3% Assault vs. 5% Burst damage. Why wouldn't you always rather want Assault which works every turn, instead of only on your Burst turns? Not to mention that it's not a "burst damage * 1.05", it's "burst damage modifier + 0.05" which for SSRs who already have 500%, won't make much of a difference. In fact, the 3% Assault is very likely to be more damage on your Bursts than 5% Burst modifier. I can't be bothered to run the maths, but let's say that should always hold true at least with PF on SSRs.
Uh, a single hime's requirements does not dictate an entire team's.Having Uriel means no need exceed
Additionally, you will not be getting max stacks on Uriel in raids before going for FB, and before you say GO and AQ, those are things, but you will be using Uriel in raids. And no reasonable team waits for 10T to throw their burst.
Where can we find actual data on Burst caps for different Himes?
I'd like to know when my teams might be getting close to the burst cap. Is there any in game way of telling?
Dejnov.
350k normal attack, exceed small gives you 40% burst dmg up and 30% burst cap up (correct me if im wrong) and the "cap" is actually not a hard cap, after that cap all your dmg done past that point is reduced by 90% and added to the cap dmg, so if you see that you did 1.1M (without any exceed or burst cap up skills) this means in reality you did 2M with your burst, skills on the other hand have different caps depending on each kh, some caps are high (svarog's 300k per hit resulting in 900k total cap) while most of them range from 700-750k.
Shade on KH, fire main.
Wind Rag farming team: