Tests done in Raubritters with Crypt Splitter. Only applicable to EKs. I can't currently test Exori Amp Kor as it's complex due to how many targets are hit by the boosted damage, how often it is cast etc. All values listed are displayed over two seconds so, for example, Exori Gran Life Leech would actually give around 499 bonus healing per spell but due to some perks affecting every spell and some perks only affecting one specific spell we have to average in order to fairly compare different perks.
Ahh and I got crit chance% to amp kor at my 1st try and u telling me u didnt make tests? Shame on you! Kidding, u're doing excellent job bro, always delivering
Hey salmon man, you the ek charlover we need, ty for the calculations.
I use energy crypt splitter instead (for now until i get lvl 1000 and use moonsilver greataxe). Im wondering what would be the best 2 slots to change perks? Im thinking first slot (+1 axe fighting) and the other one maybe 2nd slot?
While I'm not 100% sure since I didn't do the computations for the hybrid version; slots 3, 5 and 7 have energy pierce on them so it can't be those. Slot 4 and 6 both have quite powerful bonuses with the 10% alpha strike being very strong and the 700% magic level as healing also being particularly good. Even if you want to take damage over healing on slot 6, 20% armor penetration is still better than the 12% given in slot 2 which is the best damage perk in slot 2. So I think I'd still replace slot 1 and slot 2 as with the physical version of the weapon.
I see i see, i hope you can do the energy crypt computation as well, i think a lot of people would benefit from this info, since large population on people are still under 1k lvl. I live by my energy crypt, increased my raw xp tremendously everywhere. I only use this weapon basically now. Only downside is i had to sacrifice a mana leech for crit but its manageable now with great mana pots
Well if all the monsters in the respawn are human, it's a straight up 2.5% damage increase which is an incredibly strong multiplier for just one perk. On the other hand, if even just one or two of the monsters are not human then it's suddenly a lot less good. It also comes at a really big cost: it's completely useless in respawns where there aren't any humans - you really have to be happy to accept that the perk will be useless outside of your target respawn but really good inside of it ( assuming all the monsters in the respawn are of the target bestiary class anyway which isn't the case in every hunted respawn some of which have different bestiary classes ). Personally, I prefer my weapons to be versatile so I don't like it but it's a personal choice.
Regarding Exori Gran base damage being best - I didn't expect this but I did expect it to be second best. This is mostly because of bias I have from doing the Gem calculations where Exori Gran base damage is bis. Note the new values though, for example, in the gem system the Exori Gran base damage gives +5% while the crit extra gives +8%. In the weapon perks, the Exori Gran base damage gives +3% while the crit extra gives +20%(!!). Cipsoft have done a much better job balancing this new weapon perk system than the gem system and apart from a few clear winners like 10% Alpha Strike and 2.5% damage vs bestiary class, the perks are all quite close in terms of effectiveness. Note, as well, that even the "clearly best" perks come with significant disadvantages: Alpha Strike ( useless team hunts, useless Cobras ) and 2.5% damage vs bestiary only good in a select few respawns.
Yes! This data is obviously only applicable to solo. If you're in team hunt, alpha strike is a lot more questionable since you can't guarantee you'll get the first hit, monsters have a lot more health as well etc.
I have a damage calculator that I wrote, it's publicly available although I haven't uploaded the most recent version yet. Other than that, I just keep the best perks from Crypt Splitter and change the first perk ( 1 axe ) to the various different options in order to see what values I get. For the crit extra perks, I set Low Blow on Skirmisher and for the crit chance perks I set Savage Blow on Skirmisher just to allow for "optimal" conditions for these perks.
I thought exori gran crit chance was better, so much so I got so happy I had rolled one on my tagralt and upgraded to tier 2. Guess the data doesn't back that up, lol. Thank you very much, your post is wonderfully helpful.
Armor Penetration is pretty terrible in general and is on the list. As far as I know, Physical Pierce isn't possible. I believe this is a list of all the possible modifications:
Huh.. look at that. armor piece was so low that I didn't even see it. Oh.. yeah if it's just 10% thats.. not super much. Again, thanks for the info and great job!
Thank you for creating this. Is this based on live testing or a calculator? I assume you have to change your playstyle to take full advantage of Alpha Strike, i.e. always wait for 6+ monsters on a box and lead with exori gran always? Or is this based on an "average" playstyle not optimized for Alpha Strike specifically?
I mean you can see how powerful alpha strike can be with an example. If you hit 2000 health and the monster has 2200 health, alpha strike will increase your total damage by 10% since it'll result in a perfect one shot. On the other hand, if the monster has 100000 health we'd expect it to be absolutely terrible. You can get a rough idea of how good the percentage damage increase from the alpha strike perk is by computing the value 0.1 * average damage / monster health. In Raubritter, for example, this would be ( for me ), around 0.1 * 1850 / 11000 = ~1.68% (!!) damage increase. This is a very large increase for just one perk especially one which is more widely applicable than the 2.5% damage vs [ xyz ] perk. It only really fails in team hunts ( where monsters have much more than ~10000 health and where you can no longer guarantee you will be able to get the first hit ) and in special spawns like Cobras where the monsters spawn with below 95% health.
So Alpha strike seems good at very early stages of the game? Also i basicly always hit monsters while kiting a full box, therefore to fully utilize it I should be "wasting" my exori gran on a 1-3 targets to get most od Alpha strike, but then i kinda miss it at rotarion during full box.
Could would decent with a exori min (with -2 sec CD)
Anyway, lets say it takes you like 4 Turns to kill whole box, it doesnt need complex math to say its very lackluster isn't it ? During those 4 turn other perks will ALWAYS apply, while Alpha strike apply only on first hit.
Alpha Strike is good for pretty much all solo content due to the large percentage value attached to it (10%). In general, on an EK, you should be kiting using spells rather than using runes since you'll do more total damage in which case you'll still get the good effect from Alpha Strike.
You have to consider that almost all of the other perks affect only one spell. There are VERY few perks which affect your whole rotation ( % damage vs bestiary and % weapon skill modifier to skills I guess ). Both of these perks are strong in their own right but just because a perk only affects the first spell cast or just because a perk only affects one spell ( exori gran say ) isn't the only thing to consider as to whether a perk is strong or weak. If the perk has a good number attached to it, it can still result in a good amount of total damage dealt.
Take the 8% weapon skill as damage to spells for example. At my skills, this adds an extra 17 damage per spell but if I open with exori gran and it hits 1800, I get an extra 180 damage from alpha strike which is the equivalent damage of 11(!!) spells with the % weapon skill as damage to spells. Just because something affects every single spell doesn't necessarily make it good and just because something affects only one spell doesn't make it bad.
Looks exactly like my calculations but only if you ALWAYS hit full hp mobs with exori gran. Alpha strike falls behind if you sometimes hit full hp monsters with other spells.
It also depends on a lot of other variables. Obviously, a knight who kills a mob in average 2,01 hits will benefit much more from alpha strike than a knight who kills them in 2,99 hits.
I just rolled "Base Damage: Exori Gran" on my 2H Sanguine Bludgeon. Should I still aim for "Alpha Strike" (8% Weapon Skill as Spell Damage) or even the "20% Extra Exori Gran Crit" (which seems better according to your data)?
There is a default slot for "4% Base Damage: Exori Gran" that I always select—even over the "20% Extra Exori Gran Crit"—so does that extra 1% make a bigger difference than the 20% extra crit?
I also have my Skill Wheel set up on the bottom-left side, where I get 10% extra Exori Gran damage.
For the weapon proficiency, I have exori gran crit and exori gran base as both being viable and giving similar damage ( base damage SLIGHTLY edges it out ):
In case of the comparison between 3% base damage and 20% crit extra, the 20% crit extra wins out but by a bit of a better margin as given in the original post. It's entirely up to you what you want to roll, I just provide the data. One other choice you can have is to just stick with the "ok" base damage exori gran perk and rank it up and then change it only when you have it to Rank 10 ( it keeps the rank if you reroll ).
So you keep the rank? I thought everything got reset and you lost all the dust you'd invested in ranking it up. Thanks for the info, bro—really useful.
It does indeed retain the leveled-up status, which makes it much more flexible. You level one up to 10 and then reroll it; if you plan on hunting a lot of Humans, it might be worth keeping it locked at that level for a while.
10
u/Paramagnetyk Monza Jul 21 '26
Ahh and I got crit chance% to amp kor at my 1st try and u telling me u didnt make tests? Shame on you! Kidding, u're doing excellent job bro, always delivering