Okay, time to re-calculate single-target siphoning with main-hand Axe and Axe Training. This actually hits faster than main-hand dagger, and cooldowns are different, so I will be adjusting a fair amount.
Restating the above values on hits/second casting:
Locust Swarm: 30 h/sc
Well of Suffering: 24 h/sc
Well of Corruption: 24 h/sc
Well of Darkness: 24 h/sc
Rending Claws: 2.11 h/sc
Ghastly Claws: 3.56 h/scSame priority is in place: Locust Swarm->#2-> wells-> auto.
Locust Swarm’s timing remains unchanged.
Ghastly Claws is cast at the .5, 9.25, 18, 26.75, 35.5, 44.25, and 53.25 second marks. This is 56 hits, with 28 crits, siphoning 4004 life/minute.
Order for wells is changed up, casting Well of Darkness at the 2.75 and 53 marks, Well of Corruption at the 3 second mark and 43.25 marks, and Well of Suffering at the 3.25 and 38.5 second mark.
Rending Claws cycle time is .95 seconds. 18.5 seconds are spent casting other skills, leaving this 41.25 seconds to cast for 43.42 cycles. This is 87 hits, ~43.5 crits for 2392.5 life siphoned per minute.
Total is 17413.5 health/minute or 290.23 health/second. This is the absolute max from a 50% crit chance build on a single target, and it does not include aftercast delays aside from axe auto. Actual healing/second is lower.
Average hits/second with max optimization? 3.583. Vampiric absolutely cannot trigger more than that/second on average against a single target. Including aftercasts, this drops to 3/second or lower. Including opponents who don’t let you just hit them as you please, this likely drops to 2-2.25 hits/second or lower.
For that amount of optimization of gear, build and skill use, what Drarnor originally stated still holds true after his new calculations. In a perfect world of 290.23 health per second as an absolute max benefit, it’s too low. Considering Regeneration in the same build/gear is 263 health per second (if 1054 healing power in original build link still holds true) whenever its up.
To get viable use of siphons by investing 15-30 points in Blood Magic, we shouldn’t need to perfectly use every single quick, multiple hitting skill in our possession to get an 30-40 extra health per second over regeneration (on paper). Especially when by doing so, we’re sacrificing ways to apply regeneration or get better effective health/regen over time through other means.
Whether you’re for an ICD or not, it’s pretty clear that siphons need to be buffed further if they’re truly going to be an attrition alternative for Necro. An alterative that can be fully invested in.
I would still like to see the one second ICD with the much bigger siphon, to eliminate all that micro managing involved and the vast difference in effectiveness based on what weapons or skills are used and when. It’s not as exciting or interactive, but its definitely more dependable and would make blood magic useful for all builds and attacks. Other profession mechanics aren’t that undependable or incorrectly designed to the point where investing in a whole trait line for it’s main feature is utterly counter productive.
Edit: I guess the question to ask is, if Anet ever intends or intended for life steal to be a viable attrition that we could rely on over DS use and investment? It’s possible its purposely designed as a supplementary attrition mechanic, which would be unfortunate.
(edited by Balekai.6083)