There was a time, however brief, in which Fist Flurry + Palm Strike was a viable and powerful technique in the PVE world. However, those days have passed.
After way too long of a time, a realization came to me. The increase in damage from auto attacks on the thief meant that there was in increase in damage from haste. And also, by comparison, the advantage of Fist Flurry + Palm strike had gone down as well. So much so, that fist flurry is basically reduced to a highly conditional 2 second stun. Let me demonstrate:
Standing in the mists on my Daredevil, with absolutely nothing equipped but my skibbies, and no sort of anything that would modify any of my skills, I get the following damage values for the auto attacks of these respective weapons. Note, that these are base values, and as such are modified by effective power.
Staff Auto: (293 + 293 + 688) / 2.14 = 595 DPS
Dagger Auto: (284 + 302 + 391) / 1.68 = 582 DPS + 3.57 poison TPS
Sword Auto: (284 + 284 + 462) / 1.88 = 548 DPS
It doesn’t matter which one is highest right now. Just keep these numbers in mind. Now, lets look at the two “DPS” skills in question: Haste and Fist Flurry + Palm Strike.
What haste does is, for 6 seconds, grants you quickness. This means that you’ll do 1.5x AA damage for 6 seconds. Since the listed values up there are damage per second, this means that Haste will add the additional amount of damage:
Staff: 1,785
Dagger: 1,746 + 10.71 bleeds
Sword: 1,644
And since it will do this every 60 seconds, you can consider this a DPS boost applied every 60 seconds. So, taking how much damage it does and dividing the time between doing it we can get the additional DPS that haste does:
Staff: 29.75
Dagger: 29.1 + 0.18 poison
Sword: 27.4
Keep in mind these are base values, and scale directly with effective power. If you have an effective power of 10k, then these will be 10x higher.
Now, as for our dear, dear Fist Flurry. This is the value that we have now:
Fist Flurry 995
Palm Strike 465
Pulmonary Impact: 872 (365)*
*This is where things get complicated, since Pulmonary Impact cannot crit, it cannot scale with effective power. However, I have a workaround. Standing in full berserker gear at a level 80 zone, while under the effects of fury I have a scaled crit damage of 268.7 (including traits), and a critical chance of 82.3%. No food or outside buffs. Using a very simple formula, this gives me a crit mod of 2.388. Now, you’re probably wondering why I’ve done this. Well, the logic works like this: since Pulmonary impact can’t crit, it is effectively doing damage equal to base damage / crit mod, since all other attacks have the crit mod. Since I get a resting crit mod of 2.388, this means that the scaled damage for Pulmonary Impact will be 365.
With that all out of the way, the total activation time as measured by a stop watch about twenty times or so is 2.5 seconds. This means the skills inflict about 730 DPS.
“But wait!” You say, failing to realize time and again that you should wait for my entire explanation before sounding off like a doofus, “That looks plenty high. What’s the problem, BRA dawg?”. Well, consider that if you weren’t doing Fist flurry, you were probably doing an auto attack. And this means that really, you are only doing an additional damage of
Staff: 135
Dagger: 148 – 3.57 poison
Sword: 182
And since you did this once every 22.5 seconds, then this comes to a total additional DPS of
Staff 6
Dagger: 6.6 – 0.16 bleed
Sword: 8.1
Yep. That’s it. If you have an average DPS of 595 with staff auto attacks, throwing in an extra fist flurry + palm strike nets you a DPS of 601. That’s all it gives you.
“But wait!” you say, forgetting your place again you insolent little… anyway. Yes, you are probably saying that it fulfills the niche of being a “stun” whereas haste just adds damage. Well, that’s where other techniques come in.
Ignoring our high stunning elites, if we were to compete our utilities on a slot for slot basis, there are already utilities that can do what palm strike does, but better.
#1: Haste. If you’re going for damage, haste adds more in any situation in which you do not have guaranteed permanent quickness. Which, I’m sorry to say against those “elitists” who insist that every party has a quickness spamming Mesmer, is not going to happen, because combat is complicated and quickness falls. A lot.
#2: Bandit’s Defense. This is an extremely useful skill. First, it is a block. Second, it is a stun break. Third, if you do block an attack, Reflexive strike is a 2 second knockdown which does just as much breakbar damage as Palm Strike. This skill fills many niches in a build.
#3: Impairing Daggers. The still only has 398 DPS, so over the course of 25 seconds you will lose about 8 points – 0.96 poison ticks off of your DPS. But, it has three advantages. First is that it does 50% more breakbar damage than the other skills. Second, as a combo finisher it comes with other effects. Third is that it is a ranged skill. And as a ranged skill, it is capable of being used while disengaging or chasing an enemy, which are periods where you would normally not be doing any DPS at all, which compensates for the loss that it would provide.
Keep in mind, to come to the defense of Fist Flurry, several things need to happen.
A) Be engaged in melee at all times. No disengaging or chasing.
B) Permanent Quickness
C) Enemy has permanent immobilize and slow
D) Fighting against only a single enemy, as Fist Flurry does not cleave
E) Be requiring no additional utility to the degree where a 1% gain in DPS is preferable to every other utility the Thief has.
And that just plain isn’t going to happen.
“But what” shush. I know you’re talking to talk about crit rates. And again, this is something I’ve worked out. The additional damage that pulmonary impact inflicts becomes more valuable as the crit mod decreases. But, at what point will it become equal to something like haste? There’s a simple formula for that:
0.5 × 6 x AA damage x Crit Mod / 60 = ((584 – AA damage) x Crit Mod + 874 / 2.5) /22.5
Sole for crit mod. First, with Staff auto
29.75 Crit Mod = -0.49 Crit Mod + 15.54
Crit Mod = 0.518
Since the lowest critical damage modifier is 1.02, it is impossible for one to match the damage of another.
With all that, Fist Flurry has found itself out of a job. While the boost to auto damage for thieves was definitely a good update, this has had the unfortunate effect that skills that used to be used for damage before now find themselves not being used at all. Chief among those is Fist Flurry, but also Impact Strike (380 DPS, assuming 3.5 second activation time).
So with this, I will say two things.
#1: Many skills need buffs to their damage to make them worthwhile again. In particular, Impact Strike, Pistol Whip, Fist Flurry/Palm Strike, Flanking Strike/Larcenous Strike, and maybe even Pistol Whip need a buff. If skills do not receive a buff to DPS, then they need to receive a buff to utility of some kind (I.E. Fist flurry causing a 2 second daze).
#2: Until then, I will have to bury Fist Flurry until the day that the devs shine on it.
So, one last uppercut, for memories. I will miss this very fun and thematic skill very much.