Here is the link to Serpent Strike.
A venomous attack that deals weapon plus 210 to 215 Water damage. An additional 100% damage bonus from Attack Power is applied to this attack. Usable after dealing a Critical Hit. This ability is not affected by global cooldown. Awards 1 Combo Point.
The build I have in question is this. Fancy Shmancy 51 point build! Do keep in mind that this is strictly theorycrafted on my end at the moment, I need your help in letting me test this.
So given how the ability is worded, "Usable after dealing a Critical Hit." it should be based upon anything you do that gives a critical hit, this includes your yellow attacks and your auto attacks, I'm not entirely sure if poisons can crit, if they do the more then merrier.
Now after talking with someone in my guild that had just dinged 50 he was hitting for about 500 a strike non crit and 1000 damage for criticals.
By using this build I've proposed it gives the obvious 51 points in sin, but 5 points in ranger for 5% crit, and the other points in NB for 15% more damage on all your combo generators, SS included and 9% more damage on your non physical attacks. Considering that SS is water damage, this will affect your poisons and your SS.
So we're given a 15% and 9% modifier, how they're applied I can't say if its a flat increase on the base damage or applied after the application of attack power. Until we're able to see the equations on it, I'm sol on this.
This also gives you a 10% flat increase in critical strike for all abilities, and a 6% increase to backstab as well. Considering that if you were to be dpsing you'd be behind the enemy almost always so 16% more crit on BS on top of your damage as well.
Given all of this information the whole theory to trying this build is to basically bind SS to all of your attacks so that you don't miss an opportunity to use the attack. Then just run the normal sin rotation.
Any of you with a parser and at level 50 willing to try this build, please post some results for me cause I'm very very interested in how this turns out. If you do, please do it on the t1/t2/t3 dummies for at very least 5 minutes.
The way to set the macro up is like this.
#show ability_name /suppressmacrofailures /cast Serpent Strike /cast ability_name
This assumes that if you're mashing that button if the reactive ability is able to be used it will use it, if not it will default go to the next ability down and use that. The suppress part is so you dont see the error message.
*I wish I had a simulator*
