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Dec-28-2023
Exploration Season's Major Wound mechanism is consistent with WLK, including:
1. After a critical hit from a regular attack, the [Major Wound] is triggered, causing bleeding damage equal to 60% of the main hand weapon's damage, with a 3-second interval and a total of 4 ticks.
2. There is a [Major Wound Pool], and if there are multiple critical hits from regular attacks within 12 seconds, the accumulated major wound damage will be calculated based on the number of critical hits multiplied by the main hand weapon's damage times 60%. The total major wound damage will always be equal to the number of critical hits from regular attacks multiplied by the main hand weapon's damage times 60%.
3. There is a [Secondary Damage Increase] mechanism, including but not limited to circus BUFF, Graywaste BUFF, Frenzy effect, etc., which will increase the secondary damage of the major wound bleeding damage. For example, with the Frenzy effect providing a 20% increase, the bleeding damage without any buffs is 20, while with the buff it becomes 20*1.2*1.2=28.8.
4. The Rake debuff from Wild Demon Hunters does not have a [Secondary Damage Increase].
5. The major wound bleeding debuff cannot be dispelled, overwritten, or copied, ensuring stable damage output.
Examples:
Assuming: 3/3 Major Wound talent, 60% main hand weapon=80
Scene One: Single regular attack critical hit
Regular attack critical hit
Major Wound debuff appears (80 total damage remaining)
Tick 1: 20 (60 total damage remaining)
Tick 2: 20 (40 total damage remaining)
Tick 3: 20 (20 total damage remaining)
Tick 4: 20 (0 total damage remaining)
Scene Two: Two consecutive regular attack critical hits within 3 seconds
Regular attack critical hit
Major Wound debuff appears (80 total damage remaining)
Three seconds later, two more regular attacks critical hit
Major Wound debuff refreshes (160 total damage remaining)
Tick 1: 40 (120 total damage remaining)
Tick 2: 40 (80 total damage remaining)
Tick 3: 40 (40 total damage remaining)
Tick 4: 40 (0 total damage remaining)
Scene Three: Two regular attacks critical hits with intervals
Regular attack critical hit
Major Wound debuff appears (80 total damage remaining)
Tick 1: 20 (60 total damage remaining)
Tick 2: 20 (40 total damage remaining)
Another regular attack critical hit
Major Wound debuff refreshes (80+40 total damage remaining)
Tick 3: 30 (90 total damage remaining)
Tick 4: 30 (60 total damage remaining)
Tick 5: 30 (30 total damage remaining)
Tick 6: 30 (0 total damage remaining)
Scene Four: Single regular attack critical hit with Frenzy 20% increase BUFF
Frenzy BUFF appears
Regular attack critical hit
Major Wound debuff appears (96 total damage remaining, considering the Frenzy BUFF increases the damage by 1.2 times)
Tick 1: 96/4*1.2=28.8 (72 total damage remaining)
Tick 2: 28.8 (48 total damage remaining)
Frenzy BUFF disappears
Tick 3: 24 (24 total damage remaining)
Tick 4: 24 (0 total damage remaining)
Conclusions:
1. Dual wielding can trigger more major wounds, considering the world Buff's secondary damage increase, in BIS conditions, dual wielding (321dps)>two-handed(Sea Serpent's 318dps).
2. Neither Old One Water Element nor multiple small enemies in phase five apply bleeding effects, making two-handed weapons better for these bosses and small enemy phases.
3. The talent and glyph remain the same for both dual wielding and two-handed, just replace Swift strike with Recklessness.
4. A one point two to one point three attack speed assassination knife is the BIS for dual wielding Krugerrand Killer, as it can trigger more major wounds.
5. The BIS for dual wielding and two-handed are mostly identical, with differences in the following parts:
Weapon: Blackwater Cutlass + Ritual of the Abyss/Vampire VS Sea Serpent
Boots: Silver Hand Battleboots VS Set Boots
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