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This is objectively untrue. If you have any hope of dropping big targets with the Illisi quickly, you want as high First Target as you can get. Being able to 1-2 shot mutants on Damnation is possible as long as you have high Damage and First Target stats when combined with strong blessings.
Warp Resistance is the dump stat on it, because that lets you build peril super quickly for the purposes of stuff like Unstable Power, Warp Nexus, and feats that benefit from high peril.
I think first target is SUPPOSED to only increase damage to the first target when striking multiple enemies in a single swing, but in practice it makes no difference how many enemies you hit. It is applied even if you only hit one enemy with that swing. So it is actually a flat damage multiplier applied to any damage dealt to the first enemy.
Thus, since a high first target attribute can add anywhere from +5-30% damage, depending on the weapon, it is objectively one of the most influential stats when determining a weapon's overall damage output.
That's not an opinion, that's math.
Also, to bring it back, can anyone explain to my smooth brain why the lower rating illisi, with a lower damage modifier has higher light and heavy attacks in this case?
Your opinion is objectively wrong though. Mobility is the dump stat, force swords have unlimited dodges anyway and you don't need the movement speed. You could make an argument for warp resistance being the dump stat, depending on your playstyle and if you spam force charge the sword for some feat synergy, but that's a different story.
That said, no, first target is NOT a dump stat. On the force sword, if you're not sure outside of specialised scenarios, mobility is the dump stat.
Ah, I think the fact that in the same sentence he said it's a very bad stat made me think that was the subject, and not necessarily that it was why the damage was higher. Needed clarification, ty.
I also agree with this; lower warp resistance is actually better on the Illsi because it means it takes fewer activations to reach or maintain high peril.
Having more peril generated per activation sounds like it would be detrimental, and on the single-target forceswords it might be.
But on the Illsi, it doesn't end up mattering as much for attacking.
Those huge cleaving swings are likely to kill several enemies every time and have a good chance of triggering your passive on-kill-quell. More often than not, this will effectively negate whatever 5-6% extra peril you might build per activation.
Basically, low warp resistance only tends to slow down your chain active swings if you get extremely unlucky and don't quell at all while chopping through poxwalkers.