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I wish Wandering Wright had more than +30 defense at max rank though. :( Still, for a proper build it can apparently hit 8k, and even 14k+ crit dmg.
Non-able reduces focus gain? This is news to me.*edit* Your phrasing confused me, I get what you mean now. Non-able vs. Earth Wolf is less focus gen.
Non-Able wont actually do more damage here, sadly, though I was along the same line of belief as you until I did detailed testing and looked into it with better analysis.
The issue is spellweaver isn't going to put it above other better options like Earth Wolf. Reason being that you can get over 100% crit chance in this game... (not that there is a reason, in fact heavy diminishing returns going above 70-80% even) and you can get over 200% crit dmg (where Non-able gives +6%...) and 300+ attack (Non-Able gives +10 attack). The overall percentage increase in DPS is actually really low even at the level 1 stats, but gets substantially worse as your build gets stronger. At 300 attack that +10 is only a 3% increase in attack... That 6% crit dmg on a 220% crit dmg build (becomes 226) is a grand 2.7% increase. Combined that is a 6% increase in damage in that example.
Even at the worst stats possible, level 1 50 attack and 130% crit dmg (we'll assume 100% crit chance in both situations for simplicity, especially since builds not using Non-Able can reach that high / close so it is an irrelevant stat point later on, we're comparing pure DPS potential and super low crit chance is basically invisible anyways as Non-Able only adds 3%)... vs using Non-Able 60 attack and 136% crit damage. Base build gets a 25% dmg increase, but this is almost all from the +10 attack... and because this is starting lv 1 stats + weapon... In short, this is the most extreme situation.
If we replace the prior test with the 70 attack Kan-Jin Staff grants / +10 from foundation tree (total 80 attack) and lets assume 154 crit dmg (due to foundation perk tree) which is what you would have when you first get Non-Able in chapter 3 (may be slightly dif attack with different staff, but should typically be similar and only get worse as stats go up)... You get left with a 9% dmg increase.
A 9% dmg increase by the time you first get the spirit down to an eventual 6% dmg increase (or less, the above aren't the max stats possible at all) for having Non-Able equipped isn't nothing but it isn't good, either.
When, overall, Earth Wolf does way more damage in a single cast, has way better stagger for Duplicate abuse (which often can be used once per fight anyways with how fast most fights go unless you run out the clock cheese staying away from boss until you get more clones...), better focus gain, and can use heavies (for see through/evasion/stagger potential) more frequently... that 6~9% becomes not enough.
This is before factoring that it does not include final attack bonuses (I just tested and confirmed it does not proc Punishing Downpour.
Example results of my test with Kang-Jin staff on a character with 70 Attack and 142% crit dmg (because my real build is only learning these perks now, I had to reset stats to get prior figures given above with the full upgrade... and only just decided later to test the final attack bonuses so I'm not going to redo it again with the full upgrades but it would only favor Earth Wolf as we pointed out prior with diminishing returns from percent increase difference). The below has no crits hit.
- Final attack with Earth Wolf did 208 (base) + 105 (lightning).
- Final attack with Non-Able did 237 (base), which is lower than Earth Wolf because it can't proc Punishing Downpour bonus in a Non-Able combo and it has zero lightning proc (as would any other finisher proc weapon bonus effect).
This results in Earth Wolf having a a massive 32% damage increase on that final hit. This is easily going to average out to favor/or equalize Earth Wolf against Non-Able over a full combo (as obviously Non-Able has very slight 6~9% gain on the other attacks from the light attack chain.
You might be wondering what the result would be if you simply don't use Non-Able in the combo chain at all and utilize its passive in the above example... 243 base dmg + 119 lightning. This results in it doing 15.6% more damage on the final attack... Plus about 6~9% more dmg over the course of the prior hits.
You mentioned that the focus gain on Earth Wolf is minimal, but I'm assuming you only tested it at rank 1? Even not fully upgraded it definitely isn't minimal by rank 5 of 6. It may not be obvious over 1-2 small hits but pull off a combo and such then you suddenly see it adds up a decent bonus (somewhere around 15-20%. However, less heavy attacks for see through and dmg (a Skyward can do 340 dmg in a single hit in that setup and massive stagger). Thus, the total performance if you don't summon the spirits is about equal, overall, with Non-Able's slight DPS increase and Earth Wolf's slight focus increase, but once you factor in summoning the spirit Earth Wolf's damage completely surpasses it (just a quick test with no crits and not counting precisely I can say it just did over 1k dmg in about 2s). Most importantly, having -100 mana is simply not worth it (unless spell weaver because you don't get mana then, at all).
Speaking of Spellweaver... Non-Able gets less attack from it than Earth Wolf because it converts mana over. This is 6 attack less, at all mana values (as long as both Non-Able and Spellweaver are max, cause ratio of mana to attack conversion). As pointed out comparing the crit chance bonus is pointless (Non-Able gives an extremely low 3% and you can eventually get high enough with any spirit it doesn't matter that Non-Able gives any at all). Non-Able still gets its 6% crit dmg boost but the gain is only 4% gain vs using Earth Wolf at these stats (so the 6% is misleading) and gets worse the higher crit dmg gets.
Essentially, the point is Non-Able's benefits are too small to actually add up to a real genuine meaningful gain, causing it to typically come out equal or worse. If we're factoring in Spirit Damage than Earth Wolf (and especially ones like Wandering Wright that can deal 14k dmg and such) completely displace Non-Able. Small gains stack up, but we don't have enough small gains. Our total gain from swapping to Non-Able is too small and the trade offs on Spirit damage output and the sheer loss of 100 mana are really very extreme, even before factoring in Earth Wolf or other passives (despite factoring in Non-Able's passive the entire time). One use is to use buffs that activate on spirit cast to keep them frequently active, but this is pointless against trash mobs while the overall dmg and lack of spell use will still lose hard against other spirits (and you can't even use this buff tactic with spellweaver at all).
Just a bunch of points and math. Too lazy to format and clean it up. Should be enough to draw some conclusions for most people. Personally, after looking into it and testing I don't believe Non-Able is among the best, or actually even good and regret wasting upgrade knots of void on it. That said, there could be builds/strategies I'm not aware of and haven't tested that could somehow make it much better (but this does seem unlikely at this point).