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New skill’s proc coefficient is 0.7(30% less than normal) per arrow or 1(normal) per arrow with a critical hit.
10 Soldier's Syringe = 150% increase in attack speed.
newAnimationSpeed = defaultAnimationSpeed / 2.5
Strafe: 0.5 / 2.5 = 0.2
Flurry: 1.3 / 2.5 = 0.52
Strafe DPS: 1 / 0.2 = 5 hits per second
5* 150% = 750% per second
Flurry DPS: 1/ 0.52 = 1.92*3 hits per second
1.92 * 3 * 100% = 576% per second
With 100% crit rate:
Strafe: critDPS = noCritDPS * 2
750% * 2 = 1500% per second
Flurry, critDPS = noCritDPS * 2^2
576 * 2^2 = 2304% per second
These numbers are rounded down. I made a few tables for you in Excel:
https://i.imgur.com/dxEczfU.png
In conclusion, Strafe always wins the attack speed race, but as long as you have at least 20% crit chance, you'll have more DPS with Flurry.
All of this is without accounting for proc coef.
If you only intend to do a short run then you're kiinda better off with strafe but you'll generally be fine because of procs, there isn't really a noticeable difference, just that you overkill with triple tap in the early game a few times.
(It's basically artificer primary but with auto aim and actually scales with aspd)
You are awesome! Thanks for breaking it down like this! So it's clear that Flurry definitely has a higher potential DPS with 100% crit chance than Strafe does, but Strafe has a higher DPS overall without any crits. I guess it's all up to preference whether you want a slow start but higher potential damage output, or a quicker start with a consistent DPS but lower damage potential. No but seriously you didn't have to go out of your way to make this!
I already knew that Predatory Instincts has a minor crit buff, but I didn't know Harvester's Scythe did as well! This is good to know!
The grove tender is good for this.
2. Crit is not affected by proc coefficients, so every character has 100% crit chance with 10 Glasses or 9 Glasses, a Predatory Instincts and a Harvester's Scythe.
3. If you really want to go that route, the "least items" min-maxing only requires 1 of every proc item and then x amount of Leaf Clovers. This is ineffective as you need a lot of Clovers, meaning either a really long run or trading in greens in the Bazaar. If you only get 80% crit chance and 1 Clover you only get a total of 96% chance to crit. At 90% and 1 Clover you get 99%.
If you depend on Clovers you will never truly reach 100%, as it's approaching a limit multiplicatively unlike the additive stacking of the Glasses.
I'm pretty sure Runald's and Kjaro's bands are what he's talking about. These do NOT add any crit chance, however.
Downside is less baseline DPS, and the bolts don't spread, so it doesn't handle weak enemies as well. But early game is easy anyway and Glaive handles clumps of weaklings.
Run strafe if you're planning to go for the final boss, and flurry if you're going for an obliteration/endless run. The latter is always longer than just going for the final boss, so you're likely to get more crit lenses.
150 x 2 = 300
100 x (3x2) x2 = 1200