As promised, i’m posting the results of the damage simulations for both hammer/shotgun and hammer/rifle. I’ll spare the formulas and details and just show the input parameters and the final DPS results.
The following screenshot gives an idea of the DPS of a Pneumatic Maul / SPES-C221 build parsed for 10min (600s), with maxed out gear and lots of other things that you can see in the Input part.
Same configuration with the Ifritian Despoiler instead of the SPES-C221 in the following screenshot.
Now, the following screenshot show the potential DPS of a Pneumatic Maul/MIRV build with 2 MIRV grenades hitting for a 10min parse.
Same as above but with 5 MIRV grenades:
Now, let’s compare 30s parses for shotgun and MIRV offhands, same builds and same settings.
For the Maul/MIRV for the 30s parse, i put only 2 MIRV grenades hitting, below:
As you all can notice, the shotgun offhand falls apart in shorter fights (which, at the very endgame, are all short - long fights basically do not exist at some point, even the lurker can’t be considered a long static fight because of the amount of downtimes potentially screwing up the DB dot stacking, depends on what the hammer user is assigned to do). For reference, for a 30s parse, the average CP/s damage of the Dragon’s Breath is equal to 0.62 CP/s (way lower than the 0.88CP/s of the theoretical full 6 stacks, which is pretty much the average damage you get for DB after a very long time - my CP formula for the DB damage scales based on time).
Note that, besides all the downsides i’ve been explaining about the shotgun offhand (single target only, no purge compared to incendiary grenades equivalent, ramp-up time, bad for target switching and downtimes make the stacks drop), there are also another downside for shotgun: Machine Tyrant. This boss is pretty much THE anti-DB stacking fight. On higher difficulties, any geared shotgun offhand user will kill himself the first time the boss gets the shield back after going to the middle, even if the said player stops stacking DB when the boss starts going to middle.
Here are, again the advantages of using the MIRV offhand:
- AoE damage on a single target ability - efficient cleave
- No ramp-up time besides the 1st grenade
- Able to replace Burst Fire for Unveil Essence at a low DPS cost (roughly 5% overall damage). Useful for sustain-tank group compositions on several fights where group healing might be needed (HR3).
- Able to replace Eruption for Anima Suffusion (Ankh 2), at a cost of ~10% overall damage loss.
- Not a problem on Machine Tyrant since it is just possible to not throw any Incendiary Grenade on the boss after he stops in the middle for his aoe attacks. The Incendiary’s dot will just fall off before the boss gets his shield back. The build is usable on every single fight in the game without issues.
- Huge damage on big hitbox bosses (which are the end dungeons bosses and the Lurker), which could be argued as being the “hardest” bosses, or bosses that “matter” the most.