Ideas for Hammer Offhand - need builds :D

There must be something wrong with your parses, because that does not line up my results at all. And i’m playing Maul/MIRV main DPS build. Also, what are the CP numbers you’re talking about? Scaled with % additive increases? Crit multiplier?

Can you detail your build and itemization? Agents? Red Vali? Do you make sure to cook grenades? How many MIRV grenades are hitting on average (what target are you parsing on)? What’s the shotgun you’re using (in case you use the SPES-C221, do you start with already stored stacks) ? Do you get any glances ? How many grenades did you manage to fire within 3 min, and how many of them performed a crit upon refreshing the previous grenade ? Is it lower or higher than your usual crit chance ?

And any other information that might be relevant.

I plugged your 3min duration into my sim, and got Maul/Ifritian parsing roughly 3% more than Maul/MIRV with 2 MIRV grenades hitting. I get close to no difference in damage on dummies with these setups as well, so my maths confirms my own parses here.

CP/s is just dps/combat power.

My build should be identical to what you posted above with 2 slots offhand. I use the 2 7% hammer agents, red shard of sesshoseki, all grenades were cooked, MIRV was hitting 2x. I changed weapons between every parse to reset rage etc., not sure if that also resets spes stacks.

I had 0 refreshes of the grenade effect on either parse, so no crits.

General itemization’s more tank than dps, I only have the middle 3 dps talis (Shriven Souls, Egon, Brawler Belt) and a Flanged Mallet. Hammer basic/power signets, generic elite.

Be careful with such assumptions, especially when such arbitrary numbers are unverifiable. I don’t know what type of glyphs you have in your weapons, but it’s an important information to have. Basically, only the dot part of IG ticks off hammer’s damage. The MIRV grenades, the initial grenade part, and the dot overwriting proc damage (which is the big part here) procs with MIRV’s weapon power and glyph.

Then as you edited your post yourself, you have to keep in mind that RNG will play a big part, especially since MIRV has a double-RNG layer with grenade proc chance and your crit chance. With shotgun, RNG is way smoother since there’s no dot reapplication (only refresh) and no additional randomness.

Yeah, now I’m looking at it, MIRV’s initial hits are near identical (like how when eruption crits on multi targets, it all crits) so having 5 mirvs crit at once is a pretty big damage bump, same as eruption.

That’s not true though. Crit chance is rolled separately per target.

Proof on a pack of 4 mummy mobs in a scenario:

[19:40:12] Your Eruption hits (Normal) Effigy X66 Mummy for 36366 physical damage.
[19:40:12] Your Eruption hits (Normal) Effigy X66-0 Infected for 40296 physical damage.
[19:40:12] Your Eruption hits (Normal) Effigy X66 Mummy for 37744 physical damage.
[19:40:12] (Critical) Your Eruption hits (Normal) Effigy X66 Mummy for 104292 physical damage.

Just another mystery on my character not working like theories, then… it’s not every time, but at 35% crit rate it should be about 1 in 23 to crit on all 3 targets and this is 2 of 6 times (although maybe it’s the Custurrii Packmaster doing it)

You successfully used Eruption.
Your Eruption hits (Normal) Savage Wolf for 29937 physical damage.
Your Eruption hits (Normal) Savage Wolf for 29937 physical damage.
Your Eruption hits (Normal) Custurii Packmaster for 29937 physical damage.

You successfully used Eruption.
Your Eruption hits (Normal) Raging Wolf for 28486 physical damage.
Your Eruption hits (Normal) Raging Wolf for 28510 physical damage.
Your Eruption hits (Normal) Raging Wolf for 28583 physical damage.

You successfully used Eruption.
Your Eruption heals you for 135.
(Critical) Your Eruption hits (Normal) Savage Wolf for 72766 physical damage.
(Critical) Your Eruption hits (Normal) Savage Wolf for 69290 physical damage.
(Critical) Your Eruption hits (Normal) Custurii Packmaster for 69290 physical damage.

You successfully used Eruption.
Your Eruption heals you for 139.
(Critical) Your Eruption hits (Normal) Custurii First Hunt for 66519 physical damage.
(Critical) Your Eruption hits (Normal) Dominated Wolf for 69643 physical damage.
(Critical) Your Eruption hits (Normal) Dominated Wolf for 69643 physical damage.

You successfully used Eruption.
Your Eruption hits (Normal) Werewolf Packleader for 27678 physical damage.
Your Eruption hits (Normal) Wolfpack for 27294 physical damage.
Your Eruption hits (Normal) Wolfpack for 29995 physical damage.

You successfully used Eruption.
Your Eruption heals you for 117.
(Critical) Your Eruption hits (Normal) Wolfpack for 69169 physical damage.
Your Eruption hits (Normal) Wolfpack for 29787 physical damage.
Your Eruption hits (Normal) Werewolf Packleader for 27680 physical damage.

You successfully used Eruption.
Your Eruption hits (Normal) Wolfpack for 29160 physical damage.
Your Eruption hits (Normal) Wolfpack for 29160 physical damage.
Your Eruption hits (Normal) Werewolf Packleader for 29160 physical damage.
Your Eruption hits (Normal) Fang Run Beast for 29160 physical damage.
Your Eruption hits (Normal) Fang Run Beast for 29160 physical damage.

You successfully used Eruption.
Your Eruption hits (Normal) Fang Run Skulltaker for 28797 physical damage.
Your Eruption hits (Normal) Fang Run Beast for 28797 physical damage.
Your Eruption hits (Normal) Fang Run Beast for 28797 physical damage.

You successfully used Eruption.
(Critical) Your Eruption hits (Normal) Tamed Wolf for 72929 physical damage.
(Critical) Your Eruption hits (Normal) Tamed Wolf for 67896 physical damage.
Your Eruption hits (Normal) Tamed Wolf for 29880 physical damage.
Your Eruption hits (Normal) Tamed Wolf for 27959 physical damage.

You successfully used Eruption.
(Critical) Your Eruption hits (Normal) Tamed Wolf for 66633 physical damage.
Your Eruption hits (Normal) Tamed Wolf for 28478 physical damage.
Your Eruption hits (Normal) Tamed Wolf for 29360 physical damage.
Your Eruption hits (Normal) Tamed Wolf for 28534 physical damage.

You successfully used Eruption.
Your Eruption hits (Normal) Tamed Wolf for 28299 physical damage.
Your Eruption hits (Normal) Tamed Wolf for 28604 physical damage.
Your Eruption hits (Normal) Tamed Wolf for 28740 physical damage.
Your Eruption hits (Normal) Tamed Wolf for 28849 physical damage.

You successfully used Eruption.
Your Eruption hits (Normal) Tamed Wolf for 28299 physical damage.
Your Eruption hits (Normal) Tamed Wolf for 28604 physical damage.
Your Eruption hits (Normal) Tamed Wolf for 28740 physical damage.
Your Eruption hits (Normal) Tamed Wolf for 28849 physical damage.

You successfully used Eruption.
Your Eruption hits (Normal) Tamed Wolf for 29147 physical damage.
Your Eruption heals you for 137.
(Critical) Your Eruption hits (Normal) Tamed Wolf for 66984 physical damage.
(Critical) Your Eruption hits (Normal) Tamed Wolf for 69064 physical damage.
(Critical) Your Eruption hits (Normal) Tamed Wolf for 66698 physical damage.

Although all the runs of crit are after a heal… maybe Cruel Delight b0rks the crit rng?

I have cruel delight as well. I didn’t try to do extensive tests (because i see no reason to care about this) but i don’t think RNG is borked in any way. You’ll need a huge sample if you really want to see the trend, can’t conclude anything after 48 eruption hits only (if i didn’t miscount, you got 13 crits out of 48 eruption hits, so this is 28.2% crits here overall).

Wow you guys went super in-depth with this stuff, holy crap. In the end I decided on your advice with fist, as it just thematically fits better for me, though playing 2 melee weapons in dungeons is proving pretty damned challenging x)

Hum? No? How is it challenging considering 95% of the group content has “no mechanics” for melee (or at all actually) ? Besides, just get the Quickness signet, and you’ll see how faceroll-y it is to play melee.

Quick note on the hammer/fists : you can also play a variant without Rampage/Let Loose - use Eviscerate for extra exposed if needed (or don’t use it at all if exposed is provided without it), and just replace Let Loose by an extra hammer passive (Unbridled Wrath, Fast and Furious or Berserker, one of the 3 you’d be missing if you were to play with Let Loose). The DPS is pretty similar to the Let Loose variant, the burst is just less spiky.