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<blockquote data-quote="Cadfan" data-source="post: 4891856" data-attributes="member: 40961"><p>Well, I can't mathematically analyze the potential for missed opportunities, etc. So I get your point, but can't really work it into the math. The only other comment I can really make on the math is that waiting becomes more and more worthwhile the lower your accuracy, since the portion of the equation that favors waiting is the miss damage.</p><p> </p><p>As for the general strategy and the "on the table" aspects, well, there's never going to be a solid rule. You'll have to play by ear, knowing that waiting is best, unless you miss out by waiting too long, or unless you build up so much bonus damage that you overshoot zero and waste it by knocking the enemy to negative fifty or something when zero would have sufficed.</p><p> </p><p>Of course, you have some tools to prevent that from happening. You don't have to use your shroud on the enemy that you're fighting. You can teleport from foe to foe by stepping through their shadows. And you have a bunch of options for mobility or even attacking at range.</p><p> </p><p>So basically, you can afford to spend your time fighting one enemy, and concentrating on using your guild bonus to get small amounts of bonus damage versus this particular target, while building up your shroud on a far away enemy not currently engaged by any of your teammates. Then, when you've built up four charges, you can teleport over and dish out some pain on a target that's fully healthy, or nearly so.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4891856, member: 40961"] Well, I can't mathematically analyze the potential for missed opportunities, etc. So I get your point, but can't really work it into the math. The only other comment I can really make on the math is that waiting becomes more and more worthwhile the lower your accuracy, since the portion of the equation that favors waiting is the miss damage. As for the general strategy and the "on the table" aspects, well, there's never going to be a solid rule. You'll have to play by ear, knowing that waiting is best, unless you miss out by waiting too long, or unless you build up so much bonus damage that you overshoot zero and waste it by knocking the enemy to negative fifty or something when zero would have sufficed. Of course, you have some tools to prevent that from happening. You don't have to use your shroud on the enemy that you're fighting. You can teleport from foe to foe by stepping through their shadows. And you have a bunch of options for mobility or even attacking at range. So basically, you can afford to spend your time fighting one enemy, and concentrating on using your guild bonus to get small amounts of bonus damage versus this particular target, while building up your shroud on a far away enemy not currently engaged by any of your teammates. Then, when you've built up four charges, you can teleport over and dish out some pain on a target that's fully healthy, or nearly so. [/QUOTE]
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