Talk:Locust's Fury

I have a question on this skill, does it apply to any weapon, or just daggers?
 * Only daggers are capable of doublestrike. - 08:44, 16 June 2006 (CDT)

I realize that, but the skill says that all of your attacks, not just daggers, have a 20% extra chance to double strike.
 * Same problem with "all your skills are recharged", when adrenaline skills cannot recharge. - 08:56, 16 June 2006 (CDT)
 * Or think of it as you having a lottery ticket, but specific laws for the nation/state that lottery ticket is for prohibits you from claiming any prize if you win, and the ticket is non-transferrable. So whether a blessing from a holy shrine increases people's chance of winning the lottery applies to you will not matter. - 08:59, 16 June 2006 (CDT)
 * And yet, if your chance is 0% of a double strike (incapable) +33% would be 33% no matter what :P. But unfortunately Anet doesn't think so :( (Not a fifty five 02:46, 16 September 2006 (CDT))
 * Nope...effects stack multiplicatively; it would be 0 * 1.33, not 0 + .33. --Carmine 16:03, 17 January 2007 (CST)
 * Incorrect. +33% is +33%.  33% more is multiplicatively. (Not a fifty five 13:06, 10 March 2007 (CST))

Can someone check my maths here? I'm getting Locust's equivalent to a 25% IAS in terms of attack speed, although obviously not contributing to the IAS cap. Assume normal time per attack is T. In 3T you will, on average, hit 3 times without Locust's. With Locusts you will hit 4 times in 3T. Therefore, new time per attack is 3T/4 = T-T/4, equivalent to a 25% reduction in time per attack. However, I'm not certain all the logic in that is correct. It clearly breaks down if you doublestrike 68% of the time or more normally, but I keep getting the feeling when I look at it that it only works at a 0% chance of doublestrike normally. --Khoross 14:08, 28 September 2006 (CDT)

Having performed tests on a spreadsheet, it's a 25% IAS at 0% chance to critical, which decreases as the initial chance increases, not always a 25% IAS. At dagger mastery 16, it's approximately a 20% IAS. Now for me to actually do sensible maths to work out what IAS it equates to. --Khoross 14:34, 28 September 2006 (CDT)

increased number of attacks over time = avg number of attacks with/avg number of attacks without = (33% + daggermastery*2%)/(daggermastery*2) at 16dm, it's a 65% chance to double strike. note, stances like flurry which add 33% IAS apply to the weapon's swing time taking 33% less time, or 66% of it's normal time, giving 50% more attacks. would work nice with mark of pain/barbs.--Beomagi 23:08, 2 December 2006 (CST)

(untested, just math)
 * Normal dagger attack speed = 1 attack/1.33 seconds.
 * With locust's fury or 16 dagger mastery: 1.33 attacks/1.33 seconds = 1 attack/ 1 second.
 * With 16 dagger mastery and locust's fury: 1.66 attacks/1.33 seconds = 1 attack/.80 seconds.
 * With 33% IAS it's 1 attack/ 1 second.
 * With 33% IAS, locust's fury, and 16 dagger mastery: 1.66 attacks/1 second = 1 attack/.60 seconds.

Has Locust's Fury been changed? Because I currently only have 4 in shadow arts right now and the duration goes up to 32 seconds.Pestilence 15:55, 25 January 2007 (CST)
 * This is in critical strikes. --Fyren 15:57, 25 January 2007 (CST)

Assuming 14 DM, am I correct in thinking combined with flurry you hit with auto-attack on average 2 times per second (0.75*1.5*1.8)? So an a/w backed up with a dark fury could maintain an AoE edenial from fear me(-3e every second) equivalent to no less than 9 pips of degen (assuming stationary target)? Phool 17:47, 2 February 2007 (CST)
 * Looks right. --Fyren 20:40, 2 February 2007 (CST)
 * Had the same idea. A very basic idea is on my userpage about it. Skakid9090 23:33, 2 February 2007 (CST)

Now it's 50% more for double strikes. Nice! Pjstaab 15:38, 10 March 2007 (CST)

this could prove potentially interesting paired with arcane mimicry and illusionary weaponry

Heh, interesting but meh. I stopped caring about mimicry builds a while ago. It basically means you have a second elite the first 20 seconds of the match (maybe for 15 seconds of enemy contact) (Not a fifty five 15:30, 22 March 2007 (CDT))

im going to try this with some conjure spells, ill start with conjure flame i think.

How does this effect critical strikes? does it out do Way of the Assassin?--68.102.128.17 14:10, 5 May 2007 (CDT)


 * Way of the Assassin is better for critical hits, Locust's Fury is better for DPS, here's a table comparing the two with 12 Critical Strikes and 12 Dagger Mastery.


 * This table assumes a level 20 foe, additive critical hit rate stacking and no other buffs affecting attack rate, damage or critical hits. The critical hit rate is increased against foes with lower AL and levels, and increased against foes with higher AL and levels. -- Gordon Ecker 18:59, 26 June 2007 (CDT)
 * Oooh, nice. The bottom line is that if you're using more effects which activate/renew on a critical hit, or have a weapon with better critical damage (hammer or scythe) then Way of the Assassin is the better bet.  For daggers, especially with effects that trigger on any hit (vampiric daggers, Conjure enchants, at al.), you're better served by Locust's Fury.  Though I'm not sure crit hit rate is affected by armor.  I thought level was more important to the equation...  &mdash;DaveK  00:31, 27 June 2007 (GMT)
 * The DPS part isn't for critical hit rates but rather a comparison between extra hits or extra criticals in terms of damage. --Kale Ironfist 20:29, 26 June 2007 (CDT)