Hi there, I recently respecced into Tiger Strike + Dragon Claw, full physical damage build, with maxed out Claw Mastery.
I was excited to have huge damage with my Tiger Strike charges, but what I noticed while playing was that the damage lost from attacking three times with TS at basic attack damage, then releasing, is that it seems to do about the same damage as simply spamming Dragon Claw instead, which is also a lot easier to manage, as seeing those white charges is quite difficult with everything going on, and just the general difficulty of timing your number of charges for each release.
This was underwhelming… and I decided to respec out of TS, as the damage throughput increase (if any) from using it is negligible as far as I could see.
I don’t see how this should be the case, but I guess the confusion stems from how TS calculates damage based on basic claw damage or something, instead of the final calculated Dragon Claw damage.
I am considering how to remedy this, if indeed people think it should be remedied… which I do…
Perhaps by adding base damage scaling on TS, which I don’t see any problem with.
Or by changing the calculations so that it actually multiplies the final damage of Dragon Claw.
If it says 1800% increased damage, but the total amount increased on DC was closer to 2.3x the full value, then it’s unclear how it calculates the damage. Changing this can solve the problem, but likely creates problems with other finishers.
Another possible solution could be to add a +% base attack damage synergy on TS, from DC, or perhaps even better (or also!) a +% damage increase synergy from Claw Mastery as well. This promotes physical damage builds for Assassin, by specifically making the increased physical damage for the solely physical skills alone, though Claw Mastery is always available for anyone, which is nice.
So, long story short, using TS should NOT be a net damage loss or approximation than simply spamming DC. It should be a clear damage increase.
Thoughts?
(Edited to slightly expand my ideas)