I added some more stuff to the spreadsheet, might be kind of interesting.
Columns R, S, T, and U now show the % of total shots you need, with each category of damage buffs, to extract the corresponding amount of progression (i.e. kill those enemies). For instance, if you look at cell S10, you can see that when using Ambush and 144% AD, it takes you 11.33% of your total shots to get 23.53% of the progression from the group of enemies.
Columns V, W, X, and Y show what I’m going to call “Shoot/Move Numbers”. (Each is color coded to one of the four sets of damage buffs). What these numbers reflect is the average % of progression extracted, per 1% of total attacks, up to that point.
So, for instance, if you look at cell W7, you can see that when using Ambush and 144% AD, at that point you have gotten an average of 1.29% progression per 1% of total attacks.
What does this mean? Well, if you look at the 4 categories, you can see that each reaches a high point somewhere. That’s when you should probably stop shooting, and move/kite to fresh density. Also of note: this point comes considerably earlier with Ambush + AD than it does with the other three categories.
Columns AA, AB, and AC show the time savings of Ambush + AD, Ruthless + AD, and +10% damage + AD, as compared to “just AD”, for reaching that “shoot/move” point. It’s a percentage. For instance, if you look at cell AA10, you see that reaching that “shoot/move” high point with Ambush + AD shaves off 10.5% of the time needed, as compared to “just AD”. Or for Ruthless, if you look at AB14, you can see that the time savings in this case is 11.9%.
This really just sort of quantifies something we already knew: that it’s sometimes better to drag some enemies with you or just leave them behind rather than stand and fight until they’re all dead. But, it’s kind of interesting to see it in numbers.