Gave Charybdis another chance yesterday after watching your videos. The diamond arrow build is actually nuts. I was absolutely shredding tanks. Had a 70k damage match ( I’m not usually putting up numbers like that lol)
A lot of people are good mechanically but really don't understand how important pen is and end up doing less damage and performing worse bc of it. You seem to be an example.
I have been out for a couple of days and return to this amazingly well explained video 😁 The visual explanation was great as always!! Keep up the awesome work!!
Thanks for the video, the patch notes had a typo that made it seem like they nerfed Char into the ground. I'm glad her funny yellow number builds are still viable. A shame the healing on her basics got nerfed though. I think I do still prefer the 20% decrease across the board, it provided a bit more depth in her kit with ghost shots.
No problem:) Yeah that typo had me mad😂 I thought what’s the point of the triple autos if it doesn’t interact with yellow numbers differently. Yeah that is a shame, although I really do like that spike shot won’t decrease yellow damage to 80% which I think is honestly a huge buff Thanks for the comment!
Please like comment and subscribe :) As this is PTS the numbers haven't been solidified yet, so the patch notes say 33% reduction, but in game this seems more like a 30% reduction, but the principle still remains!
@@andremartinez418 If the stars align and you factor in accuracy, if you only proc obow on the big autos you will be doing around 66% more obow damage than a standard hunter! Very unlikely but possible!
Did you test this in PTS or just run the numbers? Because the patch doesn't say a 33% reduction it says "at a reduced rate" and the rate is now 33% damage. It's the same wording as Fafnir doing 25%. And I don't think Fafnir is doing 75% damage or am I wrong?
@@SmiteMaths Excellent, I didn't have time to check out the PTS. Thanks for the reply and confirming this. I'm glad she wasn't gutted. Keep up the good work. Love the math behind the game.
Hey, could you go over HOW exactly being able activate item abilities on pets changes things up? I wanna know for instance if passive effects like Sacrificial Shroud’s work on pets now.
Does this change anything with the Charybis video builds in terms of which ones are the best options. Face value I’m assuming it’s a fairly even increase in TTK
Charybdis' basic attack chain is 1, 1, 0.4, 0.4, 0.4 for a total chain time of 3.2 - not 1, 1, 0.33, 0.33, 0.33 to line up with a regular hunter's total chain time of 3. I believe your conclusions are still correct, but your relative damage is off by some 7ish%
Are you sure about this? On Charybdis’ release her auto attack chain damage was 1, 1, 0.33, 0.33, 0.33. This was done I believe so that her total DPS perfectly matched a normal hunter, and so the “swing time” of her 3 little autos was 1x swing time to make everything match up. It was later made so that the 3 little autos did 0.4 damage instead, while the swing time stayed the same at 0.33, making her autos also do more DPS. You might be getting confused between damage and swing time? This will have to be tested in game and there’s no written record that her 3 little autos actually come out slower than 0.33 each unless you have some resource I’m not aware of, thanks for the comment!
@@SmiteMaths I looked around and it actually isn't listed anywhere. the .4 definitely refers to damage: it's almost always true that applies to swing time, but charybdis' description only mentions damage. If this wasn't Lo-Rez studios I'd assume that meant the swing time was different, but they fairly often miss of and bungle descriptions and again, there's no listing anywhere for the swing time, so I attempted a quick test... and after trying to time it my conclusion is that I don't have the precision required to check such a small difference without wasting the entire day setting some elaborate test up or scrubbing through footage. the passive makes it a bit more difficult since the extra attack speed making the timings shorter means more precision is needed if you want to use e.g. damage numbers as a marker so uh, I'm less sure than I was this morning, but mostly frustrated with hi rez
@@PathfinderAngus627 yeah, testing in game is definitely a hard way to do it like you say, and on release her damage was 0.33/little auto and THEN they increased it to 0.4, so the little autos actually did more DPS, so my assumption is swing time 0.33, damage 0.4, which is what I’m 99% sure is correct. Heim for example specifies swing time AND damage which makes calculating stuff like this much more certain, but maybe I should message someone at hi-Rez just to double check. Thanks for the comment! Definitely an interesting discussion!
@@SmiteMaths we did it!! we tested it!! I grabbed 2 of my friends and this is what we did: 1) Jungle practice 2) Artemis, Medusa, and (of course) Charybdis [1] 3) everyone builds stormseeker, uses the well to stack it to 999, sets to level 20. 4) we go to the odin bots in the circles 5) with charybdis in the middle we edged back and forwards until we were all on the very edge of basic attack range 6) we all start basic attacking 7) we watch as charybdis' basics slowly shift in and out of phase with everyone else's (I was comparing to the artemis basics but it should work for whatever's easiest for you to see) 8) I conclude that it's .4 attack damage AND swing time and Lo-rez just forgot to put that second part in the description note - we also discovered that some gods have very slightly longer reaching basic attacks, as the attacks start at different spots within the hitboxes (rama compared to charybdis was the most egredious) we also calculated that compared to old charybdis (with the 20% penalty) you lose out 25% item proc damage across the basic attack rotation (for o-bow this would be true over a long enough time assuming you don't miss on purpose) old: 0.8*5 = 4 new: 2+3*1/3 = 3 3 is 75% of 4 [1] we initially tried apollo then rama but apollo's basic's travel time goes up with his passive and rama... his basics form a pulsing line at 2.5 speed
This stuff is great! Thank you so much! I’m so excited that I found your channel. Too tier stuff!
@@stephanw0lf899 thank you man! Means a lot, more on the way when I have the time!!
man, I glad that I found your channel. Great work. Keep going 💪
Thank you!!!
Gave Charybdis another chance yesterday after watching your videos. The diamond arrow build is actually nuts. I was absolutely shredding tanks.
Had a 70k damage match ( I’m not usually putting up numbers like that lol)
A lot of people are good mechanically but really don't understand how important pen is and end up doing less damage and performing worse bc of it. You seem to be an example.
I have been out for a couple of days and return to this amazingly well explained video 😁 The visual explanation was great as always!! Keep up the awesome work!!
Thanks Ivix! Glad we could get it cleared up!
Had to subscribe i appreciate your hard work.
Why would I make the math when I have YOU to do it for me?
No but seriously, thanks broski, this is very helpful since I am not very good at maths.
Thanks for the video, the patch notes had a typo that made it seem like they nerfed Char into the ground. I'm glad her funny yellow number builds are still viable.
A shame the healing on her basics got nerfed though. I think I do still prefer the 20% decrease across the board, it provided a bit more depth in her kit with ghost shots.
No problem:) Yeah that typo had me mad😂 I thought what’s the point of the triple autos if it doesn’t interact with yellow numbers differently.
Yeah that is a shame, although I really do like that spike shot won’t decrease yellow damage to 80% which I think is honestly a huge buff
Thanks for the comment!
Don’t guess, do the math 😂👍🏻. I feel like my calc class could be useful in figuring out stuff like this too. Maybe I should start doing my own maths 😃
Definitely a skill worth having that can be applied to all parts of your life!!
Please like comment and subscribe :)
As this is PTS the numbers haven't been solidified yet, so the patch notes say 33% reduction, but in game this seems more like a 30% reduction, but the principle still remains!
So there's a chance the buff is even stronger? Awesome
@@andremartinez418 If the stars align and you factor in accuracy, if you only proc obow on the big autos you will be doing around 66% more obow damage than a standard hunter! Very unlikely but possible!
Did you test this in PTS or just run the numbers? Because the patch doesn't say a 33% reduction it says "at a reduced rate" and the rate is now 33% damage. It's the same wording as Fafnir doing 25%. And I don't think Fafnir is doing 75% damage or am I wrong?
@@DesertPhoenix24 hi, yeah wording seems currently wrong in patch notes after testing in PTS, thanks for the comment!
@@SmiteMaths Excellent, I didn't have time to check out the PTS. Thanks for the reply and confirming this. I'm glad she wasn't gutted. Keep up the good work. Love the math behind the game.
I was about to say "Bro choose math in front of game" then saw he indeed choose Maths
Hey, could you go over HOW exactly being able activate item abilities on pets changes things up?
I wanna know for instance if passive effects like Sacrificial Shroud’s work on pets now.
Hi, I’m not too sure how this’ll affect pets, if I find anything super interesting I’ll make a video about it
I'd like to see a video for the best build for magical ADCs like Sol.
Definitely on my radar after the recent buffs!
I love your videos but you do the math, you are the chosen from the smite realms to do the maths and we serve this higher purpose.
Thank you!!
Does this change anything with the Charybis video builds in terms of which ones are the best options. Face value I’m assuming it’s a fairly even increase in TTK
Hi! Everything will stay exactly the same assuming her average item proc efficiency does stay at +33%!
Yellow damage does more damage and it was already good before so whatever was strong before is even stronger
I bet they thought this would amount to a buff for charybdis when in reality it doesn't really change anything lol.
Charybdis' basic attack chain is 1, 1, 0.4, 0.4, 0.4 for a total chain time of 3.2 - not 1, 1, 0.33, 0.33, 0.33 to line up with a regular hunter's total chain time of 3. I believe your conclusions are still correct, but your relative damage is off by some 7ish%
Are you sure about this? On Charybdis’ release her auto attack chain damage was 1, 1, 0.33, 0.33, 0.33. This was done I believe so that her total DPS perfectly matched a normal hunter, and so the “swing time” of her 3 little autos was 1x swing time to make everything match up. It was later made so that the 3 little autos did 0.4 damage instead, while the swing time stayed the same at 0.33, making her autos also do more DPS. You might be getting confused between damage and swing time? This will have to be tested in game and there’s no written record that her 3 little autos actually come out slower than 0.33 each unless you have some resource I’m not aware of, thanks for the comment!
@@SmiteMaths I looked around and it actually isn't listed anywhere. the .4 definitely refers to damage: it's almost always true that applies to swing time, but charybdis' description only mentions damage.
If this wasn't Lo-Rez studios I'd assume that meant the swing time was different, but they fairly often miss of and bungle descriptions and again, there's no listing anywhere for the swing time, so I attempted a quick test... and after trying to time it my conclusion is that I don't have the precision required to check such a small difference without wasting the entire day setting some elaborate test up or scrubbing through footage. the passive makes it a bit more difficult since the extra attack speed making the timings shorter means more precision is needed if you want to use e.g. damage numbers as a marker
so uh, I'm less sure than I was this morning, but mostly frustrated with hi rez
@@PathfinderAngus627 yeah, testing in game is definitely a hard way to do it like you say, and on release her damage was 0.33/little auto and THEN they increased it to 0.4, so the little autos actually did more DPS, so my assumption is swing time 0.33, damage 0.4, which is what I’m 99% sure is correct. Heim for example specifies swing time AND damage which makes calculating stuff like this much more certain, but maybe I should message someone at hi-Rez just to double check.
Thanks for the comment! Definitely an interesting discussion!
@@SmiteMaths if you find out, I hope to see it in a video!
@@SmiteMaths we did it!! we tested it!! I grabbed 2 of my friends and this is what we did:
1) Jungle practice
2) Artemis, Medusa, and (of course) Charybdis [1]
3) everyone builds stormseeker, uses the well to stack it to 999, sets to level 20.
4) we go to the odin bots in the circles
5) with charybdis in the middle we edged back and forwards until we were all on the very edge of basic attack range
6) we all start basic attacking
7) we watch as charybdis' basics slowly shift in and out of phase with everyone else's (I was comparing to the artemis basics but it should work for whatever's easiest for you to see)
8) I conclude that it's .4 attack damage AND swing time and Lo-rez just forgot to put that second part in the description
note - we also discovered that some gods have very slightly longer reaching basic attacks, as the attacks start at different spots within the hitboxes (rama compared to charybdis was the most egredious)
we also calculated that compared to old charybdis (with the 20% penalty) you lose out 25% item proc damage across the basic attack rotation (for o-bow this would be true over a long enough time assuming you don't miss on purpose)
old: 0.8*5 = 4
new: 2+3*1/3 = 3
3 is 75% of 4
[1] we initially tried apollo then rama but apollo's basic's travel time goes up with his passive and rama... his basics form a pulsing line at 2.5 speed