So the build concept came to me when I was thinking about the trade off low cost spenders and high cost spenders.
Greater control, consistence damage, more time consuming
Less Burst, less time generating hatred
High cost being the mirrored opposite.
This build generates hatred very fast, the fastest possible I believe. It also dumps that hatred as fast as possible I believe.
Lets look at two different combos (assuming both use Steady Aim, Archery)
First lets look at an example of slower generation and spending combo.
Hungering Arrow with Puncturing Arrow & Elemental Arrow with Ball Lightning (with Vengeance passive)
Say you build hatred with Hungering Arrow, 3 hatred at an attack speed of 1.5. You generate 125 hatred (leaving out natural and equipment hatred generation) after 41 attacks at 1.5 speed. That takes 62.5 seconds. (yes I know natural and equipment regen makes this number ridiculously large but for this argument larger numbers create a clearer picture)
Then to spend that hatred you use Elemental Arrow which cost 10 hatred and is shot at an attack speed of 1.5. Spending 125 hatred at an attack speed of 1.5 takes 18.75 seconds using 120 attacks.
Now lets take a look at a fast generating and spending combo.
Grenades with Tinkerer & Spike Trap with Bandolier (With Grendaier passive)
Say you build hatred with Grenades, 8 hatred at an attack speed of 1.5. You generate 125 hatred (leaving out natural and equipment hatred generation) after 15.625 attacks at 1.5 speed. That takes 23.437 seconds. (Again, I know natural and equipment regen makes this number ridiculously large but for this argument larger numbers create a clearer picture)
Then to spend that hatred you use Spike Trap which cost 30 hatred and is done at an attack speed of 1.5 (I do not know if spike traps use weapon attack speed). Spending 125 hatred at an attack speed of 1.5 takes 6.25 seconds using 4 attacks.
The fast build has a better Coefficient Ratio. (For those of you that may not know what that is or how it effects applied mathematics here’s a link http://en.wikipedia.org/wiki/Coefficient_of_variation)
Generation time/spend time
Generation time 62.5 seconds/Spend time 18.75 seconds=3.333 coefficient over a 81.25 second time line.
Generation time/spend time
Generation time 23.437 seconds/Spend time 6.25 seconds=3.749 coefficient over a 29.687 second time line.
THE QUESTION IS do those traps AOE which represent POSSIBLE damage, and the damage from the grenades AOE increase or decrease over all damage potential given the length of a standardized fight (All things taken into an average)
Now I know I compared very different builds and play styles but do you think these coefficients apply?
Thanks for putting up with the math and any feed back would be appreciated. Feel free to post any Generation/Spender combos you like, with or without the math.