Jinx here, wanted to give y'all a quick update on the META GL video.
Sorry for the delay, GL is like... super weird.
First off I am finishing up a video that will hopefully be ready tonight talking about the different shtoils of GL and their comparative strengths and weaknesses. It's an explanation that needs to be made in order for GL builds to really make sense, we don't want to assume that everyone watching the builds video understands the nuances between the different shtoils.
As for the META builds video itself... I'm still figuring out what to include and what not to.
The problem with GL is not just the volume of builds due to the 4 different play shtoils, its that its the only weapon in the game that can arguably get big DPS increases out of QoL skills. This is because it is the worst scaling weapon in the game due the nature of shelling being a large chunk of the damage. After 2-3 skills maxed, shelling damage is maxed out. But EFR increases have a relatively low increase on damage output for shelling heavy shtoils, basically it scales poorly with EFR stacking.
Long is the worst case for this where it's pure shelling. And it has a ramp up shtoil combo because the first shell in a combo cannot charge. This means that earplugs is actually always a DPS increase because you don't have to stop the ramped up combo to hop/block a roar.
This also applies to wide GL, probably the most "True to GL" shtoil and most prevalent, when in mathchups that the poke damage is minor and you focus on shelling damage output. Which is also the matchups that GL is the strongest in anyway.
On top of that Wide GL is actually better at pure shelling dps than Long anyway while being safer due to less animation commitments, which makes me question whether Long GL should even be included at all. Probably will be due to the possibility of not having a lvl 4 wide GL which are KT exclusives. But then the question is what QoL stacks to include in the recommended Build.
Then you have sharpness which is a whole nudda level of fuckery. MT doesn't apply to shelling so you run razorsharp and protective polish on shelling shtoil GLs. But what level of handicraft and effective sharpness is ideal is overwhelmingly matchup dependant. More handicraft means less EFR skills but the breakpoints at which the EFR gains vs the more white/blue sharpness longevity trade out for damage output is so dependant on the monster's HP ranges, HZVs you hit regularly, and how much use you can get out of protective polish through damage uptime.
Oh and half the shtoils are hard if not impossible to use outside of unga bunga rocksteady runs or multiplayer settings. Swinglance and Normal Fullburst GL have such a long animation time it's like trying to use TCS for every combo except you don't have tackles.
So yeah. GL is weirdchamp.
On the plus side, the highest DPS output shtoil in 90% of matchups is non shelling Swinglance. So that's waaaaay easier to mathematically optimize because it's purely EFR dependent due to no shelling used.
So while I try to figure out what to include, how to structure the video, and all that GL fuckery, here are the optimal DPS builds for Swinglance.
Jho is best for dragon weak matchups, KT poison is best otherwise. Agi build best for monsters like odogaron and nergi with high agi uptime, peak build for anything you're comfortable using peak against. Console ATN version gets a bit more EFR due to ATN waist, but its agi and MM reliant.
Happy hunting hunters, I'll try to get all the GL META videos out ASAP.
FLyyyT
2019-05-30 22:45:31 +0000 UTC