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Surprise, it's Magic Wand Deadeye. https://dps.report/JDkX-20250411-1037... (solo log) "Where allies bench?" Probably not happening. If someone wants to make it, feel free, but we don't have enough people in the community actively benching to be taking the luxury of grinding every condi rotation twice for something that can be calculated to an accuracy within ~100dps difference. This might be the case moving forward with future Condition Thief benches. We'll see. Short FaQ: "How does this work?" The gameplan is to be casting Malicious Shadowsquall at the highest Malice possible, as often as possible. It's not incredibly good for damage, but it's decent, and it's long cast time allows us to juggle our resources enough to minimize downtime. "How's the boons?" ~122% Quickness uptime, ~94% Vigor, ~94% Swiftness, 100% Fury. Might ramps to 18 within the first second of the bench, then 25 might before 5 seconds have passed, then maintains an average of 16-17 with a single small gap at around the 30 second mark. Below is an example log with only self-alacrity to review boon generation in isolation: https: //dps.report/P9pf-20250411-132000_golem "Why not camp Scepter/Dagger?" We don't have the initiative for that, on top of the low hit count making it horribly RNG if we want to play it for extended periods of time. We use it in the opener because we can get an extra skill cast per Malice cycle to drastically reduce Malice-Crit RNG to the point that it's tolerable. Maybe one in 15-20 openers will have 4 Twilight Combos fail to critically in a row, and even in those, an end number within ~600dps of the bench is still achievable, so the impact in real fights should be minimal. "Wait, Scepter/Pistol for DPS??" Scepter/Pistol's damage skill is less damage/cast time than Scepter/Dagger, but sufficiently strong to be used on a Boon Dps build, and also MUCH more initiative efficient, allowing us to create a loop that works around Mercy resets with Initiative to spare, and only leaving space for a single Auto-Attack chain in the whole bench. The other reason this works is because for a long time already, Deadeye has a strange interaction with Malice and multi-hit skills. Without going into great detail, it makes it so that multi-hit skills that follow a non-critical, single hit skill will compensate the previous skill's Malice provided it critically strikes at least once, essentially allowing every sequence of Measured Shot - Endless Night to almost guarantee 4 Malice even in Viper gear. Given that, we can cap 5 Malice by merely adding any additional hit from an Initiative skill, regardless of whether it critically hits or not.