QUOTE(BlueWaterSplash @ Nov 14 2017, 22:08)

I think it's reasonable to use turns to measure your speed because everyone has vastly different internet connections and setups. Time is the most accurate way to measure speed but there is no universal way to quantify it that applies equally to everyone.
Also, speed is not everything. It is not unreasonable to optimize your playstyle for turns/efficiency/resources rather than speed, especially for players with slow connections.
Speed isn't everything, but we're discussing it currently because it is important to a lot of people. No one suggested it was everything. Do you go into threads that don't interest you and chide people for discussing something that isn't of interest to you?
But, since you insist:
How to play more quickly and efficiently is more important to players with a slow connection than those with fast. Because they stand to gain the most by making faster choices which can have bigger impacts on how long their runs take. Latency causing a normal strike to take 5x as many milliseconds as it takes me just means that for you, the saved t portion of what we're working on here matters about 5x as much. Considerations like "move eyeball to different parts of screen, think about decision, and hit hotkey" become less impact because time spent waiting on pages to load due to lag can be spent doing those things or preparing for them (hovering finger over hotkey).
On the other hand, something that takes more t but involves less user inputs might be preferable to someone with a slow connection. Forgoing OFC, despite the fact that it reduces t used at the end is a valid choice, if the choice lets you pay less attention to the game and more attention to your hentai. That has nothing really to do with latency, though someone with a lot of latency might enjoy longer periods of time spent poking at Yuki with their rapier while they look up hentai of Yuki being poked with someone else's rapier.
Speed still matters, but it can be achieved in different ways. Discussion like what I'm suggesting reveals that and allows someone to make a more informed decision. This is why I'm blatantly ignoring suggestions to just give the tl;dr version. There isn't one. This is an attempt to build actual knowledge, not just tell people what to do.
QUOTE(BlueWaterSplash @ Nov 14 2017, 22:08)

I am not sure about decondelite's calculations for penetrated armor. I was under the
impression that 3 stacks would reduce a monster's mitigation multiplicatively, not additively, meaning a little bit of mitigation always remains. This doesn't invalidate his related arguments, just pointing it out. I did test earlier that setting elemental resistance aside, Imperil does not provide any further stacking with Penetrated Armor x3 though. So it's either capped at 75% or additive like decondelite said.
From your link:
QUOTE
Monster's physical mitigation is reduced by 25% per stack, with maximum of 3 stacks (mitigation reduced to 25%.)
I'm not terribly concerned if the defense reaches true zero or not. Hitting bottom from one source of defense bypass and having a very tiny (due to multiplicative) further reduction of defense from using both sources results in a tiny gain. Not as impactful as the first source chosen.
Using one defense bypass (penetrated armor or Imperil) results in close to a doubling of damage. Very worth doing. Using both results in either no increase in damage, or at best another 12.5% reduction to pmit. (if you're correct, the equation would look like: base pmit * (1-0.75)*(1-0.5)=pmit. So an estimated 50% pmit would become 25% with Imperil only, 12.5% with three stacks of penetrated armor, and with both 6.25%. Decondelite's example of an athropod with 80% would go to 40%, 20%, and 10% respectively. Things with low pmit would see correspondingly less difference in mitigation.
All three "defense bypassed" configurations give pretty close to the same damage values, and we'd need precision like Decondolite expected to really show the difference. However, I don't see that being too important.
QUOTE
Spirit Stance, Heartseeker, no penetrated armor:
Void Strike hits Yuki Nagato for 2993 void damage.
Estimated normal strike: 5500 void damage.
550k hp/(3k+5.5k) = 65 swings to kill Yuki. For example, using a shortsword/axe/club that does comparable damage to my rapier, and not using Imperil. Also represents those t spent attacking when penetrated armor fails to proc promptly. Shortsword/Axe would add bleed damage to this and reduce swings to kill.
QUOTE
Spirit Stance, Heartseeker, no penetrated armor, Imperil:
Void Strike hits Yuki Nagato for 6176 void damage.
You hit Yuki Nagato for 11453 void damage.
550k hp/(6.1k+11.5k) = 32 swings to kill Yuki. For example, using a shortsword/axe/club that does comparable damage to my rapier, and using Imperil. Shortsword/axe would add bleed to this damage and reduce swings to kill.
QUOTE
Spirit Stance, Heartseeker and penetrated armor:
Void Strike hits Yuki Nagato for 5683 void damage.
You hit Yuki Nagato for 11921 void damage.
550k hp/ (5.7+11.9k) = 32 swings to kill Yuki. My typical rapier performance.
QUOTE
Spirit Stance, Heartseeker, Imperil, and penetrated armor
Void Strike hits Yuki Nagato for 7501 void damage.
You hit Yuki Nagato for 13962 void damage.
550k hp/(7.5+14k) = 26 swings to kill Yuki. My rapier plus imperil. Experience has shown this results in approximately 200 less t spent clearing DWD (4900-5100t).
Numbers off due to damage variance, Overwhelming Strikes bonuses, and crits. The fact that Imperil and penetrated armor results both indicate a matching number of turns is coincidental, not definitive. The fact that combining both gave more damage is also not conclusive. The imprecision Decondolite objected to can account for these variances or lack.
But what I am getting at is that all three configurations result in something substantially faster than no bypassed defense at all. Even if one works out to be slightly better on average, it doesn't result in an actual, meaningful increase to kill speed.
Bypassing defense, regardless of how you do it, seems to result in pretty close to (but not quite fully) a doubling in damage dealt. This means that Rapiers are nice because they hand out penetrated armor to accomplish this with no extra user input, while Imperil does so at the cost of more button mashing and mana use, but lets non-rapier weapons compete in damage performance. That part of this theory so far seems pretty sound.