Okay just finished testing out the crit rate on powers using force darts, everybody give our illustrious punching bag Dr Lash a round of applause for his participation in this scientific experiment. Thank you Dr Lash and thank you for your more than 20 million credits in contribution to my wallet, if I ever figure out what to do with that much money I'm sure it'll be useful.
So to start things off I should say the gear I was using, I went with the highest crit bonus gear available at least as listed on the wiki.
Melee Weapon: Plasma Katana
Ranged Weapon: Supercharged Laser Pistol
Armor: Tech Modded Jumpsuit
Accessory: Reaper's Cloak (only available through cheats or playing while halloween events are active).
This setup gave me a melee and ranged crit chance of 30%, at the time I wasn't sure if the crit chance of force darts might be based off of either of those so I maximized both. I then set out to do the tedious task of hitting Dr. Lash with 1000 force darts as I figured 1000 hits would be a good sample size for this experiment. Perhaps if I valued my time less and this information more I could have shot him with 10k force darts but I didn't feel like doing that, I'll leave a sample size of 10k force darts to somebody else.
The fights themselves weren't actually to difficult or RNG heavy, as long as I opened with levitate and debris field I could pretty consistently stunlock Dr. Lash until I killed him with a death of a thousand cuts or more accurately a death of about 45 force darts (give or take 5 force darts depending on the amount of crits). In fact this strategy was so strong that I never once ran out of energy if I used PV but also I only actually died once because I got incredibly unlucky in one fight.
During this experiment I learned what the flat crit rate of your powers probably is, whether weapons and equipment effect that crit rate, some information about condition comboing, and some more info on how powerful Deep Impact is. First the crit rate of your weapon melee or ranged has no effect on the crit rate of your powers this isn't surprising because your weapon having bonus hit rate also doesn't effect the accuracy of force darts. I already knew that about the bonus hit rate but I wanted to make sure with the crit bonus just in case of this during this test. I'm actually kind of relieved this is the case because now I don't have to test which set of weapons would provide the bonus crit rate, so that saves me hitting Dr Lash with another 1000 to 2000 force darts; yay for me and yay for Dr. Lash.
On the other hand armor and accessory bonuses to crit rate do apply. My armor and accessory were providing a 10% bonus crit chance and it was very noticable. Which brings me to the calculated crit chance after 1000 force dart hits (I actually fired 1087 force darts and 83 of those were misses) I ended up with a total of 196 crits, not including misses I crit just over 19.5% of the time if you factor in misses the crit rate was about 18%. If you factor in an error rate of 5% and the gear I had that means standard crit rate is 5% as would be expected. Sometimes I would run hot and crit with every single dart sometimes it would take two or three rounds to get a single crit, though I would crit fairly consistently about every round or two depending.
Finally about condition comboing and Deep Impact in general. I learned very quickly from this that condition comboing from kineticist does not actually remove the condition just that stunned generallly has a very short duration generally one round after it has been applied, just enough time to combo the enemy with acid cloud. This is the case if you stun with custom shock gear, and if proc deep impact's crit stun with
one of your force darts. Deep impact works a little different though, Deep Impact is better than normal stuns. Normally, you cannot inflict stunned on something that is already stunned. If you could I would have seen that already with custom shock gear. Deep Impact is built different, a single deep impact stun from critting will stun something for a single round as normal; critting twice on the same turn with deep impact will stun something for three turns which is why I said that deep impact's stuns were better stuns than custom shock gear in my last post. I hadn't known at the time the exact details on it and I posted that after getting my first deep impact stun with force darts, my first test fire with force darts I crit twice in the same round so I didn't know how it worked just yet. As for crit stunning three times with force darts, I don't know how long that lasts. When I procced deep impact three times in the same turn, Dr Lash never recovered from the stun before I managed to proc deep impact again and I would sometimes go dry for four rounds at a time when this happened. I fired a lot of force darts.
In conclusion: my belief that Deep Impact was more powerful than people gave it credit for was correct. It's actually more powerful than I thought it was honestly. Second, force darts only looks weak at first. It's actually incredibly powerful if you build around it, and it's not very hard to build around force darts. Force darts as a power has the potential to be an incredibly powerful and ironically fairly brainless (considering that its accuracy is based off of your intelligence) build for kineticist. Its power cost and set up allows you to chip down even the toughest enemies.
I still wouldn't use VS to power this as VS is actually terrible for this despite what you might think. If you pop VS before you start blasting with force darts you will only ever receive 30 energy back which means you will lose 6 energy every time you cast force darts. As it turns out VS only procs once a turn, at least for the energy return part of it. You will find yourself losing 6 energy everytime you pop VS as you only gain 30 energy back with a combo that costs you 36 energy. This could make chipping down more durable enemies easier though PV returns enough to not worry and costs almost nothing. From full power with PV you get 50 casts as opposed to the 66 you get with VS. I'm not sure if 16 more casts is worth it considering it gives your enemy more time to break stunlock.
Oh and this build probably falls apart against groups in general seeing as how you usually want to take them down with quick high damage.
This leads me to think that it would be really nice if there was a staff that specifically provided a crit bonus to your melee and powers, it almost feels like that is a specific staff we're missing, as well as an accessory that provided a better crit bonus as well or one that returned energy on a crit.
The tooltip describes them as 'lower-accuracy'. I think you're right, and they are 'flurry' attacks. Which means that no matter how high the Accuracy bonus from Intelligence is, each one has a 45% chance of missing (IIRC). Of course, if you use them on a Stunned target, all 3 will always hit. Acid Cloud is 5 times the Energy cost. Does it do 5 times the damage? My testing suggests it does about 3x. If something is very weak to Corrosive, that might change it. Not a problem for PV, but might factor in for VS.
My experience is that most enemies have low corrosive resistance while having high kinetic resistance and things that are weak to corrosive tend to be very weak to corrosive (some of the enemies on myrellion and robots come to mind here). As you said alpha striking tends to be incredibly valuable. Though if you go for a force dart stunlock build, there is no reason to use Acid Cloud unless you're specifically dealing with crowds or need a quick alpha strike (because for example you're in a group fight). This has caused me to reevaluate the cost of Acid Cloud and I'm now of the opinion that it's price should be dropped to fall inline with other powers, there's no reason it should cost more than 25 power to use. Hell most of the 25 point powers should probably be dropped down to a 20 power cost honestly.
How are you calculating that?
by apparently incorrectly reading what you had listed as the energy return. Every time I think VS might be worth it I realize it probably actually isn't because of the energy returns. Energy is so important to a Kineticist I can't find a reason to ever take it, especially since your accessory slot only seems more and more monopolized. More and more I'm learning to hate the 15 power cost of this shit skill, it might useful if you could do it for free.
Chance to stand up is based on target's Intelligence. If you could Stun them, they'd probably stay down longer.
Really? They seem identical to me. Stun wears off next turn (denies target 2).
Yeah apparently the enemies on Phaedra or big dummies then. They took three rounds to stand up pretty consistently where as the genius (and best punching bag) Dr. Lash got up in one unless he got deep impact stunned in which case you'd get three rounds to spike him. As for stun length already covered that in the crit findings.