I mean, we can clearly observe the Firecracker doing something (adding ~150 damage to a minion hit on every swing) and we can also observe the Cool Whip often doing nothing (snowflake trying to chase an enemy that's faster than it). The snowflake can deal some damage when it hits, but it's pretty obvious that it's not even close to approaching the Firecracker's effect, which adds 150 damage per swing.
This seems like a good base to do
flat testing on. I'm actually comfortable doing the Flying Dutchman test this way, just mindlessly swing & see what numbers I get & compare the two Whips. My only hold-up was not considering a flat test, but if everyone is comfortable with that format, that's what I'll use.
Since Cool Whip does not interact with minions in any way other than changing their targeting, my evaluation is based on how it performs on its own. We can probably agree that it's not the greatest single-target weapon, but if it can't even exceed 400 DPS against the Destroyer (against which every crowd control weapon does well), then it can't be called a good crowd control weapon either.
This is the only portion I don't think either party will be satisfied with if I was to do a Flying Dutchman test. First I'll do it, get my results & then we can go from there. I also won't be able to effectively prove it's crowd control capabilities in such a
flat test, but we have to start somewhere, so I'll start there.
Here is my evaluation of the Cool Whip's stats. Which of these do you think is incorrect?
I'll do the Dutchman test & get back to you with the most accurate information I can in
that particular setting. Once the numbers are in, on my side, we can go from there if neither party is satisfied with the results. Dutchman test will remove player skill & player error from the equation I think...
---
You said that the screenshot of your test against the Goblin Shark was showing synergy between Cool Whip and your minions. I said that there was nothing special there, attacking the same target as your minions isn't synergy in my eyes.
Ok, I'm not sure what you want me to do with a perspective vs. perspective argument. I already told you that the test was organic & i was lucky to even get a screenshot. If your'e having trouble confirming this, just ask Baconfry. He was having trouble with a test, so I set newer, more manageable ground-rules. I'm not sure why your perspective on the matter is even valid, or why you keep pushing it, it means nothing.
I think of synergy as a special interaction between specific things, for example holding Sky Fracture to boost Nimbus' crit chance due to how crit chance on projectiles works. I guess we interpret the word differently, hence the confusion here.
Synergy:
the interaction or cooperation of two or more organizations, substances, or other agents to produce a combined effect greater than the sum of their separate effects. This is the definition I'm using, at all times. No need to dig into the interpretation bag on this one.
I'm not actually sure how it got to Firecracker vs Cool whip either, lol.
Other people changing the goal post; that has nothing to do with me. My argument was for the tier, I don't know enough about
Firecracker to give an opinion.
On the topic of "Cool Whip should be higher"; you haven't shown a valid argument or anything that would make him want to put it above B+. You've shown 2 tests that weren't fully accurate, and then other people here including Baconfry himself started testing showing that Cool Whip was fine where it was.
I asked Baconfry to do a follow-up test, on both Destroyer &
Blood Nautilus. Both tests had issues & never got off the ground, so I adjusted them slightly. It wasn't a showcase, it was a template to start with. Again, if for some reason I can't be trusted, ask Baconfry.
Testing using minions here is pointless; Cool Whip doesn't affect minions or vice-versa. If you want to see how good Cool Whip's crowd control is, testing it by itself will show how strong it actually is without other minions making its dps appear higher than it actually is.
I don't know that though, which is why it would need to be tested, which is more reliable. Once we do that, we can all accept either or, as I plan on testing both Whips tonight & sharing my results. I don't do
theory-crafting & then publish, I test & then publish. Once I go through the motions, I'll return with the most accurate information possible, then any will be free to counter-test.
Realistically, against crowds you'll just whip once with Cool Whip to summon the snowflake and then swap back to, say, a repeater with Jester's arrows. Whips with their tag are, again, really really weak.
You're discussing a Meta I disagree with but can't really comment on. First, let's see about these Whips & then I'll come back to this. There's too many claims being made here that have nothing to do with the original intent of the post, which is a challenge to
Cool Whips spot on the tier list.
What did you want me to compare there? I simply wanted to see if the damage really ramped up as you said it did, and it didn't. If a supposed increase in damage like this on a crowd control weapon it's not apparent on Destroyer (who is the equivalent of fighting more than 50 enemies lined up), it's not apparent on anything else.
As I said before, this is too ambiguous to comment on, I have no idea what steps you took, what gear you were using, what modifiers, etc. Critiquing crowd control doing some mystery test isn't sufficient enough information for me. This is why my DPS meter reaching the thousands is important to the context. It's burst DMG, like it or not. We'd have to accurately pin down exactly what environment
Cool Whip thrives in & if
Firecracker thrives in that very same environment but better, we'll have our answer. We don't have one yet.
Are you not even going to explain how you think the ramp-up works, if it exists at all? Are you not going to listen to anyone that doesn't show a picture of the DPS meter in-game, despite the fact that static images wouldn't show a ramping DPS increase properly?
We can move up to video footage if it's necessary. I can only be invested enough as the other person who disagrees. If I knew how the modifier worked, Id gladly share, but it's too difficult to create an environment everyone agrees on. I did two tests, a.) a static test where the enemy is stuck in place, b.) a chaotic test where the enemy is unpredictable, no one was satisfied with the results. That's fair, but if that's gonna be the case, we all have to agree on a goal post, or we'll keep going in circles, which I'm not interested in doing.
Proof... of what? It's simply a fact that the game rewards you more from using them both, since the Snowflake doesn't disappear nor get weaker if you start attacking with another weapon. Doing a bit of micro with both whips is objectively better, even if it takes a bit more skill.
Show me it in practice. It does sound plausible, but I don't really see it working well in a scramble, or even working well on a static enemy. Give me a base to go off of & I'll see if I can out-do your DPS. If you're right, the counter will prove it. If you're not, it was good
theory-crafting but, GG.