To carry infinity or not, that is the question Should your sorc carry Infinity herself or delegate the task to her merc? Thereâ€™s some proâ€™s and conâ€™s of each, but lets explore the numbers a bit (you know I want to :soapbox: ). Iâ€™m going to look at damage from your sorc as well as survivability. We can compare damage and FCR rate to determine damage per second. The â€“enemy resistance varies, so weâ€™ll have to look at damage applied to monsters of various resistances. Beyond that, the comparison will get kind of fuzzy. In the end youâ€™ll have to make a decision based not only on damage, but on various elements of survivability, MF and most importantly play style. Of course making your merc carry the infinity will really limit what your merc can do for you, but Iâ€™ll leave the merc debate for some other time. Build Iâ€™m going to do this comparison for pure lightning sorcs, non-es type. 20 Charged Bolt 20 Nova 20 Lightning 20 Chain Lightning 20 Lightning Mastery 1 Thunderstorm 1 Static 1 Telekinesis 1 Teleport 1 Warmth 105 points total, complete at lvl 95. Gear There are four different gear setups weâ€™ll look at. 1) Infinity build, high FCR Code: Skill FCR Res FHR MF Infinity 30 Griffonâ€™s** 1 25 Viper Magi* 1 30 35 Magefists 20 Arachnids 1 20 War Travâ€™s* 50 Maraâ€™s** 2 25 SOJ 1 FCR/Res Ring 10 15 Anni** 1 15 Torch** 3 15 [B]Total: 10 105 105 0 80[/B] -77.5% enemy res* 2) Infinity build, high resists Code: Skill FCR Res FHR MF Infinity 30 Griffons** 1 25 CoH 2 65 25 Magefists 20 Arachnids 1 20 War Travâ€™s* 50 Maraâ€™s** 2 25 SOJ 1 SOJ 1 Anni** 1 15 Torch** 3 15 [B]Total: 12 65 120 0 105[/B] -72.5% enemy res* 3) Eschuta/Spirit/CoH Code: Skill FCR Res FHR MF Eschuta 3 40 Spirit* 2 35 *** 55 Griffons** 1 25 CoH 2 65 25 Magefists 20 Arachnids 1 20 War Travâ€™s* 50 Maraâ€™s** 2 25 SOJ 1 SOJ 1 Anni** 1 15 Torch** 3 15 [B]Total: 17 140 120 55 75[/B] -27.5% enemy res* 4) Hoto/Spirit/Enigma Code: Skill FCR Res FHR MF Hoto** 3 40 35 Spirit* 2 35 *** 55 Griffons** 1 25 Enigma 2 95 Magefists 20 Arachnids 1 20 War Travâ€™s* 50 Maraâ€™s** 2 25 SOJ 1 SOJ 1 Anni** 1 15 Torch** 3 15 [B]Total: 17 140 90 55 145[/B] -22.5% enemy res* * = Perfect ** = Average *** = spirit has 35% res to cold, light and poison not listed All gear faceted where possible Calculations Here's the formula as I know it: [base skill damage] * [synergy mod] * [mastery mod + (+% skill damage)] = [total damage] Don't worry, I'n not going to drag anyone through the math this time, but I know someone wants too :thumbsup: If you want to see how I came up with these numbers, check out post #13 on this thread where I did similar math for the blizzballer/meteorb/CL&FO comparison. Calculation Table Code: LM LM+ed% L min L max L min* L max* L Avg Infin FCR 398 420.5 28 15943 29 16663 8346 Infin Res 422 439.5 30 18892 31 19525 9778 Eschuta 482 514.5 33 27139 35 28654 14345 Hoto 482 494.5 33 27139 34 27722 13878 LM = Original Lightning Mastery % LM + ed% = LM + % damage from equipment (eschuta, facets) L min | L max = skill calculator lightning damage L min* | L max* = damage with LM + ed% applied Damge Table Code: FPA Dam/Sec -Res 0% 50% 75% 100% 115% Infin FCR 13 16051 157.5% 32101 32101 29292 14365 11958 Infin Res 14 17461 152.5% 34922 34922 30993 14755 12135 Eschuta 12 29885 107.5% 59769 47068 39597 11804 7322 Hoto 12 28912 102.5% 57824 44091 36863 9975 5638 FPA = Frames Per Attack Dam/Sec = Average Damage per Second -Res = Total negative enemy resistance from gear xx% = damage per second applied to monster with stated resistance Conclusions: Initially I see that itâ€™s probably not worth it to sacrifice skills and resists (CoH + SOJ) to get a higher fast cast rate (Viper Magi + FRC/Resist Ring). You do more damage and have higher resists using CoH. The down side is that your teleport speed will suffer, and that may affect your MF run time. Looking at the non-infinity carrying builds I also see that Eschuta/CoH is better than Hoto/ Enigma, at least for damage and resists. You will get more MF by going Hoto/Enigma, but I just donâ€™t think itâ€™s worth it. So that kinda brings it down to the Eschuta/Spirit vs. Infinity (the two middle rows in the above chart). These actually look close enough in terms of damage to make it a personal play style preference. Eschuta/Spirit will give you more damage in the non-immune monsters, but Infinity will give you more damage in the original immunes. When you already have â€“85% coming from conviction, plus â€“15-20% coming from griffons and a few extra â€“5%â€™s from any facets, the extra -45-55% by carrying infinity yourself doesnâ€™t help all that much for non-immune monsters. In fact, for 0-50% resistant monsters its actually a waste as you canâ€™t lower them more than â€“100%. But it does come in handy for the 100-115% resistant monsters. For the non-immune monsters not carrying infinity will get you about 30-75% more damage. But youâ€™ll do about that same percent less damage when it comes to immunes. For me, Iâ€™d say the other benefits of Eschuta/Spirit will be what makes the difference for me. I like to teleport fast. But if youâ€™re running placing where your merc needs to worry about IM, then carrying infinity yourself will help. Some people will also like the steady damage of carrying infinity vs. the huge range of damage by leaving your merc to carry it. I really thought there was going to be a bigger difference in the damage analysis. The merc comparison is closely tied in to this debate but is beyond the scope of this work. I just thought it would be good to get the numbers out there so we can debate this knowledgeably.