So I spent a couple hours today making a program in MATLAB to simulate the theoretical outputs of different variations of scott’s build and I think I’ve already found something
I found that it is theoretically objectively correct to use your poisons rather than saving them if you get a damage empowerment and you have greater or equal numbers of poisons remaining in your deck as shuffle empowerment cards
normal build with otherwise perfectly optimized decision making maintains 1.9640 poison stacks on average.
the new build maintains 1.9930 poisons stacks on average in addition to generating slightly more damage because it wastes less damage empowerments (like 0.1 empower buffs per deck) which just do extra damage too in addition to the extended buff duration. The build also generates slightly shorter deck (like 0.01 cards per deck) on average which causes you to get slightly more flame cards.
I think my next step is modifying it to calculate the actual damage numbers to take into account those empowerment damage buffs and flame cards to see the full impact. I probably need to do some statistical analysis on how it affects the tile sets too because even though I don’t think it should really have any sort of effect on them, its such a minor improvement over the old build that that if it causes them to have even a tiny bit more interference or downtime it could nullify the benefits.
I am also fully aware that I am making a build that is already so hard to do that almost nobody plays it optimally as is even harder but I just want to be able to claim that I invented the highest dps scoundrel build in the game .
here is the current matlab code: deckSim - Pastebin.com