If you want something done, you have to do it yourself. I guess I kinda learnt that when I was hoping to find more info on AW around but I only found disappointment. Nevertheless, here you go:
A few notes:
1. Dark burns can be stacked by different skills. Shadow Focus 'ignites' 1 layer of dark burn only. It is possible to cast Shadow Focus again without having to reapply a dark burn.
2. Opting to use [Awakened] Shadow Focus is always better than summoning clones as 1 cast is almost equal to the total damage dealt by the clones (exact numbers not present due to difficulty in recording perfect calculations). As previously mentioned in this thread itself, it is possible to cast up to 4 in one buff so it is significantly better.
3. [Awakened] Line of Darkness damage is basically 2x of the EX version. The 'return' does not deal any damage and simply jump backwards (like Chakra Illusion's back flip). If you are used to the previous LoD spam, it is unnecessary to use this return.
4. Killing Wave should be cast near a boss so that when it is summoned, it immediately deals damage. It will move forward (away from caster) and can deal up to 21 hits max before exploding/disappearing.
5. Dark Conviction
a) Dark Conviction damage can be split into 3 phases:
i) Summoning Dark Fireballs, dealing 3,128% per hit, up to 8 hits total due to 8 balls summoned (3,128% * 8 = 25,024%). This is generally easier to get more hits (but rarely 8) due to larger 'explosion/summoning' AoE.
ii) Sustained Dark Fireballs, dealing 625.6% per hit for 10 hits per ball (6,256%), up to 80 hits total due to 8 balls summoned (6,256% * 8 = 50,048%). This skill is extremely difficult to get all hits to deal full hits due to small AoE of each ball (similar to tiny Triple Orbs) as shown in the picture below as well as the duration of the sustain, which is around 10s. However, this part is key in dealing high damage from Dark Conviction.
iii) Exploding Dark Fireballs, dealing 3,128% per hit, up to 8 hits total due to 8 balls exploded (3,128% * 8 = 25,024%). This skill is similar to the summoning in success of landing hits.
iv) By adding up the above, you get 25,024% + 25,024% + 50,048% = 100,096%
b ) There is another property of Dark Conviction, where by using Night Explosion EX, the monster (not tried with multiple) hit by the explosion (1 hit of 0.9) will trigger the Dark Fireballs to be launched at the point of explosion. This ends Dark Conviction by dealing the damage of Exploding Dark Fireballs with 8 hits (5 a iii).
c) Using the information listed in 5 a and b, the most efficient way of using Dark Conviction is to summon the balls at the boss and allow sustained damage on the boss.
Assuming only 5 balls are touching the boss, this should deal 5 hits on summoning, approximately 40 hits of sustained (you allow only 8 hits of sustained per ball, assuming you play it safe and don't want to miss Night Explosion's targeting), and 8 balls of exploding = (3,128% * 5) + (3,128% * 0.2 * 8 * 5) + (3,128% * 8) = 65,688%.
This is much more efficient than summoning 5 balls and exploding it immediately, dealing (3,128% * (5 + 8)) = 40,664% only.
However, this will depend heavily on boss movement but this is also where your experience should come in as a good player in maximising this skill.
This ends my small write up on AW skills. Feel free to ask me anything about it (except regarding actual game play as I had only test these skills in BTG). Cheers and have a great day.
Edited by Xenocho, 10 May 2017 - 01:50 AM.