[Fluff] I calculated Dphono’s true average DPS, uptime, and much more.
There never seems to be a straight answer when it comes to Dphono's DPS or uptime, people hand-wave the mini surges and give estimations, but truthfully, there can be only one answer, so I decided to calculate it, along with a bunch of other things.
Compared to uptime, DPS was easy to make , you may have seen it before, here it is.
The average from ranges 400-750 is 5,840.83 DPS
The average from ranges 200-900 is 4,346.67 DPS
The average from ranges 490-550 is 7,821.60 DPS
At level 60 scaling this is 10,994.50, 8,181.97, and 14,723.01 DPS respectively.
As you can imagine, for all of these I assume max fruit treasures.
Each mini-surge can spawn over a 700 unit range, from 400-1100, since surges hit 125 units forward, and 250 units backward, they start to decrease linearly 375 units from the edges, to get the average damage all I need to do is multiply this by the damage value for all three.
This is the uptime graph, it was a bit higher than what I initially anticipated, Xskull said it was 33-40%, SilumanTomcat said 33%, and the wiki most egregiously says less than 28%.#Strategy/Usage)
The average from ranges 200-900 is 41.45%
The average from ranges 400-550 is 45.62%
All attacks spawn a mini surge 15 frames (0.5 seconds) after the initial hit, and each attack is 10 frames (0.33 seconds) apart from one another, the first and second attack are before all surges, but the third isn't, and both surges re-apply the slow after different delays depending on the attacks landed given the current range, so it's not entirely trivial. If you account for every situation, you get the following.
I ended up creating this after the uptime graph despite it's importance
Two examples:
If Dphono lands all 3 hits, and all 3 mini-surges, that's the first attack (0f), the second (10f), first surge (15f), third attack (20f), second surge (25f), and finally the third surge (35f), altogether, that's 60f multiplied by 1.2 from fruit treasures, +35 frames, which is 107f (3.566 seconds).
If Dphono lands a third attack, and first surge, they happen 5 frames apart, so the slow is only extended to 77f (2.566 seconds).
What I did was take the respective probability of each of these values given the range, and added them together for each segment of the graph, which I divided into chunks, split every time an attack is moved into or out of range.
Before I got to that point, I came across some other cool graphs, this is the chance of hitting at least one mini-surge, maximum is 89.99%
First non-trivial graph I found
Here's the chance of just the first surge landing.
Multiply by 3 to get the chance of hitting any one mini-surge alone
Talent attack-up orbs add a flat bonus that scales with a unit's initial attack value, but it isn't scaled to 20% for mini-surges, which results in it being far more powerful on Dphono than most others, of course, talent orbs only affect true forms, which he doesn't have, but if he did, this is how much it'll add for any S-grade orb.
I'm not certain which talent orb is best for Dphono (Angel?)
If you want to see the probability of each mini-surge combination, the maximum damage possible at level 60, or simply want to fiddle around with the graphs yourself, you can check out the associated Desmos projects, complete with documentation.
DPS at level 60 + Talent Orbs implemented
That's all, here's some reference info if you want it.
All this information turned out to be useless for calculation
Edit: Fixed talent orbs.