At first I thought this was a tooltip error, but testing on identical mobs over many pulls, i've determined that they appear to be correct. Which means there's very little point to using a finisher at 4 points, unless it just happens to land there. For example:

Let's take Deadeye Shot, the staple of Markman's burst combo at Rank 1:

1 Point: 38 damage. [Base for comparison]

2 Points: 63 damage. [Additional 25 damage]

3 Points: 88 damage. [Additional 25 damage]

4 Points: 101 damage. [Additional 13 damage]

5 Points: 126 damage. [Additional 25 damage]

So you see, this discourages using the skill at 4, or even 5 combo points, as you gain the least net damage gain for your points. Of course the burst damage increases [Albeit not efficiently], but in the interests of sustained DPS, finishing at 3 points will yield higher overall DPS, even given the higher Energy cost associated with 3 rather that 5 point finishers.

And this gap is only exacerbated as the ability scales. At rank 8, Deadeye Shot suffers the same loss at 4 points:

1 Point: 138 damage. [Base for comparison]

2 Points: 230 damage. [Additional 92 damage]

3 Points: 322 damage. [Additional 92 damage]

4 Points: 368 damage. [Additional 46 damage]

5 Points: 461 damage. [Additional 93 damage]

The same pattern appears as the ability linearly scales. And if you check your tooltips, you'll find all Rogue finishers behave this way, which leads me to believe that Trion has purposely placed the damage brackets thusly to present players with a choice with their damage expenditure. Either finish at 3 points for optimal consistent DPS, or finish at 5 for more expensive, but higher, spike damage.

This choice for finishing at 3 points on bosses, rather than 5 has more advantages than just this though. Given that the finisher costs more energy per use, and you're using them more often, in a raid setting abilities such as Anthem of Fervor [Reduces ability costs by 10%] have a greater impact, saving you more Energy than it would on slower, cheaper finishers. Then there's your aggro. Smaller, more consistent hits, more often, generates a far smoother threat curve that's easier for both you and your tank to manage. This means no more million damage screenshots, but also means no more getting one shotted by a raid boss.

As far as i'm aware, this wasn't the case for Rogues in WoW, which obviously use the same 5 point system. Iirc, their finisher damage simply scaled down toward 5 points smoothly, meaning that at any point threshold, your cost and damage would be commensurate. Just something I thought i'd post for those that hadn't noticed. Definitely something to consider. Happy Stabbing!

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