On a recent Hunting Party Podcast we were talking about the survival Lock & Load rotation, and the difference between firing two Explosive Shots back to back with a 0.1 second delay (plus global cooldown) vs. weaving an Arcane Shot in. I said something to the effect that the 0.1 second delay is theoretically better overall dps, but is also much harder to execute — so you’ll be more likely to day longer than 0.1 second, or not delay and end up clipping a tick. In the end, the dps difference between the two is so small that you’re probably safer just weaving in the Arcane Shot. I also think I said something to the effect of making that my new official recommendation.
Note: this is in reference to the 4.3.2 changes, when Arcane Shot will not longer be a part of Lock & Load.
I later got a question that is something I’ve seen discussed here and there online before often enough that I thought it deserved some clarification. One theory behind the delay-method is that the 0.1-second delay is a much better dps rotation because you’re firing you Explosive Shot almost-a-second sooner, and over the course of the fight that adds up to more Explosive Shots fired. This idea of getting more Explosive Shots from adding up the 1-second gain is not true, and that’s what I’d like to explain.
Also, let’s take a moment here and appreciate how much attention SV is getting to the most miniscule nitty-gritty bits of their rotation. It’s good to be the top spec — strutting around like MM did for years!
The Moar Explosive Shot Theory
In short, here’s the thinking behind the more Explosive Shots theory: by not weaving in that extra Arcane Shot you save 0.9 seconds worth of time every Lock & Load (assuming you execute perfectly). So your last Explosive Shot, the one that isn’t a part of the Lock & Load, fires 0.9 seconds sooner. Over the course of the fight, that adds up until you actually got to fire more total Explosive Shots because of your Lock & Load rotation. If you figure a 5-minute fight with around 14 Lock & Load procs (currently about average with traps, and in 4.3.2 will be about average with Black Arrow) that means that you’ll save 12.6 seconds, which is time enough for two extra Explosive Shots!
Okay, that’s still not huge, but it does make a difference in the end and is worth considering. Those little things all add up and a few extra shots fired could be the difference between first and second place on the meters.
But… Lock & Load Time Savings Don’t Actually Add Up
The reason this thinking is incorrect is because you don’t get to save up all those 0.9-second time gains. Lock & Load resets the Explosive Shot cooldown, meaning that you can’t add the 0.9-second savings between multiple Lock & Loads.
Let me try to explain better by showing an example. The chart below shows the number of seconds that pass. At the start we have Lock & Load proccing, resetting our Explosive Shot cooldown. We’ll assume that Lock & Load procs on average every 20-seconds or so. Thus in 20 seconds we’ll see Lock & Load proc again, resetting the Explosive Shot cooldown and starting the cycle over. We aren’t going to worry too much about the shots that happen in-between, but focus only on the Explosive Shots, which we can fire every 6 seconds. The first column is the 0.1-second delay method (which we’ll just round to a full second) and the second column is inter-weaving Arcane Shot:
| 1 | L&L Explosive Shot | L&L Explosive Shot |
| 2 | Explosive Shot | |
| 3 | | Explosive Shot |
| 4 | Explosive Shot | |
| 5 | | Explosive Shot |
| 6 | | |
| 7 | | |
| 8 | | |
| 9 | | |
| 10 | Explosive Shot | |
| 11 | | Explosive Shot |
| 12 | | |
| 13 | | |
| 13 | | |
| 15 | | |
| 16 | Explosive Shot | |
| 17 | | Explosive Shot |
| 18 | | |
| 19 | | |
| 20 | L&L Explosive Shot | L&L Explosive Shot |
As you can see, we fire the exact same number of Explosive Shots. Even though we delay by a second in this chart, once Lock & Load procs again, both Explosive Shots are perfectly lined up again. Because of this you don’t actually get to keep adding that 0.9-second savings up. You get the savings once. Column 1 clusters it’s Lock & Load Explosive Shots closer together spending that 1-second later, while column two spreads those Lock & Load Explosive Shots out, spending that 1 second earlier. But both fire the exact same number of Explosive Shots, and have the exact same amount of time for other shots.
Because Lock & Load procs fairly often and resets the Explosive Shot cooldown, we fire the same number of every shot whichever way we execute the Lock & Load rotation.
The only advantage of the 0.1-second delay method is that every now and then you’ll have a fight where that break point when Lock & Load procs is in between column one and two — for example if L&L procced at the 17 second mark instead of the 20 second mark, then we’d have seen an extra Explosive Shot. This situation will be pretty rare and highly variable, but every now and then you’ll have a fight where it happens, so theoretically the 0.1-second delay method is a tiny bit better, but in practice you really won’t see the difference even when you’re executing perfectly.
This is why when I update the guides for 4.3.2 I’m going to switch to just recommending a shot be interweaved. In practice I think that method removes the risk of clipping or delaying too long (humans aren’t good and 0.1-second timing) and in the vast majority of cases your dps for the fight will be unchanged.