I saw in another thread discussing how Jago is better off using his launcher ender rather than damage ender (not shadow ender) due to the latest set of adjustments. I thought I would look into it and run some numbers. I kept it easy using Jago’s Around the World combo trait. You can get higher damage with heavy auto doubles and light linkers, but it seems the difference between enders stays pretty consistent depending on the level ender regardless on the combo used. The only other thing I could do would be to get fancier with juggles, but I wanted to stay simple. I did get lazy, however, and skipped L1 enders as Jago builds levels so quickly.
L2 enders, I just did a one-chance break of Heavy, Light Laser Sword, Heavy auto, then ender. This ended combos with a KV of 27, which means you can continue a wall bounce combo without using a shadow.
Damage: 25%
Launcher: 24%
- w/sweep 26%
- w/heavy DP 27%
- w/heavy normal and cancel into Heavy DP 29%
Battery: 21%
Wall Bounce: 22%, KV 77
- w/throw 33%
- w/sweep 25%
- w/heavy DP 26%
L3 Ender. Heavy normal, Light Laser Sword, Around the World Medium, Light, Heavy. KV 63
Damage: 35%
Launcher: 33%
- w/sweep 34%
- w/heavy DP 35%
- w/heavy normal and cancel into Heavy DP 36%
Battery: 28%
Wall Bounce: 30%, KV 113
- w/throw 41%
- w/sweep 32%
- w/heavy DP 32%
L4 Ender. Heavy normal, Light Laser Sword, Around the World Heavy, Medium, Light. KV 63
Damage: 43%
Launcher: 39%
- w/sweep 41%
- w/heavy DP 42%
- w/heavy normal and cancel into Heavy DP 43%
Battery: 33%
Wall Bounce: 35%, KV 113
- w/throw 46%
- w/sweep 36%
- w/heavy DP 37%
There are a couple of interesting things here to take note of. The first is that the wall bounce with a throw to end it is much more damaging than I had originally thought (or paid attention to). The main worry though is what happens if an opponent expects it and techs your throw. You don’t get much of a damage boost otherwise, but the hard knockdown from a sweep may be worth it.
The second is that the damage and launcher enders are very close in damage. Once you reach L4 you can certainly do a damage ender since it does not leave a break point post-ender and the scaling makes it hard to overcome. L3 is more of a toss-up, but certainly anything from L1 to L3 ender will benefit from the extra damage you can lay on with juggles or other set-up such as flip-out or sweep. In fact, the lower the ender level, the more damage you can put out with your juggles. The only other deciding factor is you KV number. If you are maxed out at a L3, just do a damage ender unless you are confident your flip-out set-up will work.
Hopefully others find that helpful. It will definitely change how I play. As long as I am not dropping my juggles and my opponent can’t get a read on my pattern, anything less than an L4 ender in the middle of the stage will be a launcher or battery ender.