Source: 邪神攻略站, published October 12, 2026 at 12:50, as displayed in the user-saved page; timezone not stated. Original article.
Scope: Chinese-server observations and the source author’s recommendations. Global-server behavior, current balance, and official English names have not been verified. English names below are provisional; Chinese terms are included for identification.
What the saved tooltip actually says

The image names the set Warlord (战争领主). Its text says that every third cast of Merciless Reap (无情收割) produces an additional attack, applying Sharp Finisher (凌厉终结) to enemies in a large area. It describes:
- Physical damage equal to 100% of Attack.
- An immediate additional damage instance equal to 110% of the target’s current total Wound (创伤) effect.
The article calls this the “Merciless Reap four-piece” interaction. The tooltip’s 110% and the author’s simplified 100% calculations below differ. We preserve both rather than silently changing the numbers. The source does not reconcile that difference or provide a complete tested damage formula.
1. A reported issue with the extra physical hit
The author reports that the four-piece bonus’s 100%-of-Attack physical hit cannot critically strike. They also say it has no skill-damage multiplier and does not benefit from Basic Skill or Core Skill damage bonuses. In their assessment, this hit contributes very little damage anyway.
These are reported observations, not developer-confirmed behavior. The source calls the non-critical hit a minor bug, without providing an official bug report or fix status.
2. How the author describes Sharp Finisher
According to the article, Wound lasts 10 seconds, deals damage four times per second, and therefore produces 40 damage ticks. The author describes Sharp Finisher as resolving a copy of those 40 ticks in one hit: the existing Wound remains afterward and continues dealing damage.
They compare this to the Gush (喷涌) mechanic from season S0. However, they say Sharp Finisher itself cannot critically strike, so it does not gain the critical-damage multiplier that made the comparison mechanic powerful.
For a normal Fire Blade (炎刀) setup, the author says Wound benefits from Agony (剧痛) almost continuously, allowing its individual ticks to benefit from critical damage. These build and buff names remain provisional translations.
3. The source’s 2,000% critical-damage example
The author’s example assumes a non-critical Wound tick of 1, with critical damage treated as a 20× multiplier at 2,000%:
| Quantity | Author’s simplified example |
|---|---|
| Wound duration and tick count | 10 seconds × 4 ticks per second = 40 ticks |
| Non-critical Wound total | 40 × 1 = 40 |
| Sharp Finisher damage | 40, following the author’s 100% simplification |
| One critical Wound tick | 20 |
| One Sharp Finisher compared with critical ticks | Equivalent to two critical Wound ticks |
| A fully critical 40-tick Wound | 40 × 20 = 800 |
| Additional 40 damage relative to 800 | 5% |
Their conclusion is that three Core Skill casts produce only a 5% increase in this simplified comparison. At 1,000% critical damage, they give an increase of 10% instead.
These percentages are the author’s illustrative comparison, not measured whole-build DPS gains. They assume the critical behavior described above, omit rotation and uptime details, and do not incorporate the tooltip’s 110% coefficient. Nor should the example be read as an independently verified rule for how the game displays or calculates critical damage.
4. When could the bonus matter more?
The author argues that Sharp Finisher becomes more valuable when critical damage minus critical resistance is small, reducing the advantage of critical Wound ticks.
They state that Boss Challenge (首领讨伐) has no critical resistance and also no resistance in the seasonal-gem comparison discussed in the article. They use this to explain why damage there can exceed training-dummy damage, and why the four-piece bonus offers little value for their boss-testing setup.
For Rift (秘境) runs, the author reports that the enemy progress bar looked essentially the same with two pieces and four pieces. No controlled damage log, exact enemy configuration, or numerical clear-time comparison is supplied.
5. Gale interaction: an amplified hit does not permanently change Wound
The article revisits Gale Slash (狂风疾斩) and Gale Imprint (狂风刻印) from the author’s earlier findings:
- Wound responds dynamically to Gale’s 1.5× damage-over-time amplification: it benefits while the buff is active and loses that factor after the buff ends.
- The author describes Gale’s 1.5× physical amplification as a snapshot component that can remain on the same Wound when applied in the appropriate order.
- If Sharp Finisher triggers with the relevant Gale effects active, the author says its immediate damage can include 1.5 × 1.5 = 2.25× amplification, compared with the no-Gale reference of 1×.
“Locking in” the amplified amount refers to Sharp Finisher’s immediate hit. After that hit and the Gale buff end, the ongoing Wound still loses the temporary 1.5× DoT factor; Sharp Finisher does not make that amplification permanent on subsequent Wound ticks.
Despite this interaction, the author says their Rift testing still showed no meaningful difference between the two-piece and four-piece options. The earlier source article discusses timing in more detail: Gale and Wound.
6. The author’s build recommendations
The source ultimately recommends two pieces rather than four for both Lightning Blade (电刀) and Fire Blade (炎刀), covering training-dummy tests, bosses, and Rifts. This is the author’s recommendation for their tested context, not a universal result for every server or equipment setup.
It also points readers toward three other build articles:
- Gale / Divine Punishment Fire Blade (狂风天罚火刀): the author’s preferred boss and training-dummy option, described by them as the best across classes.
- Lightning Blade: the linked option for climbing towers, Endless mode, and routine PvE.
- Phantom Thunder Hammer (幻影雷锤): the recommended PvP option, which the author says still delivers opening burst kills.
The saved body contains their link titles but not complete build details. We have not reconstructed equipment lists or independently verified those ranking and burst claims.
Practical reading of these findings
The source’s main point is that a non-critical Sharp Finisher hit contributes relatively little when normal Wound ticks gain a large critical multiplier. Its Gale interaction may amplify the immediate hit, but the author still prefers two pieces in their reported tests. Check the actual tooltip, critical behavior, and combat results on your own server before changing a build; the 110% tooltip versus 100% example remains an unresolved source discrepancy.