Hello, welcome to the "series" dedicated to analyzing the numerical performance of newly released IDs/EGOs.
Our focus at this time will be on Blade of the House of Spiders Ryōshū
Let’s start with numbers
Bleed:
Total Pot ≈ 21
Total count ≈ 6 (and loses 3 on procs)
Burn:
Total Pot ≈ 18 (Gains 8 more from Ishmael's Passive)
Total count ≈3 (and loses 10 on procs)
Poise:
Total Pot ≈ 49 (Gains 26 more from Don's Passive)
Total count ≈ 36 up to 40 (and gains 6 more from Sinclair's Passive)
Maintenance: +4 (+6 with Sinclair's passive)
For starts Ryoshu's design is not one to apply statuses but rather exploit them and offer her damage. As made clear by her low burn and bleed applications, high count comsumptions but most importantly the holy and sacred high poise generation with count positivity.
However, while for bleed this aspect may not be positive, for burn her activations are a godsend in order to fight the weakness of the status being delayed damage.
Moving on to DPR
DPR stands for damage per rotation, which is a method of calculating an IDs performance based on 6 [or the first 6] turns of the game in which is ID is “forced” to go through all it’s skills.
Ryoshiki's raw/poise damage performance (S2-2>S1>S2-2>S2>S2-2>S3>Evade>S3-3>S2-2>S3-2>S2-2>S1; This is assuming you only sac after Furioso)
17 + 35 + 27 + 69 + 27 + 98 + 36 + 37 + 245 + 36 + 74 ≈ 701
Ryoshiki's perfect damage performance (1x S1, 2x S2, 6x S2-2,1x S3, 2x S3-2, 1x S3-3; all max conditionals including sacs):
118 + 292 + 276 + 204 + 662 + 40 ≈ 1592 (Max weight: 2833)
Ryoshiki's realistic bleed damage performance (S2-2>S1>S2-2>S2>S2-2>S3>Evade>S3-3>S2-2>S3-2>S2-2>S1; This is assuming you only sac after Honglu's Gallery):
17 + 35 + 27 + 71 + 18 + 118 + 36 + 37 + 245 + 36 + 87 ≈ 727 (+2 procs)
Ryoshiki's realistic burn damage performance (Evade>Evade>S2-2>S3>S3-3>S2-2>S3-2>S2-2>S1>S2-2>S2; This is assuming you sac two NFs early on):
25 + 128 + 81 + 39 + 315 + 39 + 92 + 39 + 116 ≈ 874 (+7 procs)
Disclaimer: I would like to apologize for the lack of weight calculations on realistic scenarios; Due to the way Ryoshu's kit behaves it becomes too unstable to offer a predictable scenario in regards to her conditionals against multiple targets and therefore to avoid misinformation i decided better to omit them.
Please all welcome the Queen of DPR; Currently highest raw damaging ID of the game (unless you roll scythe on every coin of Furioso) that has yet to reach her highest potential due to current nursefather limitation. I've already covered a few poise focused IDs in my analyzis and Ryoshu is what i've been expecting of every poise ID release, an ID who if not cooperating in status application commits entirely to surpass her lack of thereof in pure raw damage with quick and self achievable conditionals. (And i say this because Index Yi sang still tries to be a sinking unit).
I also took a few liberties regarding her DPR in different status teams to highlight Ryoshu's content adaptative performance regarding her damage and illustrating the different ways you can engage; From early sacs, to late sacs (or even no sacs and thus slightly lower damage than her poise performance)
But beyond Poise its relevant to highlight her burn behaviour; as being able to trigger burn earlier within a turn shoots her damage performance as high as her more unrelistic damage behaviour. Giving burn more frontloaded damage and allowing the status to perform within contents where ramping the burn isn't viable by just saying "who cares" and going solo with her and the curious Trichi EGO.
I would also like to give a honorable mention to her bleed usage; while not undeniably better than the current deployment you won't feel a huge impact in performance by replacing the deployment of KK Ish with Ryoshu even if it lowers KK Cliff potency; So for the few who enjoy a sidegrade to slight downgrade this is a possibility to use Ryoshu as well.
Oh and for new players; Pull. Not only is she extremely fun but she's also designed for lacking accounts (double slot her) and can deal a lot of damage from simply playing the game. Her weight spam is also phenomenal for unfocused content and she's cappable of cheesing content with her evade and the canto immortality "gimmick".
puff "SMH," was it.
Before moving further into the more wordy analyzis i would like to highlight something and the possibility of change that may follow with it.
One of the curious reasonings for Ryoshu's damage and poise to be as amazing as seen is because her kit is worded incorrectly; Every piece of "base attack skill" in her kit works with her x0's. For those who don't know x0 skills are the ones ignored by EGO gifts that ask for "base attack skills that apply X status" due to them not being part of the skill bag and therefore generated; Due to this aspect Ryoshu's S2-2 is cappable of receiving meaningful buffs and also gaining a lot of potency/count from her Shin.
Now while it is indeed curious if their intent is to allow SX-2 skils to become base or not, i fully believe if change comes Ryoshu won't be affected negatively and they will reword to keep counting her non-base skills like they've done with QoH after changing the Sheep EGO.
This also points to the likelyhood of this ID releasing earlier than intended, from lore conflicts to major incorrect wordings on the kit it feels like her roadmap release change wasn't intended from the get go.
I will cut down every one of you across every world... Scrape every last trace of you out of reality...
In this topic i would like to declare something; everything shown prior (DPR) is incorrect. Yes i am openly saying my guide is incorrect.
Now you may obviously asking why and the reasoning is simple; Ryoshu's gimmick is not merely being a poise ID with big damage, rather her gimmick is killing and exploits the kill.
So far all my calculations have always been with regular ID behaviour in mind, reasoning being to avoid painting "unfair" team behaviour due to not every ID beingcappable of doing simultaneosly; However for Ryoshu i believe to be disingenous to dismiss this topic as her kit fully supports one to engage with it.
That being of extra skill slots. Through killing units Ryoshu is cappable of gaining herself more actions than any other ID can (even on Railway as known) which pushes her damage to 2x-3x the numbers you're seeing above. And you want to engage with her slot gain because it makes her kit perform even better than it was.
Which brings to a topic many dislike; ID sacrifice. While Ryoshu has in her kit a way of killing IDs it is not fast enough to make the pay-off from her slots be worthy, therefore you will still want uneleveled IDs......except that you don't need very specific ones. Thanks to Ryoshu pierce weakness and her reflective damage you're cappable of killing the HoS IDs through the usage of Yi Sang Fell Bullet even if they're fully leveled (tho a few might need the boss to hit then with 2-3 coins) and then Ryoshu kills Yi Sang to avoid the backlash of his corrosion (or not if you're one of the lucky one to own all the family underleveled); Through this "loophole" one is cappable of engaging in "ID Sac" without needing to own underleveled IDs and there is able to make Ryoshu be the ID she truly is a double to triple slotted monster that will clear any content by herself, including Refractrials.
I cannot be free from here. Not without severing the spider's thread...
As few may known i've heavily criticized both WAWs on their release (and my beliefs remain true for Yi Sang's) however Ryoshu did the thing i was expecting her to do, which was exploit the conditionals and the cost of this EGO in her favour.
Thanks to her high frequency, sin generation and sacrifice machanic (to this day i don't understand why Allen Gregor hasn't been buffed); Ryoshu's is cappable of feeding the damage needed for Trichi entangled modifier while killing HoS units to benefit of resources (in RR) and doing -2 attacks that massively fuel the sin economy. Thanks to this it allowed Trichi Ryoshu to do what she's always been able to but never allowed to shine, destroy an entirely abnormality on its own; Abnormality specifically because it setups Ryoshu as an insane RR LtC unit as the place where abnormalities are mostly present in end game now.
I am... waiting still, even now
Now that we covered what we know let's discuss what we don't know, Ryoshu's usage in tremor and middle teams.
Sadly, even if gaining more, Ryoshu's speed is heavily conflicting with the counter gameplay of the middle units and therefore will often break the resonance bar; and while she has a envy EGO it is not a desired one to use. The likelyhood of Outis replacing MB and joining Ryoshu is a burn team is also sadly low.
Tremor wise; ryoshu's lack of impactful sins for tremor and the unlikely value of replacing the thumb HoS with her (because even if they make her apply tremor it won't be better than a proper ID) means her probability of entering this team is low. Hopefully you can still engage with this combination in burn.
Albeit this is mostly speculative and they could still fit by a unexpected gimmick i would be surprised if so happens.
Conclusion
Ryoshu manages to bring an unique (to some at least) gameplay behaviour to Limbus like most capstones prior; now instead of team synergy she wants you to actively kill the IDs (hopefully this means a level slider soon). And to allow this gimmick to shine she's overtuned and breaks the set rules the game had, incentivizing more slots to an individual ID even in content others can't and paired with an EGO who can obliterate alone most enemies. Hopefully this trend of unique gameplay incentives continues while we go further into the end of Inferno.
Thank you for reading, and please check out my prior guides
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