2.) I am astonished to read that.
Because it means that you did not know that the damage evolutions are completely bugged and actually do the opposite ??
Actually, this is the reason for all that fuss which was made and threads like that being created.
Why are you astonished?
Perhaps I still didn't get it 
I thought the Problem was, that we want to find a compromise between not loosing damage due to the bugs's bug and maximize the radius.
What I've read, the usual solutions are:
4a 5b 6b (damage and detonation damage,recharge,radius) --> 7 m detonaion radius by ~ 964 dmg DoT / 2450 dmg Detonation
4b 5b 6a (radius,recharge,detonation damage) --> 4 m detonaion radius by ~ 1050 dmg DoT / 3150 dmg Detonation
Radius is the reason, why I prefer the first.
Due to this thread http://forum.bioware...anics-and-bugs/ I did the math for all combinations:
Collector Adept
65% power passives + 30% smg power mag
250 * (1 + [DS DoT bonuses] + [general power bonuses]) / ([listed DoT duration] * 2)
DS 3 DoT Bonus DS 4 DoT Bonus DS 5 DoT Bonus DS 6 DoT Bonus Power Bonus Duration Total Damage dmg 0.15 0.2 0 0 0.95 5 1150 rad 0.15 0 0 0 0.95 5 1050 dmg,dmg 0.15 0.2 0.4 0 0.95 7 964.2857143 dmg,rec 0.15 0 0 0 0.95 5 1050 rad,dmg 0.15 0 0.4 0 0.95 7 892.8571429 rad,rec 0.15 0 0 0 0.95 5 1050 dmg,dmg,dark 0.15 0.2 0.4 0 0.95 7 964.2857143 dmg,rec,dark 0.15 0.2 0 0 0.95 5 1150 rad,dmg,dark 0.15 0 0.4 0 0.95 7 892.8571429 rad,rec,dark 0.15 0 0 0 0.95 5 1050 dmg,dmg,unstable 0.15 0.2 0.4 0.4 0.95 9 861.1111111 dmg,rec,unstable 0.15 0.2 0 0.4 0.95 7 964.2857143 rad,dmg,unstable 0.15 0 0.4 0.4 0.95 9 805.5555556 rad,rec,unstable 0.15 0 0 0.4 0.95 7 892.8571429
uuups format issues, can't insert a table, so here the simple version
:
Dark Sphere Evolutions Radius --> Damage over Time done in 20 Ticks
(4)Damage; 5 m --> 1150
(4)Radius; 7 m --> 1050
(4)Damage;(5)Damage; 5 m --> 964
(4)Damage;(5)Recharge; 5 m --> 1050
(4)Radius;(5)Damage; 7 m --> 893
(4)Radius;(5)Recharge; 7 m --> 1050
(4)Damage;(5)Damage;(6)Dark Matter; 2,5 m --> 964
(4)Damage;(5)Recharge;(6)Dark Matter; 2,5 m --> 1150
(4)Radius;(5)Damage(6)Dark Matter; 4,5 m --> 893
(4)Radius;(5)Recharge;(6)Dark Matter; 4,5 m --> 1050
(4)Damage;(5)Damage;(6)Unstable DS; 7 m --> 861
(4)Damage;(5)Recharge;(6)Unstable DS; 7 m --> 964
(4)Radius;(5)Damage(6)Unstable DS; 9 m --> 806
(4)Radius;(5)Recharge;(6)Unstable DS; 9 m --> 893
Sorry in case of causing confusion. 