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4th job Single Target DPS - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Game Mechanics (https://www.southperry.net/forumdisplay.php?fid=33) +--- Thread: 4th job Single Target DPS (/showthread.php?tid=6564) |
4th job Single Target DPS - Dusk - 2008-12-20 4th job Single Target DPS
Last updated: July 14, 2010 3.05 <- For Big Bang, but incomplete; Dual Blade, Shadower, Mech missing in large chunks Excel Spreadsheet Version 2.14 (Excel 2007) Excel Spreadsheet Version 2.14 (Excel 1997-2003) Cygnus version The spreadsheet is in .xls format, compatible with Excel 97 or newer, and some other programs I don't know much about. There are a few things of interest. There are three sheets, an analysis sheet, a base damage sheet, and a %dps sheet. On the analysis sheet, you can change variables such as whether to include SE and SI, what element the boss is weak to, whether to include skills like Concentrate. On the other two sheets, there isn't much to see other than where the numbers came from. Edit them if you notice something wrong or would like to experiment with different scenarios that I haven't provided. [imgspoiler=A screenie:]http://img405.imageshack.us/img405/1918/dps20.png[/imgspoiler] First update in nearly a year! Version 2.0 is out, courtesy of KaidaTan. Version 2.01-2.11 changes: 1. Minor typo fixes, formula changes, error fixes, etc. Version 2.0 changes: 1. This spreadsheet is now a joint effort by KaidaTan and I. I stopped playing MapleStory quite a while ago and I have not been keeping up to date with the changes. Luckily, there's someone who has. The spreadsheet has gone through a major overhaul - it was actually recreated from scratch, copying over old formulas. Many things have been reorganized and it is (at least in my opinion) much better looking and easier to use. 2. Aran, Evan, and Dual Blades added. Yes, they are overpowered. 3. The custom equip section has been completely revamped. The old system with predefined equips has been tossed in favor of letting you define the equips to your liking. Hopefully, this will be easier to use and understand. As a bonus, this saves space in the file, and it is now slimmer by a whole couple of kilobytes. Yay efficiency! 4. Many formula errors/oversights fixed. Please let us know if we missed any. 5. Support for items that increase critical damage/rate added. Critical Adventurer rings are currently the only functioning item that does this. Durability weapons are supported and exist in the database, the checkbox has been disabled until we learn more about them. 6. Skills updated according to the latest KMS balance patch. This means Dual Charge*, Dark Sight delay reduction, Rapid Fire damage increase, among other things. 7. Octopus added! I didn't know how that worked at all. It may be a little confusing, because Octopus's DPS output will vary depending on conditions. This is because casting Octopus consumes a significant amount of time, unlike other summons. 8. Some behind the scenes stuff changed so that the file is smaller and that future additions will be easier to make. *Dual Charge is calculated based on multiplied charges. Whether this is how it actually works is currently unknown. Version 1.5 changes: 1. Included all KMST 1.2.190 skill changes (5 second Snipe atm). MW 30 included even though it's currently impossible to obtain, I'm assuming we'll get that shortly. Version 1.4 changes: 1. Equip quality is now something you can control. Everything is balanced based on equal scrolling, but you can pick from predefined settings or choose your own. The custom equip box is between the sandbox and the toolbox/info box. 2. Cannon speed corrected 3. Snipe merged to 199k Snipe only 4. Some interface changes Version 1.3 changes: 1. Added a sandbox on the bottom, to save those who wanted to do their own calculations the trouble of making a whole new sheet. Some examples of what you can do are on there. Also unlocked all the stats on the other pages so you can play with different equips and levels as a basis for comparison. Decided against unlocking everything because I don't want the sheets modified. 2. Added Rage and Hex of the Beholder. 3. Changed the magic damage formula. 4. Fixed Ifrit. I had it listed at 270 Basic Attack instead of 300. 4. Minor interface adjustments. Version 1.2 changes: 1. Fixed the issue with Paladin attack speeds and Elemental charges. 2. Added Archmages and Bishops. Archmages come in 130 LUKless wand and 163 LUK wand flavors, and Bishops come in Doomsday Staff and Maple Wisdom Staff flavors. Yummy. 3. More playing with the interface. Somehow managed to get everything added without stretching the page horizontally at all. Version 1.1 changes: 1. Fixed calculation errors with Sacrifice and Assassinate. 2. Fixed AP errors with archers and Buccaneers. 3. Removed Barrage + DU. Three reasons: - It trailed Barrage + DS by a small margin no matter what the stats were - I fail to see a situation in which DU would be preferred to DS, given its range - I needed to make room for a future addition of a combo involving Energy attacks. 4. Added summons for archers. Need a minimum damage formula for Corsairs. 5. Since Paladins are no longer the only class to use elemental attacks, I changed how the elemental stuff works. All the elements are listed in the >>toolbox<<, and you can change elemental affinity for each element on an individual basis. Elemental charge for Paladins selects the most powerful elemental charge based on the numbers you feed it. 6. Lots of interface changes. I hope the new look is better. Version 1.0 changes from "beta" 1. Added 10 ATT to both archer classes to account for Expertise/Boost. 2. Added Enrage and Concentrate. 3. Added Defense. 4. Added Elemental charges for Paladins. Enjoy! Introduction Devil's DPS Thread was a good compilation of data on the single target DPS of different classes. However, in the end, there were too many errors, most resulting from the over-simplification of damage formulas, and there was an overall sense of bias in the party damage calculations. Commonly Asked Questions (I will add any questions asked in this thread) What is a DPS calculation, and what is its point? All classes are not created equal. A DPS calculation for MapleStory typically answers the question, "How much damage per second would each class deal to monster X at level X with these (listed) equips?" This spreadsheet aims to allow the player to adjust the numbers for different situations, and discover overall how well different classes fare with different buffs and equipment. The numbers provided for damage will differ from actual results by quite a lot, but the overall ranking should not change much. The equips of the individual player should also not change the overall order significantly. Why is it so important to use the exact formulae for all DPS? Assuming that all players can perform their attack combos perfectly creates a margin of error. Assuming that all equipment is scrolled equally creates a margin of error. By the time we get to the finalized number for DPS, there is potential for the numbers to be way off. Using the exact formulae for damage minimizes the chance that our numbers are way off. Why didn't you use Maple Shields in your calculation? And lunchboxes? Snowboards? ... I didn't include event items because: 1. They aren't all obtainable for everyone. 2. They break class balance. Many lunchboxes are being scrolled with 10% GM scrolls. That may make the specific character stonger, but the purpose of this thread is to compare the intrinsic strengths of each character. This can obviously be pulled in different directions by whatever is released in GMS. 3. If I include event items that exist right now, I have to update every time an event item that beats the current standards comes out. If in March we get some earrings that give 5 attack, but are untradeable, and only come from a specific event, I have to reconfigure the data to work with that item. By leaving things standard, the data lasts longer. Is class A has higher DPS than class B, does that mean class A is better? NO. It means on average, class A does more damage than class B to a boss snail at level 200. This data says nothing about the overall worth of the class, nor does it apply to training situations at all. 4th job Single Target DPS - Dusk - 2008-12-20 Data Please download the spreadsheet or refer to the screenshot for a quick sypnosis of the data. Analysis The numbers here compare damage on single targets only. In general, the classes that are poorer at dealing single target damage are better mobbers, which makes sense. The discrepancies in this theory can generally be explained by factors like differences in defensive ability or some limit to the amount of time one attack can be used. For example, Shadowers and Buccaneers generally do less damage than Heroes and DrKs on same-sized mobs but they make up for it with their avoid. Corsairs have absurdly high numbers with Cannon but are limited by their Ship's HP. NLs have low solo DPS but they get assistance from Venom while training and a huge damage boost with Sharp Eyes. When comparing bossing ability, classes are better grouped based on their attack style rather than which job they belong to. Buccaneer skills have little in common with Corsair skills and have more in common with Shadowers. Kind of the same deal with Shadowers and NLs. Classes are best compared to other classes of the same type. The types of classes in MS: Warrior Includes the three Warrior classes (obviously). Generally deal high damage to single targets but are best suited to destroying small mobs. Have extremely high HP, can tank their way through most attacks thanks to Stance, and have Rush. Light Melee Includes Shadowers and Buccaneers. Mediocre single target damage dealers and entirely focused on small mobbing. They make up for their lower damage with incredible survivability and defensive skills that allow them to gracefully and cheaply kill bosses that would otherwise be very difficult or pot-expensive, such as Bigfoot. They also have a handful of ranged attacks that give them more attack options than warriors. Ranged Bowmasters, Marksmen, Night Lords, and Corsairs. Ranged classes dominate the single target damage charts in MapleStory, with all four doing more damage than any other type of class in 1v1 situations. This is a big advantage since currently, most bosses in MS are single-target oriented. Ranged classes are generally poor mobbers, though not always so: Corsairs and MMs both have very powerful mob skills, though they can't be used with the kind of freedom that melee classes can use their mob attacks. Ranged classes have extremely low HP and depend heavily on a combination of staying out of range of attacks, distraction, evasion, and Hyper Body to survive against many bosses. Magic The three Magician classes are poor single target damage dealers. Bishops are by nature support classes at bosses and by rule not given powerful 1v1 attacks, but Archmages are not much better off. Not only do they require an elemental advantage against monsters to even deal damage comparable to Warrior classes (in a battlefield where most bosses are either neutral or resistant to Poison/Lightning), but they do not have pots like Onyx Apples which physical-based classes rely on for an enormous damage boost. However, mages are incredible mobbers and can rapidly destroy boss summons if they are in the way. Potential Problems - Attack speeds may not be 100% accurate. All of the attack speeds listed are from LazyBui's Attack Speed Reference. - Durability weapons currently in limbo. They're in the spreadsheet, but there are many issues with them. - Dual charge may work differently than calculated. - Buccaneers are currently able to take advantage of Thorns. This may not be true. Credits (I will add anyone who contributes in this thread) - Fiel for the handy Fourth Job Skill Tables thread. - LazyBui for testing all the attack speeds. - Devil for creating the DPM thread, which proved to be a decent reference tool. - Takebacker for clarifying how Energy Charge and Transform work. - KaidaTan for suggesting that defense and summons be added in the calculations. - TLeviathan for pointing out some errors involving equipped stats of the characters. - JoeTang, Shidoshi, Russt, and Lerk for informing my uninformed self about magicians, and correcting the resulting errors. 4th job Single Target DPS - Takebacker - 2008-12-20 I like how you listed the equipments like that. o.o What does SI mean again? D: What don't you understand about charge and transform? o.o 4th job Single Target DPS - Lerk - 2008-12-20 Takebacker Wrote:What does SI mean again? D: Speed Infusion. 4th job Single Target DPS - Dusk - 2008-12-20 Takebacker Wrote:I like how you listed the equipments like that. o.o SI is Speed Infusion / Wind Booster. Just going with GMS names. I don't understand whether to include the 20 att boost from Energy Charge. Is it passive, or does it only activate when the bar is full? That creates a lot of problems in calculating DPS, because 20 att makes a big difference on damage. Nor do I have any idea whether Energy Orb or Energy Drain should be included in my calculations. Also, the data says there is a STR bonus from Transform, but I haven't seen that bonus in screenshots of Buccaneers. 4th job Single Target DPS - Takebacker - 2008-12-20 Dusk Wrote:SI is Speed Infusion / Wind Booster. Just going with GMS names. Taking energy charge out of time picture completely, are you using apples or warrior elixers normally? If apples (though it doesn't look like you are because the numbers seem low in the end) you don't have to include the 20 att boost at all because it never comes into play. Include it if you're using warrior elixers, or any other pot under 20 attack. The boost only comes into effect when the bar is full, and energy is charged/attacks become available. I'm not sure how much time it takes for the bar to fill on a single target, but i think it's safe to say 50% of the time. In that 50%, you can easily replace barrage/DU and barrage/DS with barrage/orb, because orb is much much faster and does more damage. I would do the damage for drain and orb for now, and modify it later if bui figures out the speed values. o.o The str bonus doesn't exist at all, by the way. Edit: Interesting...SI seems to have the same/higher damage boost that SE does. Oh wait, that's obvious. >_< 4th job Single Target DPS - Stereo - 2008-12-20 Lucida set would actually tend to have more stats and less acc... Clean neos: 6 str 2 dex 2 acc top, 3 str 3 acc bottom Clean lucida: 6 str 3 dex top, 4 str 3 dex bottom On the other hand, my top/bottom matches your given equips (23 str 16 dex 4 acc) so I guess it works. I'm only 12/14 60% worked though. 4th job Single Target DPS - Dusk - 2008-12-20 Stereo Wrote:Lucida set would actually tend to have more stats and less acc... :/ So female warriors using the 100 set get a 1 str 1 dex advantage over male warriors? Weird. I think I'll stick with what I have, though, because there are more male maplers, and because making a separate table for female warriors for the sake of 1 str 1 dex isn't really worth it. 4th job Single Target DPS - Nikkey - 2008-12-20 With Holy Charge, elemental advantage and maxed blast, you'll have 1155% percent against a holy-weak monster, and not 770%. Shouldn't be too hard to make it for thunder-weak, ice-weak and fire-weak as well. Edit: Okay, saw the snail-thingy. Still, it may be worth a shot to add this in for all classes. 4th job Single Target DPS - NoWaizMatt - 2008-12-20 So this finally seems to end the endless debate of the bossing DPS. It seems as thus: Corsair (In Ship) NL BM Hero/DK MM/Buccaneer (Transformed) Corsair (No Ship) NL (No SE) Buccaneer (Untransformed) Pali Shadower 4th job Single Target DPS - Russt - 2008-12-20 What about DrKs without Berserk? 4th job Single Target DPS - Cactuar - 2008-12-20 What about Adv. Homing? Shouldn't that be a factor considering we're saying it's a boss. 4th job Single Target DPS - singularity - 2008-12-20 The thieves should have a lvl 80/90 top-bottom instead of that p.o.s. overall. I also think you should give everyone at least an Helm for Acc. scrolled Z-Helm. Stop it at 22dex (+7 scrolled) if necessary. Now, how about calculations with apples! Or at least some attack pot........ Russt Wrote:What about DrKs without Berserk?Yeah, and DK's with Berserk is missing.... If Berserk is accounted for, DKs win -- it's not even close. 4th job Single Target DPS - Russt - 2008-12-20 No, he added Berserk by default. But it's not always possible, if you don't have enough HP at 45% or whatever. Adv Homing is also added by default, I want to see numbers without it as well. One more thing I'd like to point out - you say you refuse to include event items. Stormcaster gloves and Facestompers, in a way, are event items. They aren't going to be abundant forever. And iTCG could easily spew out even better items that replace these and become the new norm. How would you deal with that? 4th job Single Target DPS - Devil - 2008-12-20 Hmmm nice thread m8! However I'd like to see a few things: - Add a DK without Bereserk for bosses, since it's near impossible to use at bosses... - And please add Onyx Apples to your calculations, you'll see NL's and both Pirates skyrocket like there's no tomorrow. Because of their low base attack, Onyx Apples almost double their damage, while other classes only add like 50% to their damage. 4th job Single Target DPS - Chompy - 2008-12-20 Russt Wrote:No, he added Berserk by default. But it's not always possible, if you don't have enough HP at 45% or whatever. Set 5 re-issued Taru Totems and etc... And the company in charge of iTCG Maple is Wizards of the Coast- Who, in all card cards I can think of, due frequent re-issuing of older cards. So I really do believe that we will see an even bigger wave of re-Taru Totems etc. ![]() (I know it sounds really awkward, but WoTC is really good at their card games) 4th job Single Target DPS - KaidaTan - 2008-12-20 I have a question. Where is defense calculated? People don't train on snails. Being a fan of calculations such as this (honestly, I wish I had thought of doing this thread first, Dusk), I know how nice it is to see the really high numbers that raw damage (that is, damage without defense) puts out. However, it can make a very large impact on DPS, especially in cross-class comparisons. I might suggest 800 (skelesaurs) and 1500 (around what HT has) as defense benchmarks. Though I have been known to use 2000 (Anego) in several of my calculations. Lastly, in case you forgot, defense is applied as such: maxRange-monsterDef*0.5=newMaxRange minRange-monsterDef*0.6=newMinRange And then the % modifier is used. EDIT: Also... isn't Barrage 6 hits? Am I missing something? You have it listed at 10. EDIT2: To reiterate a question above, because I didn't see an answer, what attack pots are you using for all those characters? Warrior Elixers and Apples might both be necessary for a fair comparison. 4th job Single Target DPS - XtremeBeast - 2008-12-20 NoWaizMatt Wrote:So this finally seems to end the endless debate of the bossing DPS. It seems as thus: Edit: NL (w/ SE) 4th job Single Target DPS - Hazzy - 2008-12-20 KaidaTan Wrote:EDIT: Also... isn't Barrage 6 hits? Am I missing something? You have it listed at 10.100% 100% 100% 100% 200% 400% is how the hits go. Adds up to 1000% of the first hit. 4th job Single Target DPS - NoWaizMatt - 2008-12-21 XtremeBeast Wrote:Edit: NL (w/ SE) Wow, thanks for pointing that out. Seriously, without SE, NL's pretty much fail...hard. |