2013-01-03, 06:18 AM
YennoX Wrote:If directly comparing black-and-white situations, with no-Hypers whatsoever vs. a class' maximum potential is what you're trying to do, then ignore me.
As for the Adjusted Mastery tables, I think they're more relevant and useful, if anything. If you're assuming all 4th job skills maxed in the tables anyway, then Adjusted Mastery will always be more practical to look at since every class has different levels of mastery.
That was the original intention. Most characters gain the most %/s from their 170 Hyper Skill or a passive hyper that gives them +1 hits on their primary, and everything else is just a drop in the bucket. Since it's so variable between characters, I want to try to keep a way to distinguish the additional strength of hypers.
I am considering removing the non-adjusted mastery tables though, since they're rather meaningless.
A problem faced with these tables is that it's rather difficult to apply them in a meaningful manner due to the way Total Damage and Boss Damage are calculated into skills. Ideally, you could take your max range, multiply it with the Adjusted Mastery %/s, and that's your optimal DPS. But since ranges factor in any Total Damage, it's not the correct range to apply to the table. Also, since Boss Damage and Total damage are additive with each other, and Reinforce Hypers, as well as any other Total Damage skills are additive, it becomes exceedingly difficult to figure how to do that. You can't just divide out the total damage used in the table, and then multiply with your total damage either, since some classes, like Demon Slayers, have one skill they use that has a different Total Damage multiplier than the others, but still use other skills.

