66alex66 Wrote:also youre asked to kill because you have 2x drop and for it to work you have to solo the last part of HT
*I know this was a few pages back*
Actually, that's a Party 2x buff, so anyone in the party would technically need to deliver the final hit + have been in the group that did the most combined damage in order for the 2x drop to go into effect. Because I had single-handedly dealt nearly half HP damage to that arm during the run (done in a different party than the one I joined, too), I was asked to join the bigDPS party and finish it.
tl;dr: Combined damage dealt is the determining factor for 2x drop, and considering that's a party buff it doesn't even matter provided the person who dealt the most (me) finishes the arm.
JoeTang Wrote:Illusion with Passives is 120 + 20 + 15 = 155 BA x 4, giving it 255 BA/s.
Factor in Criticals
155 * 0.75 + 1.7 * 0.25 * 155 = 182 BA x 4
Berserk gives it an additional 10% = 200 BA x 4
And amp should give it 1.35x which makes it 270 x 4
Total of 444 BA/s, stronger than Blaze's 422 BA/s
Trying to factor in SE would probaby add 40% to their 170% damage, making it 210% which according to my calculations lead to 547 BA/s
Compared to Paralyze's 210 * 1.4 = 294 / 0.81 = 363 BA/s
Paralyze would trump Illusion if it had elemental advantage, obviously, as would Chain Lightning though.
Keep in mind F/Ps have 140% Amp and can use SE as well (I think you just included the Amp part in your Paralyze calculations). While this won't change things too much, Paralyze + Ewand 6 calculations do:
210 * 1.4 * 1.25 = 367.5 / 0.81 = 453 BA/s.
Throw in SE, and the number increases to 526 BA/s, if my calculations are correct.
Oh, and Poison-weak on top of all that? How does 788 BA/s sound, again assuming my calculations are correct?
Plus, the critical rates are different for MageSE + ArcherSE, so lord knows how complicated calculations get with those - case in point, however, is that with different rates Illusion DPS will be smaller.
However, using your data one can see that MageZerk + MageSE + ArcherSE + Amp would definitely have a greater effect on Illusion's DPS, as the final multiplier of 4 for the number of hits allows for a greater number of chances for the 140% damage to kick in (as is obvious and was stated by Paul earlier). I don't know if you fully incorporated the "per hit" aspect when doing SE calculations, but it still might bump it up. That being said, in elementally-advantageous situations, Paralyze pretty much trumps everything.
Takebacker Wrote:Does illusion have an element? If it's neutral that in itself is a strength.
It is neutral, but as Joe said, with Elemental Reset it doesn't matter. And of course it's not the best strength, as Blaze, etc. will get more power from Ewands; giving Illusion an element would be of benefit.
Bribery Wrote:Do those calculations factor in EWands? If they don't, I'm pretty sure Blaze would come out on top, followed by Paralyze ahead of Illusion.
I don't think anyone has factored in EWand bonuses yet, which will definitely affect rankings as you said.
But here's a question I don't know since I've never played a Blaze Wizard: is an EWand elemental boost still in effect after using a skill such as Elemental Reset? If the weapons work in accordance to the "current element of the skill," and not the "permanent/original element," then the effect of Blaze + Ewand5 + Element Reset on a Fire-resistant/immune boss would make for an interesting comparison with Paralyze + Ewand6 on the same boss, assuming it's not Poison-resistant/immune.
P.S.: Paul, I know you downplayed the +50 MATK addition from Onix's Blessing, but with critical multipliers in place that does have a decently substantial effect on a Magician's DPS. Considering the skill most likely stacks with an ArchMages' Meditate as well, the additional buff power will change damages, just not as much as multipliers.

