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Ranged Attack Class DPM
#1
RANGED ATTACK CLASS THEORETICAL DPM

This series of calculation tables compares the "Average Theoretical DPM" of the major attack classes in the game during their 4th job. I have done my very best to purge this ctable of mistakes, but is very possible (and more likely than not) that they still exist, whether it be formula errors, or simple calculation errors. If you spot anything incorrect, feel free to shout it out, or PM me, as I always do my best to be as precise as possible in anything math related. The only way for a collection of information this large to ever become error free, is with the contribution and input from many people. This ctable is a result of A LOT of hard work (this really did take me a long time) and crunching numbers, feel free to use any of my work, but out of courtesy, please cite any data you have used here to me.

Foreword

Before I begin, I would like to first make clear the actual goal of this calculation table. The goal here is to compare the average theoretical DPM (damage per minute) of each respective class while they spam their main 1 vs 1 attack skill, and any other buff that may aid them in 1 vs 1 damage. Should you decide to delve into the calculations, I will explain briefly what has been done to clear up any initial misunderstandings. Unfortunately, theoretical DPM is contingent on MANY different factors outside of the skill being used and how much weapon attack the character has. One must take into account AP build, SP build, attack speed, mastery level, stat multiplier, summons, party skills, potions-- the list is much more extensive that you may have initially imagined. Although one may initially find that the DPM calulation of a single character in a single scenario under given circumstances is relatively straightforward, the comparison of DPM from class to class is extremely difficult due to these differentiating variables. As such, the easiest way to get around this problem, and simultaneously make these calulations slighly comprehensible, is to assign each of these variables, well...a variable! This will let use create an equation that does, in fact, represent the exact theoretical DPM of a class--that is the first step. Here is a reference of variables you will see in these equations:

M1 = Primary Stat (This will be STR/DEX/INT/LUK depending on the character's primary stat)
M2 = Secondary Stat (This will be STR/DEX/INT/LUK depending on the character's secondary stat)
MA = Mastery (This is the current level of character mastery which is a percentage value; 60% = 0.6, 90% = 0.9, etc.)
WM = Weapon Multiplier (These are set values that differentiate depending on the weapon equipped)
SC = Skill Constant (The multiplier derived from the percentage damage increase due to skills and buffs)
WA = Weapon Attack (Total weapon attack)
SA = Summon Attack (Basic Attack of summon)
APM = Attacks Per Minute (Number of attacks casted per minute)
SAPM = Summon Attacks Per Minute (Number of attacks cased by summon per minute)
DPM = Damage Per Minute (The whole point of this ctable)

Although assigning variables lets us temporarily skive around the problem of potential catastrophic variability, it really does not help us any, outside of letting us calculate the DPM for one single scenario. This can be mildly helpful, but there are already a number of DPM calulators readily availible, and that really is not the aim of this calculation table. The goal is to compare the DPM for each class, and to do that, we need to establish a "baseline" for each of these variables--that is where the second section comes in. This section, I already know, will be without a doubt, the most controversial section of this ctable. It is where I plug in all the variable values into the DPM equations; namely AP build, Weapon Attack, and Attack Speed. Each class will be using a regular AP builds of each character (regular, meaning 'high-dex, high-str, etc.). Equipment poses a slightly more complicated problem. Weapon attack has differing amounts of value for each class, which is contingent on the weapon multiplier, base damage formula, AP and a few other factors. This is a phenomena I have come to refer to as "weapon attack differentiation". Originally, I opted to use only average weapons and no other equips, but this gave an unfair advantage to jobs that utilize weapon attack less efficiently, and vice versa. This is a problem that all DPM calculation tables face, so as an instituted solution, I have decided that the most efficient way to combat this issue is to take a minimum attack value (clean), and a maximum attack value (perfect 10% scrolled weapon, and realistically perfect equips) and average the resulting DPM. This technique also solves the problem of stars and bullets, as I can simply apply them in the same fashion (subis -> furys; bullets -> eternals). Also, we have the advantage of being able to see the comparisons between "godly equipped" characters and terribly equipped characters, and make relative observations. In essence, these calculations are modeled to quantify as many aspects as possible, while eliminating as many differentiating variables as possible. Keep this in mind if you begin to wonder how I ended up choosing the values that I did. These were the build types that each class was originally engineered with, so it is only natural that is the build used to appropriately reverse engineer them. However, should you disagree with the particular values that I use, the absolute beauty is that the equations formed in the first section still stand.

Calculations

You can open the spoiler, or view the googledocs files by clicking the links.

Bow Master

 Spoiler

Corsair

 Spoiler

Marksman

 Spoiler

Night Lord

 Spoiler

Final Analysis

Final DPM Results

Bow Masters are arguably the most self-sufficient and versatile class, I personally think of them as the "jack of all trades". Alone, they have a decent solo 1 vs. 1 DPM that blows away Night Lords not buffed with SE, and rivals even Corsairs massive damage. Since they are the class that buffs SE, they don’t need to rely on a party to hit big numbers, and are welcomed into boss runs with open arms. However, they do have a terribly low amount of HP, which does prevent them from bossing effectively at early 4th job levels. Another turn off many players find in Bow Masters is that they take a very long time to reach their damage 'plateau'. This is due to the fact that they need to max Sharp Eyes, Hurricane, Bow Expert and Concentrate (which itself requires a player to get to level 160) in order for them to really start whacking out big numbers. In reality, most Bow Masters like to put some points in Phoenix as well as Maple Warrior, which means that they take even longer to reach their damage peak. Nevertheless, if you are patient enough to get up to the 15x levels, Bow Masters are adept at both bossing and training.

Corsairs have, without a doubt the highest solo 1 vs. 1 output damage of all the ranged classes with their high hitting Battleship Cannon. This is assuming however, that they are able to stay in their ship; if it breaks, their numbers drop significantly. As a cost of having such a high potential damage, they have no critical hit rate, and thus, benefit meekly from SE when bossing. Because of this, you can call Corsairs more of a 'soloing' class than a 'party' class from both a training and bossing standpoint. Corsairs have no useful party buffs, which often makes them unwanted when training-- even with their high DPM. When Onyx Apples are factored in, they get a significant damage boost, as weapon attack value for Corsairs is slightly higher than most classes. When Corsairs get Bullseye, their total DPM output (not including summons) is raise by 20%, a very significant boost. However, Bullseye is ONLY useful for bossing, it is essentially useless for normal training. As a result, most players tend to hold off on maxing Bullseye until after putting some points in torpedo and other 'training-friendly' skills. To sum it all up, Corsairs have they have the perfect ability to go on party boss runs, but they are most suited for solo training/bossing due the fact that they have no party buffs to bring to the table, and their heavy reliance of their transformed state.

Marksmen are very interesting in the way they operate. In their 4th job, instead of getting a new skill to replace Strafe, they instead couple their 199,999 damage hitting Snipe with Strafe. This skill combo turns out to have interesting results. Other than the fact that having two skills makes DPM calculation horribly complicated (as if it weren't already enough), apart from an amazing damage boost, Snipe has interesting affects on a Marksman's DPM. First off Onyx apples give Marksmen little benefit. Typically, Apples nearly double a classes total DPM; however, Snipe is not at all dependent on weapon attack, meaning that Apples only give boost to their Strafe. Consequently, their gain when using Apples is much smaller. Some may find this as an advantage, others may see otherwise. Also, compared to a Bow Master's Hurricane, Strafe does little justice to benefit from Sharp Eyes; however, once again, because of Snipe, this drawback really isn’t a drawback at all. As a result, Marksmen actually out damage Bow Masters, until later levels, where the usefulness of Snipe begins to become overshadowed by Strafe. Conversely however, when a Bow Master uses an apple, they simply blow away Marksmen.

Night Lords have very low solo 1 vs. 1 damage output. To make up for it, they have an extremely high inherent critical hit rate, which means that when they are buffed with SE, their damage skyrockets. They are an amazing class for bossing not only because the benefit so much from SE, but also because of their non attacking skills. In reality, the only 4th job skill Night Lords use to boss is Triple Throw, which means they can be highly effective bossers as early as level 13x. Also, when Onyx Apples are factored in, Night Lords jump up to having a DPM that nearly rivals Corsairs in their ship. Another plus for Night Lords is that they don't have to worry about any transformation skill like Corsairs or Buccaneers; conversely however, they do have extremely low HP. Another added plus for Night Lords is that they get 15 minute onyx apples with Alchemist-- a real profit saver over the long run. Of course, they also get Flash Jump (although it isn’t all that helpful in boss runs other than for changing sides) and they have the party skill Haste. If you make a Night Lord, prepare to spend much of your maple career bossing/partying since they are pretty much built to specialize in bossing.

So essentially, the classes are balanced....ZOMGwtp! *cries

Credits

- http://strategywiki.org/wiki/MapleStory/Stats ; where I referenced my damage formulas.
- http://www.sleepywood.net/forum/ ; where I made the beta of this table. They have an extremely insightful community.
- http://www.basilmarket.com/ ; for their easy to access guides and skill listings.
- http://ayumilovemaple.wordpress.com/2009...reference/ ; attack speed reference.
- http://docs.google.com/ ; hosting all my documents
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Messages In This Thread
Ranged Attack Class DPM - by Knight5n1p3r - 2010-01-25, 06:59 AM
Ranged Attack Class DPM - by Dusk - 2010-01-25, 08:25 AM
Ranged Attack Class DPM - by Mazz - 2010-01-25, 04:08 PM
Ranged Attack Class DPM - by Stereo - 2010-01-25, 04:39 PM
Ranged Attack Class DPM - by KaidaTan - 2010-01-25, 05:08 PM
Ranged Attack Class DPM - by JoeTang - 2010-01-25, 08:30 PM
Ranged Attack Class DPM - by Pauru - 2010-01-26, 12:11 AM
Ranged Attack Class DPM - by Knight5n1p3r - 2010-01-26, 01:58 AM
Ranged Attack Class DPM - by Kitteh - 2010-01-26, 02:00 AM
Ranged Attack Class DPM - by Dusk - 2010-01-26, 09:52 AM
Ranged Attack Class DPM - by Bribery - 2010-01-26, 11:11 AM
Ranged Attack Class DPM - by Stereo - 2010-01-26, 12:59 PM
Ranged Attack Class DPM - by KaidaTan - 2010-01-26, 03:57 PM
Ranged Attack Class DPM - by Heliocentric - 2010-01-26, 06:38 PM
Ranged Attack Class DPM - by Tamillan - 2010-01-26, 07:33 PM
Ranged Attack Class DPM - by KaidaTan - 2010-01-26, 08:31 PM
Ranged Attack Class DPM - by Tamillan - 2010-01-26, 08:48 PM
Ranged Attack Class DPM - by Heliocentric - 2010-01-26, 09:01 PM
Ranged Attack Class DPM - by Stereo - 2010-01-26, 09:02 PM
Ranged Attack Class DPM - by Knight5n1p3r - 2010-01-26, 09:19 PM
Ranged Attack Class DPM - by Stereo - 2010-01-26, 09:34 PM
Ranged Attack Class DPM - by Tamillan - 2010-01-26, 09:38 PM

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