MysticHLE Wrote:However, I would like to know how you got: Non-Elemental damage = With crits * (135% + 12.5%) under ACB no advantage.
It's your damage (including criticals) multiplied by your Holy Charge damage AND one-tenth of your Lightning Charge damage (Dual Charging formula).
MysticHLE Wrote:But given your results, I don't understand this...if Braveslash/IS is indeed stronger than ACB where there is no elemental advantage, what are you complaining about?
I would like to see some kind of advantage for the fact that Brave Slash hits half as many targets using all of my numbers that I did before:
Brave Slash (1140ms) on 3 targets is an average of 197,777 damage.
Brave Slash (840ms) on 3 targets is an average of 268,412 damage.
ACB with advantage on 3 targets is an average of 262,973 damage; on 6 targets is an average of 525,945 damage.
ACB without advantage on 3 targets is an average of 180,411 damage; on 6 targets is an average of 360,823 damage.
On 6 targets without advantage and Brave Slash at 840ms, ACB still causes more damage. In fact, ACB doesn't cause as much damage on 4 targets, but can kill those 4 before the Hero can. With Combat Orders, the Paladin can hit 7 targets with ACB. It's just a matter of targets rather than raw damage.
MysticHLE Wrote:With regards to some of the number posted by Anonymous Moose...please show how you obtained your calculations...it's very frustrating to try to check/believe validity of analysis when all you throw out is the final result.
Back a page is the core elements to my formulas. I'm not entirely sure how I could be more direct without naming things as variables.
MysticHLE Wrote:
Mobs
Brandish: 840 ms
Intrepid Slash: 840 ms
Brandish without Coma:
240% * 2 hits * 2 = 960% at 840 ms = 960% / .84 sec = 1142.857% / sec
Intrepid Slash without Coma:
225% * 3 hits * 2 = 1350 % at 1140 ms = 1350% / 1.14 sec = 1184.2% / sec
Coma: 840 ms? (I couldn't find extraction data to check...so I'm going off of experience based on playing a Crusader/Hero of friends)
If we were to calculate the effect of Coma on the overall DPS of Hero...then:
First of all, the probability of getting 2 orbs per attack is 80%, so on average, one can expect an average of 1/.8 hits (expectance of geometric distribution variable) before 2 orbs are charged. Thus, to charge 10 orbs, it would take an average of 5 * (1/.8) = 6.25 hits.
Since the damage increase of each additional orb obtained grows linearly, we may calculate the average damage done over 6.25 hits for Brandish and IS from 0 orbs to 10 orbs by simply: [(initial non-charged damage + final 10 orb damage) / 2 ] * 6.25
Brandish average damage: ([(240% * 2 hits) + (240% * 2 hits * 2) ] / 2) * 6.25 = 4500%
Since each Brandish is 840 ms, 6.25 hits of Brandish = 6.25 * 840ms = 5.25 seconds
Average DPS for 6.25 hits of Brandish (from initial 0 orbs to 10 orbs) = 4500% / 5.25 sec = 857.14% / sec
Intrepid Slash average damage: ([(225% * 3 hits) + (225% * 3 hits * 2) ] / 2) * 6.25 = 6328.125%
Since each Intrepid Slash is 1140 ms, 6.25 hits of Intrepid Slash = 6.25 * 1140ms = 7.125 seconds
Average DPS for 6.25 hits of Intrepid Slash (from initial 0 orbs to 10 orbs) = 6328.125% / 7.125 sec = 888.16% / sec
The above numbers are for when Coma is not used. Thus, if we add Coma and its additional damage and 840 ms delay to the result, we'll get as follows:
6.25 hits of Brandish/Intrepid Slash + 1 Coma = total hits
Coma damage is 400% per orb. So with 10 orbs, Coma = 4000% damage.
Brandish + Coma = 4500% + 4000% = 9500%
Time of Brandish + Coma = 6.25 * 840 ms + 840 ms = 6.09 sec
Average damage of 6.25 hits of Brandish + Coma = 9500% / 6.09 sec = 1559.93% / sec
Intrepid Slash + Coma = 6328.125% + 4000% = 10328.125%
Time of Intrepid Slash + Coma = 6.25 * 1140 ms + 840 ms = 7.965 sec
Average damage of 6.25 hits of Intrepid Slash + Coma = 10328.125% / 7.965 sec = 1296.69% / sec
Compared to Brandish and Intrepid Slash damage without Coma and with constantly fully charged orb:
So we can see from the results so far, for a Hero, the smartest thing to do given the current stats of Restructuring is actually to combine Brandish + Coma for mobs.
Now to compare this result to ACB:
ACB is 600 ms each hit
ACB (Post Restructuring):
Dual Charge Thunder + Holy no advantage: 510% * 1.35 * 1.25 = 860.625% at 600 ms = 860.625% / .6 = 1434.375% / sec
With any elemental advantage, the Paladin would be stronger. However, since I'm not entirely clear yet on Single Charge vs. Multi-Charge elemental advantage calculations (yes, there is a huge diff), I'm not going to delve deeper into this - but it makes sense that Paladins are (much) stronger at elemental mobs just like AMs with Elemental Wands on top of their innate skills.
Conclusion: On average, for target sizes of 2-3, Hero is still stronger if they use Brandish + Coma. Without Coma, Hero will be much weaker after Restructuring if they stick to only Brandish and Intrepid Slash. For mobs of 4-7 (if we throw in CO), you may do your calculations and compare...I'm too lazy to type that out.
Single Target
Assuming that you have read the explanations for the derivations for multiple mobs above, I'm not going to go into as much details of explanation word-wise now.
Assuming Panic delay is also 840 ms (again, I can't find values in current extractions, so I'm going by experience)
Dual charge thunder + holy Blast no elemental advantage (if we do not factor critical - yes, I know this makes a huge diff now since Blast has inherent critical rate, but I'm honestly not too familiar with critical formulas atm):
Conclusion: If I take for granted the value of Blast posted by Anonymous Moose, then for single target DPS, Brandish + Panic + Enrage is pretty on par with Blast.
One thing you will need to redo is Panic/Coma's damage. Stereo tested it on GMST. Refer to this post in this thread about the findings. Other than that, I'd love to see what your DPS comes out to after the adjustments.