Joe, either Fire/Poison Arch Mages are more balanced that we thought, or I'm doing something wrong. Assuming your calculations for I/L are correct, my calculations are showing:
- I/L > F/P by 3.9% on 0% PDR
- I/L > F/P by 0.9% on 10% PDR (equal)
- F/P > I/L by 11.7% on 40% PDR
- F/P > I/L by 36.7% on 70% PDR (opposed to 165.3% better as stated in the first post)
(Comparisons do not include damage from summons or infinity.)
Let me know if you spot something wrong. Here's how I came up with these numbers.
Basic Idea: Skills are divided up into 4 categories: DoT (PB/PM/FD/BB/Meteor), Specials (ME), Summons (Ifrit), and Main Attacks (Pa). DoT skills are those that are cast as rarely as possible to take as much advantage of the DoT as possible. Specials are high-powered skills with cooldowns that are used as often as possible. Summons are kept out at all times. Finally, the Main Attack is the skill that gets spammed to fill the rest of the remaining time.
Terminology:
- Skill % - The direct damage done by casting a skill. (% * Total_Multiplier * PDR_Multiplier)
- DoT % - Total damage from DoT over the entire duration. (DoT * Duration * 0.875) -- Not sure where the 0.875 comes from, but you seem to use it. (I believe it has something to do with the fact that DoT is applied a little less than once per sec?)
- "Period" - The length of time between casting a certain skill. This is either: a) The duration of the DoT/summon, or b) The cooldown.
- "Cycles" - Number of times the skill's Period will be repeated during the time interval (Max_Period / Period).
- "Cast Time" - Amount of time spent casting that skill during the time interval (Cycles * Delay).
Multiplier:
- Amp = x1.45
- Burning = x1.1
- Arcane Aim = x1.4
- Mastery = 0.875 (average damage with 75% mastery)
- Critical = x1.0175 (5% rate, +20-50% damage)
- Total = x1.988068
Arcane Aim gives us +20% Ignore PDR, and ME has an additional +40% Ignore PDR (+60% total on that Eruption only). This means that the PDR multiplier for a 70% PDR boss is x0.44 for most attacks, and x0.72 for ME.
Infinity is not included in any of these calculations. Comparisons against the I/L mage were obviously made against the non-infinity %/sec values.
Now to get to the skills: (All values shown are for 70% PDR)
[SIZE="4"]DoT Skills[/SIZE]
Since Meteor has the longest Period (42,000 ms), all "Total Damage" values are how much damage that skill does in 42,000 ms.
| Skill | % | Delay (ms) | DoT | Duration (sec) | Skill % | DoT % | Total % | CD (sec) | Period (ms) | Cycles | Total Damage | Cast Time (ms) |
| Poison Breath | 280 | 720 | 60 | 20 | 244.93 | 1200 | 1444.93 | 0 | 20000 | 2.1 | 3034.35 | 1512 |
| Poison Mist | 230 | 1320 | 240 | 10 | 201.19 | 2400 | 2601.19 | 10 | 10000 | 4.2 | 10925.01 | 5544 |
| Fire Demon | 540 | 720 | 90 | 25 | 472.36 | 2250 | 2722.37 | 0 | 25000 | 1.68 | 4573.57 | 1209.6 |
| Big Bang | 1450 | 1720 | 110 | 20 | 1268.39 | 2200 | 3468.39 | 0 | 20000 | 2.1 | 7283.61 | 3612 |
| Meteor | 1480 | 3060 | 176 | 18 | 1294.63 | 3168 | 4462.63 | 42 | 42000 | 1 | 4462.63 | 3060 |
(Note: Poison Mist has a "Duration" and "Cooldown" of 10 seconds due to the fact that is must be recast every 10 sec in order to use Mist Eruption every 10 sec. The DoT is considered to always be applied.)
(Note 2: Meteor is level 19.)
So every 42 seconds, the total damage is 30,279.18%, and 14,937.6 ms is spent rebuffing the DoT (35.57% of the time).
[SIZE="4"]Summons:[/SIZE]
(Ignores all PDR, unaffected by Amp/Burning/Aim/Criticals)
| Summon | % | Summon Delay (ms) | Attack Delay (ms) | Duration (sec) | Period (ms) | # Attacks | Cycles | Total Damage | Cast Time (ms) |
| Ifrit | 400 | 600 | 3030 | 160 | 160000 | 52.81 | 0.2625 | 4851.49 | 157.5 |
So every 42 seconds, the total summon damage is 4,851.49%, and 157.5 ms is spent resummoning.
[SIZE="4"]Specials:[/SIZE]
Mist Eruption is calculated using a +35% additive multiplier stacked 4 times (multiplier is x2.4). Since the DoT from PB/PM/FD/BB/Pa is always active, the +35% damage is always stacked 4 times. Assuming that it only stacks for 2nd-5th DoT. If it stacks for 2nd-6th DoT, then the calculations get a lot more complicated (must factor in when Meteor is on/off), but the damage would be higher.
| Skill | % | Delay (ms) | % Ignore PDR | PDR Multiplier | CD (sec) | Period (ms) | Cycles | Skill % | Total Damage | Cast Time |
| Mist Eruption | 6000 | 1320 | 40 | x0.72 | 10 | 10000 | 4.2 | 8588.45 | 36071.5 | 5544 |
So every 42 seconds, the total special damage is 36,071.5%, and 5544 ms is spent casting.
[SIZE="4"]Main Attack:[/SIZE]
While it does have a DoT, Paralyze is considered the main attack. The DoT damage is always applied since the DoT duration is longer than it takes to rebuff all other DoT sources and cast Eruption.
The total time spent reapplying DoT, resummoning, and casting Mist Eruption is 20,639.1 ms out of every 42 seconds (49.14% of the time).
| Skill | % | Delay (ms) | DoT | # Casts | Skill % | DoT % | Total Damage |
| Paralyze | 771 | 720 | 140 | 29.67 | 20009.00 | 5880 | 25889.00 |
So every 42 seconds, the total main attack damage is 25,889.00%.
[SIZE="4"]Results:[/SIZE]
The grand total damage every 42 seconds comes to 97,091.16% for a %/sec of
2,311.694%.
Without Summons: 92,387.21% for a %/sec of 2,199.70%.
[SIZE="4"]Interesting Things:[/SIZE]
While doing these calculations, I noticed that casting Meteor actually hurts the %/sec when attacking mobs with 0% or 10% PDR. However, it helps your damage on mobs with 40% or 70% PDR (since the DoT ignores PDR). However, even in the best case (70% PDR), throwing Meteor into the mix only raises your damage output by x1.01293 (+1.29%) assuming no server lag on the CD timer. It's probably safe to just forget about even casting it unless you need its range (e.g., to clear out some zak summons during the fight).
Yes, this would be more accurate if I actual created an "attack sequence" that showed the order in which the attacks were applied. The results would vary slightly due to casting a DoT skill a little earlier (thus, not getting the full benefit from the DoT damage), or later (thus, letting the DoT lapse even for one tick). However, in the long run, everything averages out (and gets royally disrupted by a single dispel/seduce/etc.)
EDIT: Removed the x0.875 multiplier for DoT and added x0.875 multiplier for Summons (Mastery).