Current Version: GMS v142
Adjusted Mastery: A factor added to DPS to consider the fact that different classes may have different mastery values; it effectively weighs the average damage from minimum and maximum range, thus is lower than standard %/s. A character with more mastery will have an
Adjusted Mastery DPS closer to its absolute DPS.
Adjusted Mastery is always included in a character's %/s.
How to use:
Calculate your raw damage range and multiply with %/s. i.e. (4 * Mainstat + Secondarystat) * TotalWeaponAttack / 100 * %/s
Do not use your in-game damage range. That is wrong for the majority of characters since it includes total damage.
Divide out elemental resistance yourself (Hint: Divide by 2)
Boss: The %/s with the listed % Additional Boss Damage.
Hits/s, Max/s: Hits/Max damage per second based on the current attack setup, not necessarily the optimal hits/max per second possible, especially due to buffing. Any line of damage is considered a hit, even if it cannot reach the damage cap. Max/s is the maximum potential damage per second available. A skill such as Shadow Partner only deals a fraction of the damage cap as its maximum. Damage over time and summons deal their base damage assuming a range cap.
All buffs are assumed to be used unless they don't provide any useful bonus (namely, +Accuracy buffs)
Defense Ignore is using the post-Unlimited Formula.
Buccaneer:
Corsair:
Cannon Shooter:
Thunder Breaker:
Mechanic:
Angelic Burster:
Dragon Warrior:Jett
Buccaneer: Fist Enrage on single targets. Dragon Strike on multiple targets. Energy Blast if Energy Charge is active on multiple targets.
[INDENT]
Hyper: Uses Unity of Power, Stimulate, Fist Enrage - Reinforce, Fist Enrage - Boss Killer, Fist Enrage - Bonus Attack, Energy Blast - Reinforce, Energy Blast - Bonus Attack[/INDENT]
Corsair: Uses Continual Aiming once. I can't assume when a monster dispels. Rapid Fire on single target. Fusillade on multiple targets. Summons Octopus Quarterdeck when it runs out. Uses Assemble Crew to try to get Jack at all times.
[INDENT]
Hyper: Uses Big Fat Boy, Rapid Fire - Reinforce, Rapid Fire - Boss Killer, Fusillade - Reinforce, Fusillade - Extra Target, Fusillade - Bonus Attack[/INDENT]
Cannon Shooter: Summons Magnetic Anchor and Twin Monkey Support whenever they run out. Uses Cannon Buster on single target. Uses Cannon Bazooka on multitargets, and Monkey Power Bomb whenever it's available.
[INDENT]
Hyper: Uses Rolling Cannon Rainbow, Buckshot, and Cannon Barrage - Reinforce, Cannon Barrage - Critical Rate, Cannon Bazooka - Reinforce, Cannon Bazooka - Bonus Attack, Monkey Militia - Enhanced, and the 9 and 10 Targets uses Cannon Bazooka - Extra Target. You can only have 5 Hyper skills, so if you want to hit that 9/10, you'll need to drop something else. *Due to the damage line cap, Cannon Barrage - Bonus Attack is not used.[/INDENT]
Thunder Breaker: Uses Thunderclap and Shark Kick on all targets. If Lightning Buff reaches 3+ stacks, Annihilate is used instead of Shark Kick for single target. Typhoon is used whenever its cooldown is up and 5 stacks are available. Separate table for Ascend + Thunder, both at level 17 since they cannot be maxed.
[INDENT]
Hyper: Uses God of the Sea, Heaven and Earth, and Gale - Reinforce, Gale - Bonus Attack, Gale - Extra Target, Thunderclap - Reinforce, Thunderclap - Bonus Attack. Annihilate is not used for Hypers at all, because the only skills used are Typhoon + Thunderclap/(Ascend + Thunder).[/INDENT][INDENT]
Hyper: No Typhoon Spam uses Annihilate - Reinforce, Annihilate - Ignore Guard, and Annihilate - Boss Killer instead of the Gale Hyper Skills. No Typhoon Spam only uses Typhoon for its buff, and will otherwise use Thunderclap + Annihilate (3+ hits), or Thunderclap + Shark Kick for damage.[/INDENT]
Mechanic: Mech Siege Mode for single target, Laser for multi. Summons Rock n Shock, Bots n Tots, Amplifier Robot.
[INDENT]
Hyper: Uses Distortion Field, Laser Blast - Reinforce, Laser Blast - Bonus Attack, Rock N Shock - Reinforce, Rock N Shock - Cooltime Reduce, Amplifier Robot - Party Reinforce, and 9/10 uses Laser Blast - Extra Target, but includes every other Hyper Skill. Rock N Shock - Reinforce appears to be the least significant bonus of the 5, adding about 200%/s for 10 targets.[/INDENT]
Angelic Buster: Trinity table uses no Soul Seeker. If Trinity becomes uncharged, Primal Roar is used to attempt a recharge. If that fails, Bubble Star is used. For Primal Roar, Bubble Star is attempted first, and then Land Crash is. Soul Seeker for single target uses the first hit of Trinity to recharge and uses Primal Roar then Bubble Star. Trinity tables use Soul Resonance and Finitura Fettuccia, and Soul Contract when possible, but Soul Seeker table does not use Soul Resonance.
[INDENT]
Hyper: Uses Super Nova, Final Contract[/INDENT]
[INDENT]
Trinity: Finitura Fettucia - Reinforce, Finitura Fettucia - Cooltime Reduce, Soul Resonance - Reinforce, Soul Resonance - Add Time, Soul Resonance - Cooltime Reduce[/INDENT]
[INDENT]
Soul Seeker: Soul Seeker - Reinforce, Soul Seeker - Make Up, Soul Seeker - Recharge, Finitura Fettucia - Reinforce, Finitura Fettucia - Cooltime Reduce. Soul Resonance is detrimental to Soul Seeker's %/s and max/s so it is not included in that table.[/INDENT]