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I will be phasing out "regular" damage in favour of having only adjusted mastery for every class for my future tables. What this means is a character's mastery will always be factored into its final %/s. Since Mastery is always present, it always plays a role in a classes' true strength. The "regular" %/s did not reflect these differences in strength, leading to characters having an inflated %/s, when in reality if they had the same %/s as another class, the one with more mastery would be stronger. One of the primary factors is to reduce the amount of space used, and second is to remove a meaningless figure ("regular" damage). Every comparison between classes should be made with Adjusted Mastery figures to begin with.
I will also be adding consideration towards Additional Boss Damage. Defense Ignore can already be correlated with the differing defense values, but there is currently no support to correlate how Additional Boss Damage will affect a character's strength. To that end, I intend to implement a system as such:
| Defense: | 0% | 10% | 40% | 70% | Boss: | 0% | 10% | 40% | 70% | Boss: | 0% | 10% | 40% | 70% | Hits | Max | Over | | 1 Target: | 1000%/s | 900%/s | 600%/s | 300%/s | 100% | 2000%/s | 1800%/s | 1200%/s | 600%/s | 200% | 3000%/s | 2700%/s | 1800%/s | 900%/s | 1.00/s | 50.00m/s | 0.0/s |
I will be eliminating the 25% Defense data point, unless anyone can think of a good reason to keep it. It's basically half-way between 10% and 40%. Use some algebra, you'll be fine.
I believe for the data to be meaningful, there needs to be two data points for Boss Damage. 100% and 200% here are placeholders. If people could contribute some suggestions as to what would be meaningful, or if 100% and 200% are fine, that would be helpful.
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JoeTang Wrote:There was a processing error where they had 100% extra total damage. Demon Slayers are now correctly placed in 11th. I have no idea what else you are trying to ask or claim though.
so, demon slayers are in 11th?
yeah, that sounds right to me..
hmmm or are you talking about demon slash?  **confussed**
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DemonImpact Wrote:so, demon slayers are in 11th?
yeah, that sounds right to me..
hmmm or are you talking about demon slash? **confussed**
It's a Demon Slayer, I don't understand what you're confused about.
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i believe 100 and 200 are perfect actually, since they're 2x and 3x your supposed damage. and most classes can reach these digits in GMS
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100/200 is good. However, another practical possibility is:
-75 (Primary line unique * 2 + link skill)
-185(2 Lines of legendary bossing *2 + link skill + Empress (OR approximately dojo gloves as well))
Doesn't take into account a lot of sources like boss nebulites/card deck/inner ability, but not many people have those besides the card deck ones, which have minimal impact.
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Vanderlust Wrote:I'm guessing this will all be pretty irrelevant soon because it looks like we're more likely than not to get a 5th job or at least some kind of big boost (hello 60 extra SP).
I also mirror everyone's opinion about Mercs vs MM's. I don't care if they do 3x as much damage, they are, IMO, more boring, have less status resist, and are way less mobile. I've learned to not make classes for damage long ago anyways. It's even more true now that all signs point to another massive reorganization/new job (harder bosses, extra SP, etc).
PS: Thanks for doing this stuff Joe, u da best.
I find their lack of a party skill disappointing since I love having party skills. I mean, all Heroes have a Party Buff (I'd even take Photic Meditation). That's why I'm thinking of reverting to Marksman to use my wonderful %DEX. Buccaneer would be my second choice, but %STR gears are... meh.
But I'm a Bishop by moonlight. Maximum Party Skillzzzz~
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100 and 200 boss works perfectly. Smaller % boss values wouldn't be too meaningful as it wouldn't change the standings too much.
Alternatively, it could be omitted from the tables entirely, as it may be too much information. Maybe just a line graph instead on of the effect of %boss on the overall rankings.
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2013-01-09, 09:31 AM
(This post was last modified: 2013-01-09, 10:56 AM by DemonImpact.)
still don't get how are you doing this calculation
if it is demon slash spam or demon impact
and how it slash better dpm wise than impact :3
but thanks for helping me when you can, you know i'm kinda "slow" with numbers around xD
Edit: i say this because i saw a guy in basil market that posted this:
"demon slayer with blue blood ON hits 13.3 times (lets say 13 for the lulz) of 320% (4160% per hit) with 100% critical (6240%) 40% boss dmg and 50% extra dmg from metamorphosys (after hypers) so 90% extra dmg (11856%) and cerberus which is actually stronger every 5 second recoveryng some extra demon force (after hypers demon impact cost 5 force per cast) also boundless rage (our unlimited force skill) last 60 seconds and 100% PDR (90% from skills and 10% from link skill or nebulite or whatever you are using)"
i don't know if he is wrong or not, but actually he gave numbers :3 for demon impact
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DemonImpact Wrote:still don't get how are you doing this calculation
if it is demon slash spam or demon impact
and how it slash better dpm wise than impact :3
but thanks for helping me when you can, you know i'm kinda "slow" with numbers around xD
Edit: i say this because i saw a guy in basil market that posted this:
"demon slayer with blue blood ON hits 13.3 times (lets say 13 for the lulz) of 320% (4160% per hit) with 100% critical (6240%) 40% boss dmg and 50% extra dmg from metamorphosys (after hypers) so 90% extra dmg (11856%) and cerberus which is actually stronger every 5 second recoveryng some extra demon force (after hypers demon impact cost 5 force per cast) also boundless rage (our unlimited force skill) last 60 seconds and 100% PDR (90% from skills and 10% from link skill or nebulite or whatever you are using)"
i don't know if he is wrong or not, but actually he gave numbers :3 for demon impact
The guy on Basil is wrong. My table uses both Demon Slash and Demon Impact because it's impossible to use only Demon Impact.
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Thanks for adding Hayato and Kanna. I'm not really surprised about them being low on the list since they don't have Hypers yet.
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Hits per second table?
| 1 14946%/s 43.92/s 2179.37m/s Kaiser | | 2 12388%/s 27.74/s - Cannon Shooter | | 3 7324%/s 25.0/s - Blade Master | | 4 6354%/s 22.12/s - Bow Master | | 5 15737%/s 21.57/s 977.66m/s Xenon | | 6 10474%/s 20.99/s - Mechanic | | 7 8029%/s 20.92/s - Corsair | | 8 6798%/s 20.21/s - Kanna | | 9 4664%/s 20.01/s - Mercedes | | 10 7114%/s 19.36/s - Night Lord | | 11 9285%/s 17.91/s - Fire/Poison Archmage (No Mist Eruption) | | 12 12254%/s 17.73/s - Battle Mage | | 13 10602%/s 16.8/s - Shadower (Edge Carnival + Assassinate) | | 14 20892%/s 15.36/s - Fire/Poison Archmage (Mist Eruption) | | 15 14537%/s 15.33/s - Marksman | | 16 8695%/s 15.15/s - Wild Hunter | | 17 7536%/s 14.74/s - Luminous (Light) | | 18 9363%/s 14.72/s - Ice/Lightning Archmage | | 19 6851%/s 14.0/s - Phantom (Ultimate Drive + SE) | | 20 13414%/s 13.31/s - Angelic Buster (Soul Seeker) | | 21 11174%/s 13.6/s 713.52m/s Demon Avenger | | 22 7195%/s 12.89/s - Hayato | | 23 4955%/s 12.6/s - Phantom (Rapid Fire) | | 24 7690%/s 11.97/s - Buccaneer | | 25 10626%/s 11.32/s 649.7m/s Demon Slayer | | 26 12764%/s 10.82/s 567.91m/s Hero | | 27 8223%/s 10.77/s 564.98m/s Paladin | | 28 9825%/s 9.68/s 480.75m/s Mikhail | | 29 5081%/s 9.61/s 504.15m/s Dark Knight | | 30 9445%/s 9.39/s - Evan | | 31 11210%/s 9.23/s - Shadower (Assassinate) | | 32 7425%/s 8.36/s - Bishop | | 33 5497%/s 6.58/s 297.53m/s Aran | | 34 13242%/s 3.83/s - Angelic Buster (Trinity) |
I was bored.
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2013-01-10, 03:14 PM
(This post was last modified: 2013-01-10, 04:56 PM by JoeTang.)
Eliseo Wrote:Hits per second table?
I was bored.
I will be sorting a max/s table when I complete the rest of the Unlimited tables.
For practical purposes, I will be converting all over/s (uncapped damage, i.e. DoT and Summon) to deal the current cap (50m in Unlimited), but still list the over/s so you can subtract it from the max/s to see how much of it is uncapped. I don't believe it is practical to go over the 50m cap with any uncapped damage as it currently stands.
Still undecided.
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checked the edit, so we DrK are dead last huh, since there's absolutely no need for a phantom to use RF
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ShinkuDragon Wrote:checked the edit, so we DrK are dead last huh, since there's absolutely no need for a phantom to use RF
Praise, you just got bumped down one more ranking because I added Jett.
Updated the OP to be sortable along with a few small changes. F/P are noted to have lower max/s than their relative hits/s because each tick of dot is considered a hit/s but not counted in max/s. Looking into how I want to deal with this for this table if at all.
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So m/s is (# of max damage hits)/sec? Am I understanding that correctly?
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JoeTang Wrote:Praise, you just got bumped down one more ranking because I added Jett.
Updated the OP to be sortable along with a few small changes. F/P are noted to have lower max/s than their relative hits/s because each tick of dot is considered a hit/s but not counted in max/s. Looking into how I want to deal with this for this table if at all.
I was wondering about that. =p
I'm surprised that F/Ps deal more hits/s than I/L. I would've thought it the other way around.
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Looking good Jett!
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I guess I should appreciate RF's awesomeness while it lasts. Poor Phantom, sitting at the bottom with what used to be the most viable move to use.
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Problem. Wrote:So m/s is (# of max damage hits)/sec? Am I understanding that correctly?
It's not max damage hits/sec, but million damage/sec.
I've updated the table to be sortable now, and included 100% and 200% Additional Boss Damages, as well as the GMS specific changes. This now puts GMS's Angelic Buster and Kaiser at the very top, though I do expect that GMS's Angelic Buster to receive a nerf to Soul Seeker so that the regenerated orbs actually have the same regeneration rate as the first four orbs summoned. They currently have an 80% chance to regenerate themselves, unlike the first four orbs who have a 60% chance.
[MENTION=7678]ShinkuDragon[/MENTION] this also puts Dark Knights at the bottom of the list further since a significant part of their already low damage comes from 60% Total Damage from Berserk, meaning additional boss damage affects them even less.
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JoeTang Wrote:It's not max damage hits/sec, but million damage/sec.
So essentially for all intensive purposes, if you wanna know who is at the top of the DPM chart, m/s is best?
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