Current Version: GMS v138
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.
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.
Night Lord:
Shadower:
Blade Master:
Phantom:
Xenon:
Night Lord: Quadruple Throw for single target and Shade Split for multiple targets. Purge Area has been said to not apply vs Bosses so is not used.
[INDENT]
Hyper: Uses Four Seasons, Bleeding Toxin, Quadruple Throw - Reinforce, Quadruple Throw - Boss killer, Quadruple Throw - Bonus Attack, Shade Split - Reinforce, Shade Split - Bonus Attack[/INDENT]
Shadower: Edge Carnival and Muspelheim are used in their own tables, along with Boomerang Step. Assassinate is used whenever 5 KP is available. 5 KP is saved to recast Shadow Instinct. Meso Explosion is used whenever ~180s passes before coins all expire. Assassinate is used in-between for single targets. There is also a table to show what happens when Assassinate isn't used, and what happens when Assassinate is the only thing used.
[INDENT]
Hyper: Uses Veil of Shadow, Flip the Coin, Boomerang Step - Reinforce, Boomerang Step - Bonus Attack, Boomerang Step - Extra Target, Assassinate - Bonus Attack, Meso Explosion - Enhanced[/INDENT]
[INDENT]- Assassinate's Reinforce adds about 400%/s at 0% defense, and Limit Canceller adds around 15m/s.[/INDENT]
Blade Master: Dual Blade uses Phantom Blow for single targets, Blade Fury for multi-targets. Also includes a table for using Bloody Storm with Blade Fury, which is better on low defense mobs. Final Cut is cast whenever it is available. Evasion Mastery is set at 90% Avoid Rate for KMS and GMS, every 2 seconds. There is a Chains of Hell table because some idiot said Chains of Hell was a good 4th job attacking skill. Ha. That's funny.
[INDENT]
Hyper: Uses Asura (est. 300ms), Hidden Blade, Phantom Blow - Reinforce, Phantom Blow - Bonus Attack, Phantom Blow - Ignore Guard, Bloody Storm - Reinforce, Bloody Storm - Bonus Attack[/INDENT]
Phantom: Rapid Fire, Combo Attack, Threaten for single target; Twilight + Phantom Charge for multiple targets, and a separate table set for Ultimate Drive. Uses Judgement whenever possible until it activates critical card, with a 120ms delay added to account for the downtime involved. SE is with a party member using SE. Actual damage would be a few %/s (unnoticeable) if you were to cast it yourself, in the case of Twilight and Ultimate Drive. Rapid Fire has a 1/1.3x damage penalty, and Combo Attack and Threaten have a -40% duration penalty.
[INDENT]
Hyper: Rose Carte Finale, Tempest of Card - Cooltime Reduce, Tempest of Card - Extra Target, Tempest of Card - Reinforce, Ultimate Drive - Reinforce, Ultimate Drive - Extra Target[/INDENT]
Xenon: Uses Blade Dancing in one table, and Fuzzy Lob Masquerade Sniper for single target and Bombing for multitarget in the other table. Hologram Graffiti - Penetration (210ms) is used for single targets. Force Field (540ms) is used for multitargets. Force Field damage is minorly detrimental for 0% Defense, but beneficial for higher defense as summons ignore defense. Aegis System is assumed to activate every 2 seconds. Energy expenditure is prioritised for OOPart Code, Linear Perspective, Incline Power, and then Dual Breeder Defensive. Extra Supply is used whenever energy is below 10, or OOParts is running low and a recast is required. Any extra energy that goes over 20 is calculated as Pinpoint Rockets. This gives a respective uptime of 75%, 100%, 100%, and 32%. If DBD is sacrificed, OOParts can have a near 100% uptime (99.x%). Note that in a party scenario, Hologram Graffiti - Support can be used to generate more energy. The summon damage is negligible comparatively.
[INDENT]
Hyper: Meltdown Explosion and Confine Entangle are used due to their debuffs. Amaranth Generator is used, and while active, Pinpoint Rockets are activated at a rate of 1 attack per second. Each table uses every hyper skill, except for Hologram Graffiti - Speed. I suspect this to be a greater benefit than Blade Dancing - Speed, or Fuzzy Lob Masquerade - Extra Target, but I do not know the specific attack speed it causes.[/INDENT]