Had some free time last night. The most simple, basic thing I could put together in under 30 minutes. Therefore, it's not the most detailed thing ever but it measures theoreticaloptimalaverage DPS.
Top left LVL is your character level. Top right LVL is monster level. DEF is monster defense. Combo Tempest will bring you to 200 Combo; then use Combo Tempest if it is over level 0. Otherwise, you just stopped at 200 Combo for some reason. Reset Combo is a theoretical thing; situation is that you're attacking until your Combo reaches whatever is in Combo Count. Then, you're forced to stop, by Stun or something similar. Keep Combo measures the optimal average DPS of starting at 0 Combo and continuing to 1000. There's not a significant difference if you continue but it will obviously get higher until it starts to approach the damage you would have if you theoretically started with 100 Combo.
High Mastery DOES NOT include its passive weapon attack bonus. Combo building does account for its passive weapon attack.
Critical Ring is the Critical Ring. +10% Damage +10% Rate.
The Critical model here uses a passive 10% at 0 combo, which with recent tests I have found may be incorrect; I believe that the case is that you receive 6% Critical for every 10 Combo, as well as a 10% passive boost which does not exist at 0~9 Combos, but does when you have 10+ Combo. (i.e. 16% Rate at 10~19 Combo, but 0% rate at 0~9 Combo).
I have no idea why I put Snow Charge as a number up down box instead of a check box.
Yes, you do have to press calculate each time. Yes, the stats will reset each time you launch.
None of this accounts for multiple mobs; this is merely single target. However, if someone would be so kind as to test for the mob damage reduction up to 12 monsters, that'd be fantastic because I am a lazy ******.
Rest should be self-explanatory.
That would be the data per-monster damage. Total damage would be simply:
Where the expression of the per-monster damage is y = 0.36 + 0.64/x
Total Damage = 9x/25 + 16/25
The graph would then become:
At 12 monsters, the per-monster and total damage values would be 0.413 (31/75) and 4.96 (124/25).
So... which is correct? The difference in numbers is very big will affect DPS and other calculations greatly, so I feel that more testing is needed for confirmation.
Stereo Wrote:Assuming the Paladins are attacking 2 neutral targets, the charge bonus (Holy + Lightning) is around 165%, not 187.5%
Mind finding the formula for dual charging? The spreadsheet automagically chooses a charge by calculating which charges give you the highest damage based on the elemental weaknesses of the monster you're attacking. I can't just change a number to fix it.
Uh... one formula I've seen that works reasonably:
Charge #1: calculate normally
Charge #2 (always Lightning when 2 charges are present): divide by 10 the result
Add the 2 to get output total.
I don't know if this is right but it's way more accurate than multiplying the 2.
Someone also suggested that the second charge is stacked on after multiplying by skill % but I can't confirm that either (thus making Lightning add less damage to Blast?)
Russt you can't show WolframAlpha's picture because it's instantly generated, and doesn't keep a copy. Try taking an SS or saving the pic somewhere then upload it onto somewhere (I like my photobucket).
It's a good approximation, but it's a difference in 80% damage with the 2 formulae now given to us... =(
Stereo Wrote:Uh... one formula I've seen that works reasonably:
Charge #1: calculate normally
Charge #2 (always Lightning when 2 charges are present): divide by 10 the result
Add the 2 to get output total.
Further ingame testing has proven this accurate everywhere I've tested it. I'm fairly confident this is a reasonable way to calculate dual charge damage.
2010-06-20, 09:05 PM (This post was last modified: 2010-06-20, 11:21 PM by 50504724.)
I find a similar formula about dual element charge..
1 when Paladins have dual charged, they attack with dual element too.
2 lighting : (125% - 100%) / 2 = 12.5%
How it works? for example:
Paladin with 140% fire charge and 125% charge,
for a normal mob, it is 140% + (125% - 100%) / 2 =152.5%
fire weak, 140% * 1.5 + (125% - 100%) / 2 = 222.5%
lighting weak, 140% + (125% - 100%) / 2 * 1.5 = 158.75%
both weak, 140% * 1.5 + (125% - 100%) / 2 * 1.5 = 228.75%
in calculate order, it is A class modifier.
All we knows is 12.5% not 125% or 25% ,so we need a Level 1 lighting Charge Mage to help testing
Edit:
I washed the 3rd job skill of my paladin and hurried to do a test. Lots of cash
I get two skills: Lv.7 Fire Charge:Mace, and Lv.2 Lighting Charge:Mace for testing.
Here's the test report.
Spoiler
Paladin Str:890 Dex:69 Watt:105
weapon:two handed mace, mastery:15%
Base Damage: 501.3855~4558.05
prostrate Damage: 99.30375~503.475 (I use this formula once more =w=)
Buff:
Lv.7 Fire Charge:Mace, 112%damage
Lv.2 Lighting Charge:Mace, 104%damage
I believe the formula is that you multiply the base speed of (6) by (16-x)/16 whereas x is the difference in speeds (say if it is a (3) speed weapon, x would = 3).
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WayOfTime Wrote:I believe the formula is that you multiply the base speed of (6) by (16-x)/16 whereas x is the difference in speeds (say if it is a (3) speed weapon, x would = 3).
Dual bladers really need an accurate update to see how they really stand compared to other classes against this 2.1bil hp immobile snail:3
- Mirror image hits do 80% damage range
- Final cut is 2x non-mirrored damage
- Advanced dark sight makes it a 24.01% chance to do chain pull -> chain attack and a 75.99% chance to do fatal blow -> dark sight -> chain pull -> chain attack
- Mirror image only hits 7 times on fatal blow and only 3 times on chains of hell
- Thorns criticals are only +250% on non-mirrored hits