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Sorry for the opinion comment that has no useful bearing on the work needing to be done, but it's depressing to see that the currently overreported DPS value for LOLFPs still sucks when compared to other classes. Hurts even more knowing it's overreported. Back to quitting this game.
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FrozNlite Wrote:Sorry for the opinion comment that has no useful bearing on the work needing to be done, but it's depressing to see that the currently overreported DPS value for LOLFPs still sucks when compared to other classes. Hurts even more knowing it's overreported. Back to quitting this game.
It's actually fine when you're able to use Teleport. I've found Teleport to be absolutely critical, which sucks at Pap because you get dispelled when you try to attack him from a spot where you can hit him with Teleport.
Plus - Infinity and Ifrit are not accounted for yet.
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Looks good so far, I need to play around with it more, but so far I found that the 1-hand/2-hand drop-down for hero controls it for both hero and paladin.
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So, top-tier would be Resistance, DB and Heroes?
The more things change, the more they stay the same.
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Index Wrote:So, top-tier would be Resistance, DB and Heroes?
The more things change, the more they stay the same.
Not necessarily. This only captures single-target DPS when being "top-tier" would depend on a variety of factors.
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Found a quick solution for DoT:
The least common multiple of all F/P timers is 120 seconds. So for 120 seconds of Paralyze spam, I figure how many times each DoT will be cast and add that to the total "cycle" time. The end result for Paralyze DPS becomes (spam DPS)*(120/(120+8*Fire Demon cast time+4*Meteor cast time....and so on)).
I don't think that's totally accurate but it's what I'm using for now.
How often do Battle Mages Teleport? I find it difficult to do more than Attack -> Teleport -> Finisher, especially at Faster (2) speed.
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Okay, testing out summon stuff right now on my Blaze Wiz.
Range: 3009 - 4012
Mastery: 75%
Summon: Flame sprite thingy, 120% damage
Amp: 150%
Elemental reset is on
MDRate of monsters: 10
Observed damage: 5441 - 7208
Something looks off if you count in MDRate, but basically it does account for amp and mastery.
(Theoretical range without MDRate: 5416 - 7221, with 10 MDRate is 4874.4 - 6489.9)
Edit: Got better higher bound.
I went around testing with fire strike (430% damage). Max with 0 MDRate would be 25877.4, but I couldn't get close to that, meaning that the monsters still have their PD/MDRate, summons just appear to ignore it.
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Dusk Wrote:It's actually fine when you're able to use Teleport. I've found Teleport to be absolutely critical, which sucks at Pap because you get dispelled when you try to attack him from a spot where you can hit him with Teleport.
Plus - Infinity and Ifrit are not accounted for yet.
Agreed with the Pap comment. Dispell is not that big of a deal except for the minute where I need Infinity not to be dispelled so I'm on the ledge for that minute but resort to the ground when I wouldn't care too much if I were dispelled. But for me, Teleport Mastery is most difficult to perform for bosses with short delays between their attacks where being KBed every second is annoying and repositioning is difficult without teleporting into the boss and/or walking is too slow to get back in range before another attack. Under most conditions, I'm at around 60-75% proficiency when it comes to one teleport per CL.
Also, I have no idea about F/P's but for L/I's I've run the numbers and determined that Blizzard is actually detrimental to DPS considering its cast speed.
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sicnarf Wrote:Okay, testing out summon stuff right now on my Blaze Wiz.
Range: 3009 - 4012
Mastery: 75%
Summon: Flame sprite thingy, 120% damage
Amp: 150%
Elemental reset is on
MDRate of monsters: 10
Observed damage: 5441 - 7208
Something looks off if you count in MDRate, but basically it does account for amp and mastery.
(Theoretical range without MDRate: 5416 - 7221, with 10 MDRate is 4874.4 - 6489.9)
Edit: Got better higher bound.
I went around testing with fire strike (430% damage). Max with 0 MDRate would be 25877.4, but I couldn't get close to that, meaning that the monsters still have their PD/MDRate, summons just appear to ignore it.
Thanks, that's very helpful.
Chilly Wrote:Agreed with the Pap comment. Dispell is not that big of a deal except for the minute where I need Infinity not to be dispelled so I'm on the ledge for that minute but resort to the ground when I wouldn't care too much if I were dispelled. But for me, Teleport Mastery is most difficult to perform for bosses with short delays between their attacks where being KBed every second is annoying and repositioning is difficult without teleporting into the boss and/or walking is too slow to get back in range before another attack. Under most conditions, I'm at around 60-75% proficiency when it comes to one teleport per CL.
Also, I have no idea about F/P's but for L/I's I've run the numbers and determined that Blizzard is actually detrimental to DPS considering its cast speed.
Why is Dispel not a big deal? It takes me forever to recast my 7 buffs. You're right about Blizzard being detrimental. It's only very slightly so (less than 1% loss @ 10% defense; Meteor's higher DoT is enough to make it help), although since it's currently bugged to have a 5 second DoT instead of 10 second DoT it is pretty bad. I'll leave it in since it helps at higher defense levels.
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I'm under the impression that DB deals more DPS by spamming Upper Stab, or at least, use CoH but fill in Upper Stab in between. The delay seems longer than 1530 ms if you only use CoH (if I'm reading it correctly).
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I'm going to keep updating now that most things are actually working so that any errors I make will be easier to catch.
Summons working but I dunno what's up with Octopus. Fixed a few errors and added in Finish Blow, The Finisher, and Meso Explosion. Still lost with Mechs.
I plan to have checkboxes on the side of each box that you can tick and a running total DPS for each class so you don't have to add everything up.
http://www.mediafire.com/?3549k7195k9z546
Lan Wrote:I'm under the impression that DB deals more DPS by spamming Upper Stab, or at least, use CoH but fill in Upper Stab in between. The delay seems longer than 1530 ms if you only use CoH (if I'm reading it correctly).
If someone can verify that, I'll change it.
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Dusk Wrote:If someone can verify that, I'll change it.
Chains of Hell has two parts to its attack; the delay you have is the actual attacking portion, and there's also a delay involved with the snatch aspect which is another 660ms. I have no idea if it was changed in Big Bang or is boosterable.
Under the assumption that this is still the case in Big Bang, and that both portions are boosterable, Chains of Hell has 1187.5%/s, and Upper Stab has 1302%/s DPS after accounting for Final Cut's passive. The critical makes the difference in Upper Stab's favor only 5%/s or something like that. I'm not sure if there's some other delay involved in spamming Chains of Hell where you can fit Upper Stabs in between to improve DPS though. Also, your spreadsheet has Dual Blades using Normal (6) Boostered speeds.
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Just quickly glancing over the sheet, Evans should have 95% mastery, not 75%.
Also is Adv Dark Aura & Super Body accounted for in Battle Mages' current DPS? It seems a little too low.
Does Gaviota not improve a Corsair's DPS? At level 21 it's 610%, which is stronger than 2 cannon hits.
Great work Dusk.
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Hehe nice work Dusk. Your sheet is badddddd.
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zz Am I the only one getting ### values. I didn't spot any null values =/
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2010-12-26, 01:11 PM
(This post was last modified: 2010-12-26, 02:40 PM by Shidoshi.)
Dusk Wrote:Found a quick solution for DoT:
The least common multiple of all F/P timers is 120 seconds. So for 120 seconds of Paralyze spam, I figure how many times each DoT will be cast and add that to the total "cycle" time. The end result for Paralyze DPS becomes (spam DPS)*(120/(120+8*Fire Demon cast time+4*Meteor cast time....and so on)).
I don't think that's totally accurate but it's what I'm using for now.
How often do Battle Mages Teleport? I find it difficult to do more than Attack -> Teleport -> Finisher, especially at Faster (2) speed.
For DoT what I did for my calculations is this:
1. Suppose a stipulated simulation time (say 120 seconds like you said)
2. Consider you will be using each DoT attack as soon as it wears off
3. Divide the simulation time by the delay between casts of the DoT skill (say 120/15 for Fire Demon)
4. That number is the number of times you'll use fire demon during the simulation.
5. Multiply that by the cast time of the DoT skill.
6. Repeat steps 2-5 for each DoT skill.
7. Add up all those times and subtract them from the simulation time. The remainder is the time you'll have to use your main skill (big bang or paralyze with teleport)
Finally you can add up however many times each skill was used, multiply by their damage and then divide by the simulation time to have the DPS. For DoT DPS just add up the DPS from each skill.
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Phoenix Wrote:zz Am I the only one getting ### values. I didn't spot any null values =/
### means the cell isn't large enough to display the value. Double click on the edge at the top of the column to expand it to the length it needs to display the numbers.
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Which values are showing up as ###? I purposely made everything wide enough to accomodate 7 digit numbers.
@Shidoshi: That doesn't work; you don't refresh a DoT before it ends.
@Bribery: I didn't think Gaviota was worth including because the damage was so low and no one ever maxes it. I don't ever use it. I guess it does add about 20k DPS with those equips, though, so I'll add it in.
Battle Mages aren't done, I haven't included Super Body and any sort of aura yet.
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Dusk Wrote:@Shidoshi: That doesn't work; you don't refresh a DoT before it ends.
I didn't say to refresh before it ends, just as soon as it ends.
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JoeTang Wrote:### means the cell isn't large enough to display the value. Double click on the edge at the top of the column to expand it to the length it needs to display the numbers.
How silly of me.
It was the Dps values past the G coloumn for me.
And Wow@Drks on High def rate bosses. That's quite impressive. As well as shads/Dbs/Sairs.
I honestly think they need to give bosses half the Mdrate that Pddrate has so mages have a easier time proving their worth.
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