Current Version 0.96:
http://www.southperry.net/showthread.php?t=40997
DPS is all measured with standard delays. If you have a problem with that, learn to multiply. Since this is not a comparison between actual classes, but the class's available skills and the UA skills, unless mentioned, no passive skills were used because they affect both skills the exact same way.
[SPOILER=Mihile's Soul Driver]
Range: 250%
Delay: 1601 ms
Damage: 250% x4
Mobs: 6
DPS: 624.6%/s per monster (6)
Comparison:
-Advanced Charge Blow is measured with Combat Orders as that is the only buff applicable to any Warrior skill that cannot affect Soul Driver, and only Paladins have guaranteed access to it.
Conclusion: Overpowered. Super worthwhile, especially for Paladins and Heroes since they lack even more range than Dark Knights to mob.
[SPOILER=Oz's Flame Gear]
Range: 200%
Delay: 1440 ms
Damage: 240% + 50% Damage Over Time
Mobs: 1
DPS: 166.7%/s + 50%/s DoT
With Teleport Mastery: 432.1%/s
Min Level: 83
Shining Ray + Teleport Mastery: 695.2%/s
+Flame Gear: 664.7%/s + 50%/s DoT
Min Level: 130
Angel Ray + Teleport Mastery: 1259.3%/s
+Flame Gear: 1175.5%/s + 50%/s
Min Level: 80
Thunder Spear + Teleport Mastery: 769.2%/s
+Flame Gear: 729.9%/s + 50%/s DoT
Min Level: 80
Ice Strike + Teleport Mastery: 714.3%/s
+Flame Gear: 681.9%/s + 50%/s DoT
Min Level: 130
Chain Lightning + Teleport Mastery: 1333.3%/s
+Flame Gear: 1244.2%/s + 50%/s DoT
Min Level: 73
Fire Arrow + Teleport Mastery: 765.4%/s
+Flame Gear: 728.5%/s + 50%/s DoT
Min Level: 130
Paralyze + Teleport Mastery: 1135.8%/s + 160%/s DoT
+Flame Gear: 1063.8%/s + 210%/s DoT
Comparison:
DoT for Magicians is effectively 1.14x stated damage, unaffected by damage modifiers other than elemental advantage. Therefore, 50%/s DoT is effectively 57.14%/s, unaffected by Elemental Amplification for Criticals. The damage displayed above with +Flame Gear represents a scenario where Flame Gear is cast every 15 seconds to refresh the area of effect.
In the case of Ice Strike, the smallest difference in base DPS, the damage lost is 32.4%/s, effectively 48.6%/s after Elemental Amplification. In return, 57.14%/s is gained from the damage over time, resulting in a net gain of 8.5%/s.
Overall, the damage increase is not significant, and in the case of Fire Arrow, the damage difference is approximately 2%/s in favour of Flame Gear. When stronger, Fourth Job skills are taken into consideration, the damage difference becomes more apparent. Considering that the damage over time duration itself is only 3 seconds, and the above represents the optimal case where the damage over time is instantly reapplied after it runs out because the monster is still in the targetted area of effect, Flame Gear is overall not a worthwhile skill to invest in for any stage of the game.
With the maxed 3rd job attacking skill, Teleport Mastery, and Elemental Amplification/Holy Focus, the minimum level to achieve this effect is ~87, 90 for Priests; however, given the lower duration of Flame Gear, training is not practical, and bossing is not significant.
[SPOILER=Irena's Wind Piercing]
Delay: 1200 ms
Damage: 600%
Mobs: 3
DPS: 500%/s
Comparison:
Does not consider Iron Arrow or Pierce's damage modifiers
Conclusion:
Limited use. Heavily limited by its ability to only hit 3 monsters
[SPOILER=Eckhart's Vampire]
Range: 400%
Delay: 1350ms
Damage: 90% x 4
Mobs: 3
DPS: 266.7%/s
Healing: 7.2% per attack, 5.3%/s
Comparison:
As far as I am aware, Vampire is not affected by Shadow Partner, so it will be inherently 1.5x weaker than every skill listed in practice.
Conclusion:
pomegranate skill is pomegranate. Can't heal worth crap, takes a long time to use, and does almost no damage. If you think a Shadower would find this useful, Chakra scales with your stats, allowing it to literally heal more HP than you have in 4th job. For Vampire to heal more than 1k HP, you need an average damage range of over 15000.
[SPOILER=Hawkeye's Shark Wave]
Range: 600px?
Delay: 1050 ms
Damage: 510%
Mobs: 4
DPS: 485.7%/s
Comparison:
Conclusion:
Would be a useful skill toi have on a UA for Corsairs and Vipers going through third job, given its larger range; however, it is not a large DPS difference compared to most other skills, and is easily replaced later on.
I don't recall where to find the skill changes after Chaos. I had heard Soul Driver actually did not get affected by the Dawn Warrior nerf, but Wind Piercing was changed to be identical to the maxed version of a Wind Archer making it useful.
tl;dr: Every UA skill sucks except Warriors until Chaos, where every UA skill sucks except Warriors and Archers.
http://www.southperry.net/showthread.php?t=40997
DPS is all measured with standard delays. If you have a problem with that, learn to multiply. Since this is not a comparison between actual classes, but the class's available skills and the UA skills, unless mentioned, no passive skills were used because they affect both skills the exact same way.
[SPOILER=Mihile's Soul Driver]
Range: 250%
Delay: 1601 ms
Damage: 250% x4
Mobs: 6
DPS: 624.6%/s per monster (6)
Comparison:
| Skill: | DPS | Mobs | Min Lvl |
| Dragon Fury: | 444.4%/s | 6 | 77 |
| Dragon Buster: | 414.3%/s | 3 | 77 |
| Dragon Buster (4 Hits): | 552.4%/s | 3 | 120 |
| Brandish: | 571.4%/s | 3 | 77 |
| Intrepid Slash: | 750%/s | 3 | 130 |
| Charge Blow: | 444.4%/s | 4 | 77 |
| Advanced Charge Blow: | 592.6%/s | 7 | 123 |
-Advanced Charge Blow is measured with Combat Orders as that is the only buff applicable to any Warrior skill that cannot affect Soul Driver, and only Paladins have guaranteed access to it.
Conclusion: Overpowered. Super worthwhile, especially for Paladins and Heroes since they lack even more range than Dark Knights to mob.
[SPOILER=Oz's Flame Gear]
Range: 200%
Delay: 1440 ms
Damage: 240% + 50% Damage Over Time
Mobs: 1
DPS: 166.7%/s + 50%/s DoT
With Teleport Mastery: 432.1%/s
Min Level: 83
Shining Ray + Teleport Mastery: 695.2%/s
+Flame Gear: 664.7%/s + 50%/s DoT
Min Level: 130
Angel Ray + Teleport Mastery: 1259.3%/s
+Flame Gear: 1175.5%/s + 50%/s
Min Level: 80
Thunder Spear + Teleport Mastery: 769.2%/s
+Flame Gear: 729.9%/s + 50%/s DoT
Min Level: 80
Ice Strike + Teleport Mastery: 714.3%/s
+Flame Gear: 681.9%/s + 50%/s DoT
Min Level: 130
Chain Lightning + Teleport Mastery: 1333.3%/s
+Flame Gear: 1244.2%/s + 50%/s DoT
Min Level: 73
Fire Arrow + Teleport Mastery: 765.4%/s
+Flame Gear: 728.5%/s + 50%/s DoT
Min Level: 130
Paralyze + Teleport Mastery: 1135.8%/s + 160%/s DoT
+Flame Gear: 1063.8%/s + 210%/s DoT
Comparison:
DoT for Magicians is effectively 1.14x stated damage, unaffected by damage modifiers other than elemental advantage. Therefore, 50%/s DoT is effectively 57.14%/s, unaffected by Elemental Amplification for Criticals. The damage displayed above with +Flame Gear represents a scenario where Flame Gear is cast every 15 seconds to refresh the area of effect.
In the case of Ice Strike, the smallest difference in base DPS, the damage lost is 32.4%/s, effectively 48.6%/s after Elemental Amplification. In return, 57.14%/s is gained from the damage over time, resulting in a net gain of 8.5%/s.
Overall, the damage increase is not significant, and in the case of Fire Arrow, the damage difference is approximately 2%/s in favour of Flame Gear. When stronger, Fourth Job skills are taken into consideration, the damage difference becomes more apparent. Considering that the damage over time duration itself is only 3 seconds, and the above represents the optimal case where the damage over time is instantly reapplied after it runs out because the monster is still in the targetted area of effect, Flame Gear is overall not a worthwhile skill to invest in for any stage of the game.
With the maxed 3rd job attacking skill, Teleport Mastery, and Elemental Amplification/Holy Focus, the minimum level to achieve this effect is ~87, 90 for Priests; however, given the lower duration of Flame Gear, training is not practical, and bossing is not significant.
[SPOILER=Irena's Wind Piercing]
Delay: 1200 ms
Damage: 600%
Mobs: 3
DPS: 500%/s
Comparison:
| Skill: | DPS | Mobs | Min Lvl |
| Iron Arrow: | 419.8%/s | 6 | 37 |
| Arrow Bomb: | 382.7%/s | 6 | 37 |
| Inferno: | 555.6%/s + 50%/s DOT | 6 | 77 |
| Blizzard: | 493.8%/s | 6 | 77 |
| Arrow Rain/Eruption: | 493.8%/s | 10 | 77 |
| Pierce: | 697.0%/s | 6 | 130 |
Does not consider Iron Arrow or Pierce's damage modifiers
Conclusion:
Limited use. Heavily limited by its ability to only hit 3 monsters
[SPOILER=Eckhart's Vampire]
Range: 400%
Delay: 1350ms
Damage: 90% x 4
Mobs: 3
DPS: 266.7%/s
Healing: 7.2% per attack, 5.3%/s
Comparison:
| Skill: | DPS | Mobs | Min Lvl |
| Drain: | 296.3%/s | 1 | 37 |
| Drain (Healing): | 133.3%/s | 1 | 37 |
| Avenger: | 416.7%/s | 6 | 77 |
| Steal: | 370.4%/s | 4 | 37 |
| Band of Thieves: | 487.7%/s | 6 | 77 |
| Chakra (Healing): | Tons more than Vampire |
As far as I am aware, Vampire is not affected by Shadow Partner, so it will be inherently 1.5x weaker than every skill listed in practice.
Conclusion:
pomegranate skill is pomegranate. Can't heal worth crap, takes a long time to use, and does almost no damage. If you think a Shadower would find this useful, Chakra scales with your stats, allowing it to literally heal more HP than you have in 4th job. For Vampire to heal more than 1k HP, you need an average damage range of over 15000.
[SPOILER=Hawkeye's Shark Wave]
Range: 600px?
Delay: 1050 ms
Damage: 510%
Mobs: 4
DPS: 485.7%/s
Comparison:
| Skill: | DPS | Mobs | Min Lvl |
| Backspin Blow with Brawling Mastery (960ms?): | 447.9%/s | 4 | 73 |
| Energy Blast (1140ms): | 438.6%/s | 4 | 77/87 |
| Energy Blast + Backspin Blow: | 567.1%/s | 4 | 80/90 |
| Energy Blast + Shark Wave: | 570.6 | 4 | |
| Shockwave: | 487.8%/s | 6 | 77 |
| Dragon Strike: | 648.1%/s | 6 | 130 |
| Invisible Shot: | 419.8%/s | 3 | 37 |
| Flame Thrower: | 361.9%/s + 80%/s DoT | 6 | 77 |
| Ice Splitter: | 323.8%/s | 6 | 77 |
| Flame Thrower + Ice Splitter: | 600%/s + 80%/s DoT | 6 | 84 |
Conclusion:
Would be a useful skill toi have on a UA for Corsairs and Vipers going through third job, given its larger range; however, it is not a large DPS difference compared to most other skills, and is easily replaced later on.
I don't recall where to find the skill changes after Chaos. I had heard Soul Driver actually did not get affected by the Dawn Warrior nerf, but Wind Piercing was changed to be identical to the maxed version of a Wind Archer making it useful.
tl;dr: Every UA skill sucks except Warriors until Chaos, where every UA skill sucks except Warriors and Archers.

