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Customizable Post-Chaos DPS Chart
#21
Devil Wrote:Sorry, missed your reply on this, is AMP enabled by default on Mech's like SE is enabled by default for SE classes? I can't check it right now, i only have excel viewer installed here (can't check on/off switches), getting new office next week. Smile

Also, Mech's summons do add more damage then listed:

Rock 'n Shock:
200% / sec - duration: 60secs - cooldown 180secs - (200x60) / 180 = 66.67% / sec

Satellite + Satellite Safety buff:
210 * 1.5 = 315% x 3 Satellites = 945% / 3030ms = 311.88% / sec

Bots 'n Tots + Robot Mastery buff (makes Bots 'n Tots infinite summon):
500 * 3 Bots = 1500% / 3030ms = 495.05% / sec

Total buff: 66.67+311.88+495.05 = +873.6% Summon DPS (didn't include summon time).

Total Mech DPS would be: 3154,45% / sec with RnS (clumsy to setup)
Total Mech DPS would be: 3087,78% / sec without RnS

Yep, amp is enabled for mechanics by default.
Rock 'n shock requires too much time to set up to be worth using.
Satellite safety does not affect satellite damage, for some reason. Are you sure it does?
Bots 'n tots and robot mastery are already accounted for.
Also, You cannot directly add %/s like that. Summons do not critical, are unaffected by % total damage, and ignore defense.
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#22
LargestRoad Wrote:Yep, amp is enabled for mechanics by default.
Rock 'n shock requires too much time to set up to be worth using.
Satellite safety does not affect satellite damage, for some reason. Are you sure it does?
Bots 'n tots and robot mastery are already accounted for.
Also, You cannot directly add %/s like that. Summons do not critical, are unaffected by % total damage, and ignore defense.
Satellite Safety multiplies Satellite damage by 1.5x at max level. It's a skill that does 2 things, actively (the safety part) and passively (the damage buff part).

True, true, summon damage can not be directly implemented to main-attack DPS, but you -can- directly make them additive to each other.

Also, you're saying Mech's DPS has AMP on by default, but the way I calculate Mechanic DPS, it is like this:

Tank Cannon: 450ms (500ms (510) without booster)
--------------------------------------------------
- 450ms / att
- 25% critical rate
- Base: 0.75 * 6 * 100% = 450%
- Critical: 0.25 * 6 * 100 * 1.35 = 202.5%
=> total: 652.5 / 0.45 = 1450% / sec

Tank Siege: 240ms (250ms (270) without booster)
------------------------------------------------
- 240ms / att
- 100% critical rate
- Critical: 1.00 * 6 * (0.95+0.3) * 1.35 = 1012.5%
=> total: 1012.5
==> 5000ms / 240 = 20.83 = 20x att = 20 * 1012.5 = 20250% / 5000ms = 4050% / sec

4050+1450+1450 / 3 = 2316% (avg mech DPS)

- With Amp * 1.2 -> 2780% / sec (can be applied directly since it amps damage, not range)
- With Dice5avg * 1.05 -> 2919% / sec (can be applied directly since it amps damage, not range)

Sub Total: 2919% / sec

Summons:
Rock 'n Shock + Robot Mastery buff: + 100% / sec (Updated from 2 posts ago, forgot the Robot Mastery on first hand)
Satellite + Satellite Safety buff: + 311.88% / sec
Bots 'n Tots + Robot Mastery buff: + 495.05% / sec

Total (without RnS) : 2919+311.88+495.05 = 3725.93%
Total (with RnS) : 2919+100+311.88+495.05 = 3825.93%

Now it's possible that the excel sheet calculates this in another way, don't see this as criticism, it's just how I calculated Mechanic DPS, but again, i'm not factoring in transform and summon delays and boss PDR and any potential stuff and other party skills. Yes, I know, that's a lot of and's! Wink

Just wanted to show how I calculated it a bit differently, maybe it can help you just a bit! Tongue
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#23
LargestRoad Wrote:Not sure why you have to respond like that. I've already stated that this is a work in progress and that there may be errors. The only ones I am aware of those listed under known issues. Also, there are over 20 variables affecting the ranking you've posted, which only displays the rankings shown by default. I have not injected any bias into the chart. If you find any problems with the chart, you don't have to respond with baseless laughter. Next time, please post more constructively to help me improve the sheet.

I will eventually. I just find it somewhat hilarious that Arans are on top. If your so called variables are activated by default on some classes then the rest doesn't matter to me. DPS charts to me aren't "who has the most buffs from other classes", it's their base DPS/DPM with their own skills.
I wish Steve was here. I really miss him.
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#24
Devil Wrote:Satellite Safety multiplies Satellite damage by 1.5x at max level. It's a skill that does 2 things, actively (the safety part) and passively (the damage buff part).

True, true, summon damage can not be directly implemented to main-attack DPS, but you -can- directly make them additive to each other.

Also, you're saying Mech's DPS has AMP on by default, but the way I calculate Mechanic DPS, it is like this:

Tank Cannon: 450ms (500ms (510) without booster)
--------------------------------------------------
- 450ms / att
- 25% critical rate
- Base: 0.75 * 6 * 100% = 450%
- Critical: 0.25 * 6 * 100 * 1.35 = 202.5%
=> total: 652.5 / 0.45 = 1450% / sec

Tank Siege: 240ms (250ms (270) without booster)
------------------------------------------------
- 240ms / att
- 100% critical rate
- Critical: 1.00 * 6 * (0.95+0.3) * 1.35 = 1012.5%
=> total: 1012.5
==> 5000ms / 240 = 20.83 = 20x att = 20 * 1012.5 = 20250% / 5000ms = 4050% / sec

4050+1450+1450 / 3 = 2316% (avg mech DPS)

- With Amp * 1.2 -> 2780% / sec (can be applied directly since it amps damage, not range)
- With Dice5avg * 1.05 -> 2919% / sec (can be applied directly since it amps damage, not range)

Sub Total: 2919% / sec

Summons:
Rock 'n Shock + Robot Mastery buff: + 100% / sec (Updated from 2 posts ago, forgot the Robot Mastery on first hand)
Satellite + Satellite Safety buff: + 311.88% / sec
Bots 'n Tots + Robot Mastery buff: + 495.05% / sec

Total (without RnS) : 2919+311.88+495.05 = 3725.93%
Total (with RnS) : 2919+100+311.88+495.05 = 3825.93%

Now it's possible that the excel sheet calculates this in another way, don't see this as criticism, it's just how I calculated Mechanic DPS, but again, i'm not factoring in transform and summon delays and boss PDR and any potential stuff and other party skills. Yes, I know, that's a lot of and's! Wink

Just wanted to show how I calculated it a bit differently, maybe it can help you just a bit! Tongue

I've observed tank attack delay at 480ms and siege attack delay at 270ms. Are you sure your numbers are accurate?

Locked Wrote:I will eventually. I just find it somewhat hilarious that Arans are on top. If your so called variables are activated by default on some classes then the rest doesn't matter to me. DPS charts to me aren't "who has the most buffs from other classes", it's their base DPS/DPM with their own skills.
I wish Steve was here. I really miss him.

I found a mistake with overswing that caused it be calculated with 4 hits each swing instead of 2, and it's corrected now.

Of course a class' own buffs are going to be on by default for them. It's not like a bowman needs to be partied with another bowman to receive sharp eyes.
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#25
I don't get it. Why does DPS change according to the base class?
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#26
LargestRoad Wrote:I've observed tank attack delay at 480ms and siege attack delay at 270ms. Are you sure your numbers are accurate?
Well I did several audio graph analyses, and all I know is that Siege mode -always- shoots 20 x 6 shots (in the fixed 5 seconds Siege mode, which is hardcoded).

Then I stumbled on Mech's 1st job flame launcher who was 270ms (see Fiel's skill data). If you use 270ms base + booster, you get to 240ms, which happens to be 20shots in 5 seconds. And since Nexon is the master of Copy+Pasting, I assume they also used the 270ms base here (240ms with booster) for Siege Mode.

All you need to know is that Siege Mode is -always- 20 shots in the fixed 5 second Siege mode. I ran like 20 graph counts, it's always 20 bumps in the graph.

Same goes for Tank Cannon, graph analysis shows it's that fire rate when you count the bumps on the graph (I ran multiple tests of 60secs), which also happens to be exactly 2x slower as Siege mode, so it fits perfectly. Smile

There is no hard coded evidence since those delays are not stored in the data, but this is the best I can offer you. Wink
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#27
I've updated. Please enable macros to use the sample inputs.

GoreParadise Wrote:I don't get it. Why does DPS change according to the base class?

All other classes are shown relative to the base class, which is necessary because each class does not use the same equipment. For example, 200 attack on a hero is much easier to achieve than 200 attack on a night lord. If you change the base class without changing any of the other inputs, all other classes' stats change automatically to reflect the new base class.
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#28
I'm assuming this is the same one posted on Basil? I had been trying to post some corrections for shadowers there but was unable do to unstable servers. I'm sure Locked can correct some of my corrections and much more that I'm missing.

-Cell L56, Savage Blow, with the passive *25% damage bonus from Boomerang Step should be 1.125*6, not .9*6.
-Cell L59, Meso Explosion receives a passive +60% damage per coin bonus from Meso Mastery. Additionally, boomerang step applies a 25% passive damage bonus (this is applied first?). This leads to 2.85*15. Meso explosion does critical? I wish Locked or Devil would add some more here, as I really do not know how much meso explosion does, but it is much more than 180% per hit.
-Cell L81, Savage Blow's shadow partner damage should be 62.5%, not 50% (Boomerang Step's passive *25% buff applies to all 3rd job skills, including shadow partner when it is used in conjunction with another 3rd job skill such as Savage Blow or Band of Thieves)

Great work so far, all-in-all. Things of note: It is sad that three of shadower's greatest skills -- fake, smokescreen and boomerang step invincibility frames -- are completely ignored by a setup such as this. Also, warriors really drop a lot when at monsters without magic/weapon cancel (such as papulatus instead of zakum). Nightlords seem to rise as the funding level increases.
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#29
dontlisten Wrote:I'm assuming this is the same one posted on Basil? I had been trying to post some corrections for shadowers there but was unable do to unstable servers. I'm sure Locked can correct some of my corrections and much more that I'm missing.

-Cell L56, Savage Blow, with the passive *25% damage bonus from Boomerang Step should be 1.125*6, not .9*6.
-Cell L59, Meso Explosion receives a passive +60% damage per coin bonus from Meso Mastery. Additionally, boomerang step applies a 25% passive damage bonus (this is applied first?). This leads to 2.85*15. Meso explosion does critical? I wish Locked or Devil would add some more here, as I really do not know how much meso explosion does, but it is much more than 180% per hit.
-Cell L81, Savage Blow's shadow partner damage should be 62.5%, not 50% (Boomerang Step's passive *25% buff applies to all 3rd job skills, including shadow partner when it is used in conjunction with another 3rd job skill such as Savage Blow or Band of Thieves)

Great work so far, all-in-all. Things of note: It is sad that two of shadower's greatest skills, smokescreen and fake, are completely ignored by a setup such as this. Also, warriors really drop a lot when at monsters without magic/weapon cancel (such as papulatus instead of zakum). Nightlords seem to rise as the funding level increases.

Rest assured I did not forget boomerang step and meso mastery. I've made base skill damages display without any modifiers simply for the purposes of simplicity and consistency; the passive effects of boomerang step and meso mastery are found in the total sequence damage row formula =(2*L54)*L$64*L$65*L$66*(1-L$67)+L56*L$64*(L$65+0.25+0*Options!$H$13)*L$66*(1-L$67)+L58*L$64*(L$65+0.6+0.12*Options!$H$13)*L$66*(1-L$67). Shown in bold are where the passive effects of boomerang step and meso mastery come into play. For all classes, passive effects are shown in the passive damage modifier row, but because this modifier varies for shadowers, they are built into the total sequence damage row. Also, because shadow partner is more complicated to calculate for shadowers due to varying passive damage modifiers and meso explosion not working with it, the calculation is done entirely within that row. Meso explosion does critical but does not work with shadow partner as far as I know. Unfortunately, the effects of shadow shifter and smokescreen cannot be objectified and are thus ignored. The same goes for other reflecting skills such as power guard, mana reflect, body pressure, and dark flare.

There is a mistake there actually, and it has to do with adding the passive effects additively with the neutral element modifier. Thanks for helping me catch that, I'll fix that in the next update!
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#30
Sorry for wasting your time, haha. What is Options!$H$13, by the way? I don't have an H cell in my options Frown Edit: Nevermind, it is combat orders.
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#31
dontlisten Wrote:Sorry for wasting your time, haha. What is Options!$H$13, by the way? I don't have an H cell in my options Frown Edit: Nevermind, it is combat orders.

Naw it's not a waste of time, you're helping me find bugs I need to weed out.
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#32
Are you BlikemSagitta on basil?
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#33
Meso Explosion does 288% damage per shot and can critical. It hits 15 times on boss monsters/lhc/ereve.
Boomerang Step doesn't improve on Meso Explosion.
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#34
GoreParadise Wrote:Are you BlikemSagitta on basil?

No, no idea who that is.

Locked Wrote:Meso Explosion does 288% damage per shot and can critical. It hits 15 times on boss monsters/lhc/ereve.
Boomerang Step doesn't improve on Meso Explosion.

I don't see the problem, all of this is already accounted for.
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#35
LargestRoad Wrote:I don't see the problem, all of this is already accounted for.

He asked for clarification, I gave him clarification.
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#36
Devil Wrote:Satellite Safety multiplies Satellite damage by 1.5x at max level. It's a skill that does 2 things, actively (the safety part) and passively (the damage buff part).

True, true, summon damage can not be directly implemented to main-attack DPS, but you -can- directly make them additive to each other.

Also, you're saying Mech's DPS has AMP on by default, but the way I calculate Mechanic DPS, it is like this:

Tank Cannon: 450ms (500ms (510) without booster)
--------------------------------------------------
- 450ms / att
- 25% critical rate
- Base: 0.75 * 6 * 100% = 450%
- Critical: 0.25 * 6 * 100 * 1.35 = 202.5%
=> total: 652.5 / 0.45 = 1450% / sec

Tank Siege: 240ms (250ms (270) without booster)
------------------------------------------------
- 240ms / att
- 100% critical rate
- Critical: 1.00 * 6 * (0.95+0.3) * 1.35 = 1012.5%
=> total: 1012.5
==> 5000ms / 240 = 20.83 = 20x att = 20 * 1012.5 = 20250% / 5000ms = 4050% / sec

4050+1450+1450 / 3 = 2316% (avg mech DPS)

- With Amp * 1.2 -> 2780% / sec (can be applied directly since it amps damage, not range)
- With Dice5avg * 1.05 -> 2919% / sec (can be applied directly since it amps damage, not range)

Sub Total: 2919% / sec

Summons:
Rock 'n Shock + Robot Mastery buff: + 100% / sec (Updated from 2 posts ago, forgot the Robot Mastery on first hand)
Satellite + Satellite Safety buff: + 311.88% / sec
Bots 'n Tots + Robot Mastery buff: + 495.05% / sec

Total (without RnS) : 2919+311.88+495.05 = 3725.93%
Total (with RnS) : 2919+100+311.88+495.05 = 3825.93%
Quoting myself because I noticed some days ago that I've overlooked an extra Satellite buff.
Satellite's are buffed with Robot Mastery too! Smile

Recalcs:
Tank Cannon: 450ms (500ms (510) without booster)
--------------------------------------------------
- 450ms / att
- 25% critical rate
- Base: 0.75 * 6 * 100% = 450%
- Critical: 0.25 * 6 * 100 * 1.35 = 202.5%
=> total: 652.5 / 0.45 = 1450% / sec

Tank Siege: 240ms (250ms (270) without booster)
------------------------------------------------
- 240ms / att
- 100% critical rate
- Critical: 1.00 * 6 * (0.95+0.3) * 1.35 = 1012.5%
=> total: 1012.5
==> 5000ms / 240 = 20.83 = 20x att = 20 * 1012.5 = 20250% / 5000ms = 4050% / sec

4050+1450+1450 / 3 = 2316% (avg mech DPS)

- With Amp * 1.2 -> 2780% / sec (can be applied directly since it amps damage, not range)
- With Dice5avg * 1.05 -> 2919% / sec (can be applied directly since it amps damage, not range)

Sub Total: 2919% / sec

Satellite + Satellite Safety buff + Robot Mastery buff
--------------------------------------------------
210 * 1.5 * 1.5 = 472.5% x 3 Satellites = 1417.5% / 3030ms = 467.82% / sec

Summons:
Rock 'n Shock + Robot Mastery buff: + 100% / sec
Satellite + Satellite Safety buff + Robot Mastery: + 467.82% / sec
Bots 'n Tots + Robot Mastery buff: + 495.05% / sec

Total (without RnS) : 2919+467.82+495.05 = 3881.87%
Total (with RnS) : 2919+100+467.82+495.05 = 3981.87%
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#37
LargestRoad Wrote:Rest assured I did not forget boomerang step and meso mastery. I've made base skill damages display without any modifiers simply for the purposes of simplicity and consistency; the passive effects of boomerang step and meso mastery are found in the total sequence damage row formula =(2*L54)*L$64*L$65*L$66*(1-L$67)+L56*L$64*(L$65+0.25+0*Options!$H$13)*L$66*(1-L$67)+L58*L$64*(L$65+0.6+0.12*Options!$H$13)*L$66*(1-L$67). Shown in bold are where the passive effects of boomerang step and meso mastery come into play.
There is a mistake there actually, and it has to do with adding the passive effects additively with the neutral element modifier. Thanks for helping me catch that, I'll fix that in the next update!

I will reply here since you somewhat ignored one of my questions in my PM yesterday.

How did you include ME into the SB+BS combination? I don't exactly understand 'excel-speak,' but from what I gather from the equation above and correlating them to their cells I understand this:

1) You used BS twice (netting an average of 6.4 coins) and SB once (9.6) to be able to ME (15 coins). What happens to the leftover 1 coin??
2) Unless I am reading this wrong, which is entirely possible, you added +25% to SB and +60% to ME. Is that correct? (It should be x%, that's why I'm asking)
3) This one is more tricky, because I would like to see the math for this one for sure. You have included defence cancel and reflect for the monster calculations. What cell shows the addition of extra damage a Shadower would receive by using SB to collect coins or by charging assassinate for a near instant 8m damage once the monster has left the defence/reflect mode. Granted, most shadowers would not be able to hit through reflect, but for defence this is common practice to collect coins (ex. Zak/CZak).

Again, I don't use excel too often so I may be reading some of this wrong. Thanks for clarifying!

Edit: On #3 I don't literally mean extra damage, but in comparison to other classes. While most classes would sit and wait during WDEF ups, Shadowers are busy using SB to build up more coins for ME. That is what my question is referencing.
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#38
Locked Wrote:Meso Explosion does 288% damage per shot and can critical. It hits 15 times on boss monsters/lhc/ereve.
Boomerang Step doesn't improve on Meso Explosion.
Thank you, very much! Also, I have a question in regards to the general set-up for shadowers. Seeing this thread, would it be higher DPM to constantly SB+ME instead of BS+SB+ME?
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#39
dontlisten Wrote:Thank you, very much! Also, I have a question in regards to the general set-up for shadowers. Seeing this thread, would it be higher DPM to constantly SB+ME instead of BS+SB+ME?

Boss damage is not accounted for, or total damage.

Boomerang Step = 690ms @ 670%*2 (2144% total w/ SP) = 3140%/s (Assuming it's spammable.. which it isn't. There's a 1500ms delay between Bsteps)
Savage Blow = 720ms @ 112% * 6 (1075% total w/ SP) = 1493%/s
Meso Explosion = 750ms @ 288% * 15 (4320% total) = 5760%/s
80% drop rate for pickpocket means 3 coins on average per Bstep + SP, 9 coins on average for SB + SP.

SB+ME (Supposing every 2 SBs = 1 ME):
720ms + 720ms + 750ms = 2190ms w/ 6470% total w/ SP = 2954%/s theoretical.

BS + SB + ME (Supposing 1 Bstep + 1 SB = 1 ME):
690ms+720ms+750ms = 2160ms w/ 7539% total w/ SP = 3490%/s theoretical.

Hope I did that right.
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#40
Locked Wrote:Boss damage is not accounted for, or total damage.

Boomerang Step = 690ms @ 670%*2 (2144% total w/ SP) = 3140%/s (Assuming it's spammable.. which it isn't. There's a 1500ms delay between Bsteps)
Savage Blow = 720ms @ 112% * 6 (1075% total w/ SP) = 1493%/s
Meso Explosion = 750ms @ 288% * 15 (4320% total) = 5760%/s
80% drop rate for pickpocket means 3 coins on average per Bstep + SP, 9 coins on average for SB + SP.

SB+ME (Supposing every 2 SBs = 1 ME):
720ms + 720ms + 750ms = 2190ms w/ 6470% total w/ SP = 2954%/s theoretical.

BS + SB + ME (Supposing 1 Bstep + 1 SB = 1 ME):
690ms+720ms+750ms = 2160ms w/ 7539% total w/ SP = 3490%/s theoretical.

Hope I did that right.

You generalized some with ME which makes the SB+ME combination look lower and the BS+SB+ME combination look higher (2 SBs = 17.2 coins but SB+BS = 12.8 coins) , but the overall result is nonetheless the same. The delay on BS is actually lower than 1500ms now (I forget the exact number, but around 1290ms or so), as been the case for quite a few patches (BB patch I think).
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