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Updated to v0.07, here are all the changes:
- 97-03 sample bosses has been fixed
- Shadowers' savage blow and meso explosion damage on neutral resistant monsters was erroneously additive and thus overestimated, this was fixed
- Dark knights' dragon wisdom applied to final attack when it shouldn't have, resulting in an overestimation, this was fixed
- Paladins erroneously had advanced dark aura applied twice, this was fixed
- Bowmasters' concentrate erroneously added more attack than it should have, resulting in an overestimation, this was fixed
- Heroes' advanced combo attack erroneously stacked multiplicatively with criticals instead of additively, resulting in an overestimation, this was fixed
- % attack/magic from ADA and echo erroneously stacked multiplicatively with potential % attack/magic, resulting in an overestimation, this was fixed
- Archmage/bishops' buff mastery erroneously did not give magic attack, resulting in an underestimation, this was fixed
- Archmage/bishops' infinity erroneously gave a damage multiplier instead of % magic, resulting in an overestimation, this was fixed
- Shadowers now switch to boomerang step x5, assaulter x3, meso explosion x2 when it does better damage than boomerang step x2, savage blow x1, meso explosion x1
- Dark knights' sacrifice is sometimes impractical due to hp use and bad range, so a sacrifice usable field was added
- A passives/buffs used sheet now shows what was used for each class in calculations
Devil Wrote:Quoting myself because I noticed some days ago that I've overlooked an extra Satellite buff.
Satellite's are buffed with Robot Mastery too! 
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%
Are you absolutely sure that satellite safety applies to satellite damage and that your cannon and siege attack speeds are correct? There is evidence that satellite safety does not apply to satellite damage despite the skill description.
iFrancisco Wrote: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.
The current two attack sequences used for shadowers are BS, SB, BS, ME, repeat and BS, Asltr., BS, Asltr., BS, ME, BS, Asltr., BS, ME, repeat. The displayed DPS picks from whichever is higher.
1. The leftover coin is ignored for the sake of simplicity because it is negligible.
2. The +25% and +60% were added to the passive damage modifier row. Shadowers don't have any other passive damage modifiers, so they would end up being 1.25x and 1.6x on neutral neutral monsters.
3. This would be difficult but not impossible to implement, but I don't think I'm going to implement this because the calculations would become exceedingly complex and even more difficult to follow than they already are. In the sheet, cancels simply decrease all classes' DPS to 0 during the time they're active. Magic cancel simply reduces this effect by 1/3 (due to 20 second duration and 60 second cooldown). In practice, you can effectively time magic cancels to prevent a boss from canceling much more. Also, you could technically use all your DoT skills right before the boss cancels because DoT continues through cancels yet cannot be activated before a cancel, but the complexity of those methods are beyond the scope of this sheet. Sorry about this.
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LargestRoad Wrote:The current two attack sequences used for shadowers are BS, SB, BS, ME, repeat and BS, Asltr., BS, Asltr., BS, ME, BS, Asltr., BS, ME, repeat. The displayed DPS picks from whichever is higher.
1. The leftover coin is ignored for the sake of simplicity because it is negligible.
2. The +25% and +60% were added to the passive damage modifier row. Shadowers don't have any other passive damage modifiers, so they would end up being 1.25x and 1.6x on neutral neutral monsters.
3. This would be difficult but not impossible to implement, but I don't think I'm going to implement this because the calculations would become exceedingly complex and even more difficult to follow than they already are. In the sheet, cancels simply decrease all classes' DPS to 0 during the time they're active. Magic cancel simply reduces this effect by 1/3 (due to 20 second duration and 60 second cooldown). In practice, you can effectively time magic cancels to prevent a boss from canceling much more. Also, you could technically use all your DoT skills right before the boss cancels because DoT continues through cancels yet cannot be activated before a cancel, but the complexity of those methods are beyond the scope of this sheet. Sorry about this.
1) It depends on how you define negligible, but it nonetheless is underestimating the output. The additional math is not complex for someone such as yourself.
2) Ah, I see how that cell works now, thanks.
3) This one I am a little confused by because of Heros (in regards to the DPS => 0 damage argument). As the duration of of WDEF gets higher and higher (with a static CD), their damage gets better in comparison to other physical based classes. My assumption here is that magic crash has come into play with the the weapon cancel/reflect. If that can be considered for Heroes, why can't the same be done for another class? Again though, maybe I am seeing something that isn't true :f6:
In regards to your two sequences, I really don't understand where your 5x BS + 3x Assaulter + 2x ME is even coming from (I have never heard of such an idea from any Shadower, and that says a lot); it is certainly interesting, but I would like to understand the purpose behind it. If a monster has a 99% PDR, why is BS or ME even being used instead of just spamming assaulter?
I can take this to PMs if you prefer. I just want to understand some of the logic behind the numbers.
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LargestRoad Wrote:Are you absolutely sure that satellite safety applies to satellite damage and that your cannon and siege attack speeds are correct? There is evidence that satellite safety does not apply to satellite damage despite the skill description. - I dont have SP's in sat safety atm, but a -do- have max summon mastery, and the damage did increase by 1.5x. I'll try to find a mech in Khaini who has points into it.
- What evidence do you have that it doesn't increase the damage?
- The attack speeds for Canon and Siege are for 95% correct at least, I'll try to post an audiograph where you can count the blips of both of them.
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I don't think LargestRoad has ever played a Shadower.
Just my honest opinion lol
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Is there something wrong with the Hero's critical calculations? All other classes have multipliers of less than 1.5 but heros have 2.2 for their critical multiplier. I thought hero's were one of those classes that don't get a huge change in damage from critical boosts. Or did that change after bigbang/chaos patch?
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iFrancisco Wrote:1) It depends on how you define negligible, but it nonetheless is underestimating the output. The additional math is not complex for someone such as yourself.
2) Ah, I see how that cell works now, thanks.
3) This one I am a little confused by because of Heros (in regards to the DPS => 0 damage argument). As the duration of of WDEF gets higher and higher (with a static CD), their damage gets better in comparison to other physical based classes. My assumption here is that magic crash has come into play with the the weapon cancel/reflect. If that can be considered for Heroes, why can't the same be done for another class? Again though, maybe I am seeing something that isn't true :f6:
In regards to your two sequences, I really don't understand where your 5x BS + 3x Assaulter + 2x ME is even coming from (I have never heard of such an idea from any Shadower, and that says a lot); it is certainly interesting, but I would like to understand the purpose behind it. If a monster has a 99% PDR, why is BS or ME even being used instead of just spamming assaulter?
I can take this to PMs if you prefer. I just want to understand some of the logic behind the numbers.
The extra coin would really only allow you to replace a savage blow with a meso explosion 30 boomerang steps, 14 savage blows, and 15 meso explosions later; I don't think that would help DPS by more than 0.5% or so, but it'll only take me a couple seconds to change it if you really want me to.
The reason only magic crash affects cancels is that magic crash is much simplier to quantify as a straight x1/3 of the effects of cancels. Things like magic crash manipulating, DoT before cancels, and savage blow coin collecting are much more difficult to quantify. Realistically, it's possible for you to manipulate magic crashes such that the boss will almost never weapon cancel (i.e. at zakum, only crashing when magic cancel ends or after 15 seconds have passed after weapon cancel ends), but the assumption is that crashes are always used immediately when cooldown ends.
5x BS + 3x Assaulter + 2x ME simply comes from 5 boomerang steps and 3 assaulters generating enough coins for 2 meso explosions on average. Yeah, there are two coins left over from that for the same reason as above. Does spamming assaulter always do more damage than that when used over boomerang step and savage blow? The highest defense boss in the game so far only has 70% PDRate, so there's not much point in looking into anything higher than that.
Devil Wrote:- I dont have SP's in sat safety atm, but a -do- have max summon mastery, and the damage did increase by 1.5x. I'll try to find a mech in Khaini who has points into it.
- What evidence do you have that it doesn't increase the damage?
- The attack speeds for Canon and Siege are for 95% correct at least, I'll try to post an audiograph where you can count the blips of both of them. 
Previously, satellite safety was glitched to not boost satellite damage, but after looking into it, it seems as though the glitch was fixed in v.99 according to this notice. I haven't seen this mentioned anywhere else though, so hopefully Nexon didn't make another mistake.Thanks for helping me catch that! However, now I need to know whether it stacks additively or multiplicatively.
Locked Wrote:I don't think LargestRoad has ever played a Shadower.
Just my honest opinion lol
No, I have never played a shadower seriously nor have I played 90% of 4th job classes seriously. That's why I've stated that this is a work in progress, not a finished product, and why I'm asking for input and corrections.
dragonknight Wrote:Is there something wrong with the Hero's critical calculations? All other classes have multipliers of less than 1.5 but heros have 2.2 for their critical multiplier. I thought hero's were one of those classes that don't get a huge change in damage from critical boosts. Or did that change after bigbang/chaos patch?
Advanced combo attack stacks additively with criticals, so it built into those rows for simplicity and cleaner formatting.
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LargestRoad Wrote:The extra coin would really only allow you to replace a savage blow with a meso explosion 30 boomerang steps, 14 savage blows, and 15 meso explosions later; I don't think that would help DPS by more than 0.5% or so, but it'll only take me a couple seconds to change it if you really want me to.
I agree that it would not help much, but the part I don't understand is why not even consider it for sake of completion? Something like that would like rounding down SB from 112.5% to 112% (or any other skill for any class) in terms of its DPS effect, which I agree is not much.
Quote:The reason only magic crash affects cancels is that magic crash is much simplier to quantify as a straight x1/3 of the effects of cancels. Things like magic crash manipulating, DoT before cancels, and savage blow coin collecting are much more difficult to quantify. Realistically, it's possible for you to manipulate magic crashes such that the boss will almost never weapon cancel (i.e. at zakum, only crashing when magic cancel ends or after 15 seconds have passed after weapon cancel ends), but the assumption is that crashes are always used immediately when cooldown ends.
There is a slight difference among those though. The magic crash manipulating and DoT before cancel must include anticipation of the upcoming WDEF; the same is not the case for building up coins. Once the WDEF goes up, that is when the action actually occurs (not before), and it can make a pretty big difference. Take an example 30 second duration: during this time period 41 2/3 SBs can be used to build up 400 coins, which later results in 26 2/3 extra MEs. It would get a little hairy in trying to implement the extra MEs into the combination, so I will try to derive something for you myself.
Quote:5x BS + 3x Assaulter + 2x ME simply comes from 5 boomerang steps and 3 assaulters generating enough coins for 2 meso explosions on average. Yeah, there are two coins left over from that for the same reason as above. Does spamming assaulter always do more damage than that when used over boomerang step and savage blow? The highest defense boss in the game so far only has 70% PDRate, so there's not much point in looking into anything higher than that.
I sort of thought that is where you were going with that combination. Shadowers are very odd because the PDR level determines what skill combination you should use. As it gets higher and higher, you move from a combination of SB, BS, and ME, to some combination of assaulter with BS and ME (such as yours), then somehow assaulter +ME, then to strictly assaulter!
I have been considering to develop a sort of chart with various levels of PDR which would give a corresponding %/sec output for the various combinations. Plus, I kinda have been giving you hard time about this class when you have done a great job overall (and I'm sure the community appreciates your effort), so it is only right for me to pull some weight myself, if you will. My summer semester just ended today so I will begin working on this tomorrow, time permitting.
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iFrancisco Wrote:I agree that it would not help much, but the part I don't understand is why not even consider it for sake of completion? Something like that would like rounding down SB from 112.5% to 112% (or any other skill for any class) in terms of its DPS effect, which I agree is not much.
I've changed it to 25 boomerang steps, 12 savage blows, and 13 meso explosions. After all this there's still 0.2 of a coin left, there is no round cutoff to keep it below a few hundred boomerang steps, haha.
iFrancisco Wrote:There is a slight difference among those though. The magic crash manipulating and DoT before cancel must include anticipation of the upcoming WDEF; the same is not the case for building up coins. Once the WDEF goes up, that is when the action actually occurs (not before), and it can make a pretty big difference. Take an example 30 second duration: during this time period 41 2/3 SBs can be used to build up 400 coins, which later results in 26 2/3 extra MEs. It would get a little hairy in trying to implement the extra MEs into the combination, so I will try to derive something for you myself.
I'll try to build this in, but the calculation will probably not incorporate the boomerang steps you can fit in between each ME because that will just be a huge headache to factor in those dropped coins.
iFrancisco Wrote:I sort of thought that is where you were going with that combination. Shadowers are very odd because the PDR level determines what skill combination you should use. As it gets higher and higher, you move from a combination of SB, BS, and ME, to some combination of assaulter with BS and ME (such as yours), then somehow assaulter +ME, then to strictly assaulter!
I have been considering to develop a sort of chart with various levels of PDR which would give a corresponding %/sec output for the various combinations. Plus, I kinda have been giving you hard time about this class when you have done a great job overall (and I'm sure the community appreciates your effort), so it is only right for me to pull some weight myself, if you will. My summer semester just ended today so I will begin working on this tomorrow, time permitting.
I played around with the numbers a little bit, and with no ignore defense at all, 30% boss damage, 6% total damage (important because these affect shadow partner), and no party buffs, replacing savage blow with assaulter becomes better damage when the boss' PDRate goes higher than between 18% and 19%, using only assaulter and ME (25 assaulters and 8 MEs) becomes best between 29% and 30% PDRate, and pure assaulter becomes best between 60% and 61% PDRate. Take these with a grain of salt though; I haven't checked for any typos because you're planning on doing it yourself anyways.
Don't worry about giving me a hard time, you're actually helping me make this chart more accurate, which is my goal in the first place. Thanks for your help so far.
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I'm using OOo-Calc like a poor person.
Plugged in numbers and the like, and nothing ever appeared in the output box (Error: Value not available, "#N/A" displayed in the boxes). I looked into the Calculations page and it all seemed to be working, except rows 84-88, which were all filled with "#MACRO?" with an error of "Macro not found" in the xls and "#NAME?" with an error of "Invalid Name" in the xlsm. Macros were allowed by my security settings in both cases.
I'm assuming I can manually piece together which class rates above the others by checking row 83, but is there something silly I'm missing that's preventing the macros from functioning?
Also, I've heard Expert Throwing can be activated by TT, the critical side of it, if you don't have Shadow Stars/Claw up. Didn't see it listed in the NL passives, I don't have any points in ET, can anybody else verify this?
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lorx Wrote:I'm using OOo-Calc like a poor person.
Plugged in numbers and the like, and nothing ever appeared in the output box (Error: Value not available, "#N/A" displayed in the boxes). I looked into the Calculations page and it all seemed to be working, except rows 84-88, which were all filled with "#MACRO?" with an error of "Macro not found" in the xls and "#NAME?" with an error of "Invalid Name" in the xlsm. Macros were allowed by my security settings in both cases.
I'm assuming I can manually piece together which class rates above the others by checking row 83, but is there something silly I'm missing that's preventing the macros from functioning?
Also, I've heard Expert Throwing can be activated by TT, the critical side of it, if you don't have Shadow Stars/Claw up. Didn't see it listed in the NL passives, I don't have any points in ET, can anybody else verify this?
I don't have open office, but I can probably guess what's happening. IFERROR() probably isn't a built-in function, which may be why it's referencing a non-existent function or subroutine. Changing all the cells in the cancel multiplier row (row 84) to 1 should fix everything, but you'll lose the cancels functionality.
It's true that expert throwing star handling improves criticals slightly, but I chose not to include it because it doesn't work with shadow claw, which night lords almost always use.
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2011-08-13, 10:09 PM
(This post was last modified: 2011-08-15, 05:15 AM by lorx.)
LargestRoad Wrote:I don't have open office, but I can probably guess what's happening. IFERROR() probably isn't a built-in function, which may be why it's referencing a non-existent function or subroutine. Changing all the cells in the cancel multiplier row (row 84) to 1 should fix everything, but you'll lose the cancels functionality.
It's true that expert throwing star handling improves criticals slightly, but I chose not to include it because it doesn't work with shadow claw, which night lords almost always use.
It would still improve DPS I would imagine. While the average NL would run out of stars within about 30min of solid attacking, that's about a boss run, so pumping Expert Throwing and leaving S Claw off during the fight would be a viable, if costly, way to increase DPS. Perhaps have it as a yes/no option?
I'll try that for row 84 and see if it works.
e;
Ninja Ambush, I put a point in it to mess around, it appears to be basically passive damage once activated. It's only level 1, so it's doing 1600 a second for five seconds, but with points put in it, would it actually be viable to use, or would the time spent casting (and so not constantly TT'ing) not be worth the damage output?
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I've updated to v0.08. I'm starting to create a post-Legend chart, but I'm missing one very important piece of info - Does anyone know what the hand cannon weapon multiplier is? If you do, please let me know, thanks!
iFrancisco Wrote:I agree that it would not help much, but the part I don't understand is why not even consider it for sake of completion? Something like that would like rounding down SB from 112.5% to 112% (or any other skill for any class) in terms of its DPS effect, which I agree is not much.
There is a slight difference among those though. The magic crash manipulating and DoT before cancel must include anticipation of the upcoming WDEF; the same is not the case for building up coins. Once the WDEF goes up, that is when the action actually occurs (not before), and it can make a pretty big difference. Take an example 30 second duration: during this time period 41 2/3 SBs can be used to build up 400 coins, which later results in 26 2/3 extra MEs. It would get a little hairy in trying to implement the extra MEs into the combination, so I will try to derive something for you myself.
I sort of thought that is where you were going with that combination. Shadowers are very odd because the PDR level determines what skill combination you should use. As it gets higher and higher, you move from a combination of SB, BS, and ME, to some combination of assaulter with BS and ME (such as yours), then somehow assaulter +ME, then to strictly assaulter!
I have been considering to develop a sort of chart with various levels of PDR which would give a corresponding %/sec output for the various combinations. Plus, I kinda have been giving you hard time about this class when you have done a great job overall (and I'm sure the community appreciates your effort), so it is only right for me to pull some weight myself, if you will. My summer semester just ended today so I will begin working on this tomorrow, time permitting.
Sorry, I've decided not to factor in the coin buildup during weapon cancels. It's just way too much of a pain to implement.
lorx Wrote:It would still improve DPS I would imagine. While the average NL would run out of stars within about 30min of solid attacking, that's about a boss run, so pumping Expert Throwing and leaving S Claw off during the fight would be a viable, if costly, way to increase DPS. Perhaps have it as a yes/no option?
I'll try that for row 84 and see if it works.
e;
Ninja Ambush, I put a point in it to mess around, it appears to be basically passive damage once activated. It's only level 1, so it's doing 1600 a second for five seconds, but with points put in it, would it actually be viable to use, or would the time spent casting (and so not constantly TT'ing) not be worth the damage output?
That's true, I've added an on/off switch for shadow stars as well as soul arrow if archers similarly want to increase their damage.
Ninja ambush appears to be way too slow to be worth using. You can triple throw around twice in the time it takes to cast. I can look into it if you really want me to though.
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LargestRoad Wrote:Sorry, I've decided not to factor in the coin buildup during weapon cancels. It's just way too much of a pain to implement.
Yea, I can imagine it being very hard considering the macro that you chose.
I have been working on some calculations (using 30% boss 6% dmg, and without both) in comparing that chosen combination you had before (2x BS + SB + ME), a perfect combination where no coins are wasted, and the combination of what almost all Shads really use (SB+BS until a large pile of coins, then ME away).
With no boost considered:
2x SB + BS + ME => 3311.18%/s
SB+BS to build, then ME => 3313.80%/s
Perfect combination of BS,SB, ME => 3355.72%/s
With boosts:
SB+BS to build, then ME => 3490.72%/s
2x SB + BS + ME => 3523.08%/s
Perfect combination of BS,SB, ME => 3565.09%/s
For the record the 'perfect' combination is so totally unrealistic, but I will list it here anyways.
Step 1: BS + SB + BS + ME (such as what you originally had) for 1 leftover coin
Step 2: Repeat above 12 times so there is 12 leftover coins
Step 3: BS + ME, there will be 0.2 leftover coins
Step 4: Repeat above 59 times so that there is 12.8 leftover coins
Step 5: Use 1x BS to equal 15 coins, and finish with ME
The above uses BS as often as possible (between literally every skill) which helps maximize the output. It actually uses up 1476x BS, 708x SB, and 768x ME
The only way to use a WDef coin buildup implementation would be to use the combination that most Shads already use (including myself) which is the SB+BS to build up coins, then using ME. The way it would work in code (I don't know about excel...) would be to have an ME coin counter. Every SB increases this by 9.6, every BS increases it by 3.2, every ME reduces it by 15, and every second of WDef it increases it by 13.3333 (spamming SB). ME must be used when it reaches 15 coins or over, and cannot go below 0 coins (obviously).
Of course, the latter is only the theory of how it would work... I wouldn't expect you to actually try at this point. As for the PDR thing, I am still working through that since I haven't had too much time recently ^^
Note: For the 30% boss +6% dmg part, I didn't literally factor those in (just multiply the result by 1.36 on a boss, I think they are additive) but only considered its effect on SP. I did not consider crits, and PDR was assumed as 0%.
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iFrancisco Wrote:Yea, I can imagine it being very hard considering the macro that you chose.
I have been working on some calculations (using 30% boss 6% dmg, and without both) in comparing that chosen combination you had before (2x BS + SB + ME), a perfect combination where no coins are wasted, and the combination of what almost all Shads really use (SB+BS until a large pile of coins, then ME away).
With no boost considered:
2x SB + BS + ME => 3311.18%/s
SB+BS to build, then ME => 3313.80%/s
Perfect combination of BS,SB, ME => 3355.72%/s
With boosts:
SB+BS to build, then ME => 3490.72%/s
2x SB + BS + ME => 3523.08%/s
Perfect combination of BS,SB, ME => 3565.09%/s
For the record the 'perfect' combination is so totally unrealistic, but I will list it here anyways.
Step 1: BS + SB + BS + ME (such as what you originally had) for 1 leftover coin
Step 2: Repeat above 12 times so there is 12 leftover coins
Step 3: BS + ME, there will be 0.2 leftover coins
Step 4: Repeat above 59 times so that there is 12.8 leftover coins
Step 5: Use 1x BS to equal 15 coins, and finish with ME
The above uses BS as often as possible (between literally every skill) which helps maximize the output. It actually uses up 1476x BS, 708x SB, and 768x ME 
The only way to use a WDef coin buildup implementation would be to use the combination that most Shads already use (including myself) which is the SB+BS to build up coins, then using ME. The way it would work in code (I don't know about excel...) would be to have an ME coin counter. Every SB increases this by 9.6, every BS increases it by 3.2, every ME reduces it by 15, and every second of WDef it increases it by 13.3333 (spamming SB). ME must be used when it reaches 15 coins or over, and cannot go below 0 coins (obviously).
Of course, the latter is only the theory of how it would work... I wouldn't expect you to actually try at this point. As for the PDR thing, I am still working through that since I haven't had too much time recently ^^
Note: For the 30% boss +6% dmg part, I didn't literally factor those in (just multiply the result by 1.36 on a boss, I think they are additive) but only considered its effect on SP. I did not consider crits, and PDR was assumed as 0%.
As for the logic, I was going for something like this:
1. Each BS + SB generates 12.8 coins and takes 1.41 seconds to execute, generating 9.07801418.... coins per second.
2. Each BS + ME removes 11.8 coins and takes 1.47 seconds to execute, removing 8.02721088.... coins per second.
3. The proportion of time weapon cancel is up multiplied by SB's coins per second (13.3333333....) gives the "free" coins that appear as a result of weapon cancel.
4. Find the integer LCM of (9.07801418.... + "free" coins) and 8.02721088.... (I know this isn't precise as there is a 0.06 second disparity between SB and ME, but I couldn't figure out a simple way around it)
But then trying to bring the fact that SP doesn't work with ME into the mix gave me a huge headache. Considering all the very significant factors that a DPS chart has to ignore, such as knockback, curses, reflecting damage.... this level of precision is really not necessary for that purpose.
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