thank you for this helpful info
thank you for this helpful info
Nice guide bro.
Information on this thread is not relevant to the current game (Client Version: 1.8.3, Expansion: Festerfang) .
At present: Higher DPS = Higher Damage = Higher Attack Speed = Higher Skill Damage.
Guns are inferior to Staffs.
now festerfang need DPS XD
Thanks for the information!
Good Job bro nice guide
Yes true. Have you guys played any of the Final Fantasy games? Especially the old ones. The accuracy stat there decides how many times you hit a target per attack, and more hits in a single attack = higher damage. I believe DPS works in a very similar way in this game as well. DPS - damage per second, if anyone didn't know - is exactly what it sounds like, and quite akin to the accuracy stat in Final Fantasy works in the same way as well. Like PsychoNuke ^ said, higher dps = higher dmg = higher....
as a level 66 mage what range should your Damage and DPS be?
Interesting guide Bro
Helps a lot!!! thanks
Well this was interesting
im a rogue but this information is also pretty important for maximizing aimed shot damage
These are very helping information thanks in advance
i use mostly Int but lately ive been balancing out my int and str.
noted good job
Merci de l'info
I noticed. A couple of days ago someone called me a noob when I tried to explain him how DPS was overrated. And if you see how wanted those overpriced/way overrated lv25 rods for end-game mages are, it seems some people have no clue which stats actually matter. It's sad when people make remarks about your 'low DPS' while you actually deal way more Dmg as compared to high DPS mages.
Wow thank you this helps a lot!!
Sorry again for the errors. I deleted my old post. It seems i had made a little copy/paste error and forgot to fix some formulas on the cooldowns for spells. So every spell was running witha 3s cooldown (big error for Time Shift) etc. Now it is fixed. I also added in a 0.1-0.4s user error to the Auto Attack, so that it has a built in deduction (so that it is not a 'perfect world' calculator). I also had never added in the ability to calculate the 0-5% passive Damage %, but i did now.
Here are the #'s with the changes i made to the tool:
All based on 140% crit damage (unless LS 250%). Priority was (weapon, time shift, frost, lightning, fire)
Flamestrike, 204.1 Damage, 9.32% crit Clyde = 347
Oracle gun, 227.8 Damage, 11.13 crit, Clyde = 361
Flamestrike, 204.1 Damage, 2.32% crit Colton = 378
Oracle gun, 227.8 Damage, 4.13 crit, Colton = 392
Now let's play around with your numbers with 5% crit passive also added in. Also i adjusted the CritDam% to 200% on the last 2 lines for curiosity.
Flamestrike, 204.1 Damage, 14.32% crit Clyde, CritDam 140% = 353 (~2% dps increase for 5% crit)
Oracle gun, 227.8 Damage, 16.13 crit, Clyde, CritDam 140% = 370 (~2% dps increase for 5% crit)
Flamestrike, 204.1 Damage, 14.32% crit Clyde, CritDam 200% = 355
Oracle gun, 227.8 Damage, 16.13 crit, Clyde, CritDam 200% = 371
If we did Passive Damage % instead of Passive Crit we get
Flamestrike, 204.1 Damage, 9.32% crit, Clyde, CritDam 140%, 5% passive Damage = 365 (~5% increase)
Oracle gun, 227.8 Damage, 11.13 crit, Clyde, CritDam 140%, 5% passive Damage = 380 (~5% increase)
I just don't think, with crit and crit damage being so low, that crit is a viable alternative to +damage items. (and boom go the item prices...oh wait probably only 2 people will read this long post)
My excel calculator has been updated and saved and is more automatic as well. I found that Mix/Max damage of Skills is based on 89%-111% of the Average damage. Average damage is calculated by a modifier * Damage
Fireball/Gale Force = 1.35 modifier
Lightning Bolt, Time Shift, Frost Bolt = 1.8
+15% Lightning Bolt = 2.07
Lifegiver = 3.6
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