Maximum ST DPS


AIB

 

Posted

What is the maximum DPS (Damage Per Second) a Peacebringer can dish out (with permainnerlight) against a Single Target (ST)?

What is the maximum DPS a Warshade can dish out (with permafully saturated sunless mire) against a ST?


 

Posted

I dunno how you plan to figure it out with mire and inner light since the numbers change but the chains are r strike>bolt>blast>bolt and g well>eye>s blast>eye

You just add the damage of all the attacks in a chain together, add the cast times together, and divide the first by the second for DPS.

For Mire, you get an 11.25% damage buff per target (10 max) so you could try to figure that out.

Don't forget Orbiting Death is adding 84.23 damage every 2 seconds so that adds 42.115 also.

I'm not sure if anyone has figured out a good estimate for fluffy DPS so that's something else to take into account.

As for the PB numbers, Inner Light is gonna be tricky since it adds a bigger buff at first and then decays. I'm pretty sure that's going to be on a per-build basis since the faster it recharges the more often you'll be getting a bigger damage buff. I feel like that'd be way more annoying to calculate.


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
I dunno how you plan to figure it out with mire and inner light since the numbers change but the chains are r strike>bolt>blast>bolt ...
It's actually just rstrike>blast>bolt, if you have reactive slotted.

As to the question at hand, I can tell you an estimate I calculated for some of my personal builds from a while ago, though I don't have access to my personal computer so this will be off memory. The pb maxed out around 220 dps. The WS has tons of variables, but at no pets and just one target for sunless mire, I think it was around ~180 dps(?) As you add pets the damage goes up a lot, obviously, but the pet dps is a guesstimate as well.

Edit: oh and my testing of orbiting death w/ reactive says that mids gives it too much damage.


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Posted

Quote:
Originally Posted by Microcosm View Post
It's actually just rstrike>blast>bolt, if you have reactive slotted.
Hm, I must not have the recharge to run that then or something because I've had to use bolt twice... Granted my PB's build isn't even totally done yet so there could be other factors too.
Quote:
As to the question at hand, I can tell you an estimate I calculated for some of my personal builds from a while ago, though I don't have access to my personal computer so this will be off memory. The pb maxed out around 220 dps. The WS has tons of variables, but at no pets and just one target for sunless mire, I think it was around ~180 dps(?) As you add pets the damage goes up a lot, obviously, but the pet dps is a guesstimate as well.

Edit: oh and my testing of orbiting death w/ reactive says that mids gives it too much damage.
I'm getting 181.7 w/the Mids' assessment of Orbiting Death and 1 Mire target, so it sounds like your experience is that it was 1.7 lower in game? I also don't know if my slotting is exactly the same as yours.

Anyways 11.25% of 181.7 is ~20.44

20.44x10=204.4 (11.25% damage increase per target)

So unless I did this wrong, the DPS w/ a fully saturated Mire should be 181.7+204.4=386.1 but that seems high to me? Maybe it's right though. I'm an english major. :s

edit: I just realized I had a Mire target baked into the original number so 386.1 minus 20.44 would give me 365.66 which still seems high.


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
Hm, I must not have the recharge to run that then or something because I've had to use bolt twice... Granted my PB's build isn't even totally done yet so there could be other factors too.
I'm getting 181.7 w/the Mids' assessment of Orbiting Death and 1 Mire target, so it sounds like your experience is that it was 1.7 lower in game? I also don't know if my slotting is exactly the same as yours.

Anyways 11.25% of 181.7 is ~20.44

20.44x10=204.4 (11.25% damage increase per target)

So unless I did this wrong, the DPS w/ a fully saturated Mire should be 181.7+204.4=386.1 but that seems high to me? Maybe it's right though. I'm an english major. :s

edit: I just realized I had a Mire target baked into the original number so 386.1 minus 20.44 would give me 365.66 which still seems high.
Heh, music and international studies here. There's no telling because of slotting differences on the shades, but one thing is you arent using base damage in your calc, which means your number will be super high.


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Posted

Quote:
Originally Posted by Microcosm View Post
Heh, music and international studies here. There's no telling because of slotting differences on the shades, but one thing is you arent using base damage in your calc, which means your number will be super high.

I figured you worked for NASA or something.

Are you saying I should be using my base damage to calculate the damage increase per Mire target or the whole calculation? I thought he was asking for max dps w/ optimized slotting so the number should be accurate, even though it doesn't look like it is.


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
I figured you worked for NASA or something.

Are you saying I should be using my base damage to calculate the damage increase per Mire target or the whole calculation? I thought he was asking for max dps w/ optimized slotting so the number should be accurate, even though it doesn't look like it is.
Damage buffs work off of base damage and are thus additive. If you apply them after slotting, etc., you are making them multiplicative. For a good calculation you need to take the base damage times (1+%enhancement/buff) then add in avg proc damage, multiply by your chance tohit (capped at .95) and multiply by 1+%resistdebuff. When dealing with variable buffs you have to do all that for each portion and avg out over the total time.

Edit: and my testing showed that reactive was adding somewhere between 8 and 16 (memory again so may be off) dps to a damage aura, unfortunately, while mids shows like 50.


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Posted

Quote:
Originally Posted by Microcosm View Post
Damage buffs work off of base damage and are thus additive. If you apply them after slotting, etc., you are making them multiplicative. For a good calculation you need to take the base damage times (1+%enhancement/buff) then add in avg proc damage, multiply by your chance tohit (capped at .95) and multiply by 1+%resistdebuff. When dealing with variable buffs you have to do all that for each portion and avg out over the total time.

That sounds... Tedious. I'll look into it tomorrow. For now though, obligatory Microsignal...



I'm waiting for this to catch on.


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
That sounds... Tedious. I'll look into it tomorrow. For now though, obligatory Microsignal...



I'm waiting for this to catch on.
Lol, I approve. unfortunately I don't have mids on my phone to help you guys figure this one out.


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Posted

I'm not entirely certain how the mechanics of Inner Light work, and Red Tomax isn't up for me to go look. I'm thinking it's something like 10 seconds of buffed damage, and then 20 seconds of not-so-buffed damage, but I don't know.

At any rate, you would likely need to spread out your attack chain over a thirty second period, applying buffs to each attack as you would have them, add up the total damage, and then divide by thirty to get your DPS with regards to Inner Light. The only complication I see is that your attack chain probably won't perfectly end when Inner Light does, and you'll likely need to reactivate it again during your attack chain, which may mess up DPS calculations slightly.

Probably easier to just go solo a pylon and figure out DPS that way.


Also, for R.Strike > Blast > Bolt > Repeat you just figure out the activation time of Blast and Bolt, add them together, and that number is about how quickly you need R.Strike to recharge in order to make the chain work. Anyway, with Arcanatime you need R.Strike to recharge in about 3.036 seconds. To figure out how much recharge we need we just set up an algebra equation of:

10 / x = 3.036

x is the global recharge we need (that is 100% base recharge + (global recharge + enhancement bonus))

Soooo, PEMDASing around, we get 10 / 3.036 = x, which is x = 3.293. So we need 329.3% - 100% (base recharge) = 229.3% Recharge in order to get the best chain possible (with reactive). Probably a little more to be on the safe side, what with server lag and all that.


 

Posted

Thanks for the input everyone. I'm off to contemplate more builds/scenarios.


 

Posted

I don't use Sunless Mire as part of the calc when I figure out attack chains for Human Form so I'm not sure if I should be using Dwarf/Sunless Mire which figuring out Tri Form chains... Assuming the answer is "no," I'm just going to post the base damage for both chains.

Dwarf Chain

Strike>Smite

Dmg:46.71+73.41= 120.12

Cast: 1.452+1.716= 3.168

120.12/3.168= 37.916

Human chain

G well>Eye>S Blast>Eye

Dmg: 167.3+44.49+72.96+44.49= 329.24

Cast: 2.244+1.848+1.848+1.848=7.788

329.24/7.788= 42.275

Orbiting Death adds 8.04 every 2s so 8.4/2= 4.2

42.275+4.2= 46.475

So in terms of base damage, human form is ahead by 8.559 dps.

I know this isn't relevant to the original question but I just had a talk with AIB in game and he seemed to be getting different results for this.

In order to do the calculation with Mires (excluding the damage buff) it would be subjective... You would need to factor in Human Mire as fast as it recharges on either build (30s on mine) the Tri Form build would need to calculate in form shift times for Sunless Mire (human shift>mire>dwarf shift) & Dwarf Mire however often it's up.


 

Posted

Here is what I am getting. Now keep in mind these attack chains assume that you have enough recharge to run them perpetually....

Human - Gwell (Damage 167.3 and Cast Time 2.07) - Eye (D 44.49 C 1.67) - Blast (D 72.96 C 1.67) - Eye (D 44.49 C 1.67)

Total Damage from this chain = 329.24

Total Cast time for this chain = 7.08 seconds

Damage Per Second for this chain = appx. 46.50


vs.

Dwarf - Dwarf Mire (D 55.61 C .73) - Smite (D 73.41 C 1.5) - Strike (D 46.71 C 1.2) - Smite (D 73.41 C 1.5) - Strike (D 46.71 C 1.2)

Total Damage from this chain = 295.85

Total Cast time for this chain = 6.13 seconds

Damage Per Second for this chain = appx. 48.26

Keep in mind that this is the Base Damage (No enhancements and no buffs from Mires considered) and it assumes a constant cycling of these powers...

There are a number of other factors to keep in mind a few I can think of...

1. The Human Warshade can also make use of Orbiting Death this alone, even with the base value, I am sure, will push it above the Dwarf damage.

2. A Human Warshade does not need to switch forms in order to activate Hasten and/or Sunless Mire. Form shifting cuts into one's DPS.

Now, if I understand correctly, the buff that Mires provide is based upon the base damage of a power right???


 

Posted

Allow me to ponder the following...

Let's say that the base ST damage a Human only build can dish out with the aforementioned chain and orbiting death running is....

50 Damage Per Second...

If they are able to keep a 300% damage buff between inspirations and Sunless Mire (and we shall ignore the cast time and damage in this scenario) then their DPS will be...

200 DPS

With 100% damage bonus from enhancements (ignoring the .95 accuracy issue) their DPS will go to...

250 DPS...

Is this correct?


 

Posted

Alright, here we go.

Base damage can be an interesting thing to look at, but it is not necessarily super helpful when looking for max possible damage because there are many other factors involved. For example, a given chain may have lower base damage than another, but when all is said and done it could get more benefit from proc activations from being a generally faster chain and pull ahead.

Second, if you have damage buffs of +300%, you are at your damage cap and enhancements other than procs won't push you further. You start with a base damage of 100%, and the limit is 400% for this AT, making +300% cap.

Third, I know you guys are trying to figure max possible chains, but I don't think those chains are going to be the practical way to go about it in game. They are technically the highest chains (by a tiny, tiny margin), but it's better to get essence drain and dwarf drain in there because you will be using them.

Fourthly, we are oversimplifying many things here. Not only is base damage not quite indicative of a real end value, but neither of you seem to be including a tohit clamp. Not including the mires is also a problem because human form should maintain one application, while dwarf can maintain three.

That aside, here are the base values of the chains, no mire/no proc/no tohit clamp to clear up the confusion:
*Dwarf: DMire>Str>Sm>Str>Sm=40.75
DMire>Str>Sm>Drain=37.29
*Human: Gwell>Eye>Blast>Eye=42.28+Orbit=46.3
Gwell>Blast>Edrain>Blast=44.77=48.79
Faster chains gain more from reactive.

Edit: I think my account expires tomorrow, so good luck guys.


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Posted

Micro,

Thanks for the reply. I was deriving my numbers from THBs comment...

"You just add the damage of all the attacks in a chain together, add the cast times together, and divide the first by the second for DPS."

I did not know (or had forgotten) this, "you have damage buffs of +300%, you are at your damage cap and enhancements other than procs won't push you further."

So in my last comment as I was pondering...it should be more like this...???


If base ST damage with chain and orbiting death is appx. 50 DPS

If they are able to keep a 300% damage buff between inspirations and Sunless Mire (and we shall ignore its cast time and damage in this scenario) then their DPS will be...

appx. 200 DPS

With 100% damage bonus from enhancements (ignoring the .95 accuracy issue) their DPS will remain at

appx. 200 DPS (NOT 250 DPS as I previously posited)

Is this correct?



I threw in the towel on getting 350 DPS per second with PB .

Right now, I am trying to see what a Shade can do...

So, precisely how much DPS does an Extracted Essence contribute?


Oh and about this,

"I think my account expires tomorrow, so good luck guys."

Are you retiring from COH?


 

Posted

Quote:
Originally Posted by AIB View Post
If base ST damage with chain and orbiting death is appx. 50 DPS

If they are able to keep a 300% damage buff between inspirations and Sunless Mire (and we shall ignore its cast time and damage in this scenario) then their DPS will be...

appx. 200 DPS

With 100% damage bonus from enhancements (ignoring the .95 accuracy issue) their DPS will remain at

appx. 200 DPS (NOT 250 DPS as I previously posited)

Is this correct?
Well, that's relatively close. The damage procs add some, and -res adds some more, but then you lose some because of various activation times that aren't directly helping your dps (hasten, extract essence, and to a lesser extent sunless mire). I'd have to rerun the calculations on an optimized build to give you a more precise number, but I think you are in the general ballpark now.

Quote:
So, precisely how much DPS does an Extracted Essence contribute?
Extremely hard to tell. We basically have to try to break down their powers and construct what we "think" they will use as an attack chain (exact AI is unknown to us). Then we have to add in damage buffs and avg-res. On the build Smiling Joe used I believe he averaged them out to about 27 dps post-enhancement. When I did it with my builds, I assumed ~50 dps (don't remember the specifics, but it had to do with the soulbound proc, reactive interface, and -res).

Quote:
Oh and about this,

"I think my account expires tomorrow, so good luck guys."

Are you retiring from COH?
For the moment it seems I am. I don't have the time for it right now, really.


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Posted

Quote:
Originally Posted by Microcosm View Post
For the moment it seems I am. I don't have the time for it right now, really.

A moment of silence please.


 

Posted

I just PMed this to AIB but for anyone else who might have been wondering... I just discovered (because I am a neglectful person) the bars that can slide in mids for both Mires- you can adjust the number of targets hit and see the resulting damage numbers in the power graph so I was able to figure it out pretty easily.

This is a comparison between my build and AIB's build, just going to copy over the message I sent him.

Not sure if you know this already but I just realized it... When you select Sunless Mire, in the bottom left where it shows DPA there is a bar you can adjust that says "Foes Hit" you can set it to 10 and then open up your power graph (go to window on top>power graph) to view the damage numbers w/full mires....


Assuming those numbers are accurate, my build with full human mire saturated, t4 reactive, and procs

Gravity Well: 640 (2.244 cast)
Ebon Eye: 221.6 (1.848 cast)
Shadow Blast: 336.7 (1.848 cast)
Ebon Eye: 221.6 (1.848 cast)

so that's 1419.9 divided by 7.788 for 182.31

Orbiting death w/ full mire, procs, reactive is doing 92.36 every 2 seconds,so 46.18 damage per second added

182.31+46.18= 228.49 DPS

Your build with both Mires saturated, t4 reactive, and your procs as you have them slotted... (Assuming you have both mires saturated the first time you hit dwarf mire, which you won't so the number will be slightly high for the first time through but after that it should be accurate.)

Need to open up your power graph and change the first drop box to "powers taken" to see dwarf attacks.

Dwarf Mire: 324.7 (.924 cast)
Smite: 360.6 (1.716 cast)
Strike: 289.1 (1.452 cast)
Smite: 360.6 (1.716 cast)
Strike: 289.1 (1.452 cast)

1624.1 divided by 7.26 for 223.70 DPS

So overall Microcosm was right, the human form chain is higher by about 5 dps, but that's not accounting for form shifts and without softcapped defense might mean you need to use stygian circle or dwarf drain which would lower your numbers quite a bit.

As far as I can tell these were the numbers you were looking for though.


 

Posted

The only thing we need now is for our fluffies to be controllable like lore/mastermind pets, and for them to have eclipse. No one would ever play anything but a Warshade.

Microcosm estimated 50 dps from fluffies, I'm assuming that was per pet and both my build and AIB's build have the recharge for 3 fluffies at a time constantly once the third is summoned the first time, so that would give us both around 370 DPS, in an ideal world and without Lore pets... Pretty insane.

Edit: And if we ever get instant form change animations and toggle suppression, we could run dwarf mire with the human chain... That might even be enough to solo GM's without lore pets. >=)


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
1. I just PMed this to AIB....2. I just discovered...the bars that can slide in mids for both Mires- you can adjust the number of targets hit and see the resulting damage numbers in the power graph so I was able to figure it out pretty easily....3. So overall Microcosm was right, the human form chain is higher by about 5 dps, but that's not accounting for form shifts...
Quote:
Originally Posted by TwoHeadedBoy View Post
4. The only thing we need now is for our fluffies to be controllable like lore/mastermind pets, and for them to have eclipse.

5. Microcosm estimated 50 dps from fluffies, I'm assuming that was per pet and both my build and AIB's build have the recharge for 3 fluffies at a time constantly once the third is summoned the first time, so that would give us both around 370 DPS, in an ideal world and without Lore pets... Pretty insane.

Edit: 6. ...That might even be enough to solo GM's without lore pets. >=)
1. I didn't get the PM.

2. Cool

3. Was there ever any doubt? Alas, one day form shifts will be instantaneous (or nearly instantaneous) both ways and powers like hasten will fire off while in forms...hey, it works for Granite Tanks doesn't it?

4. Eclipse on them would be very nice...but I very much doubt that that will ever happen. Being able to control them...or at least giving them better A.I. so that they don't try to melee AVs with their ranged attacks would be greatly appreciated.

5. Indeed it is. Throw some inspirations in the mix for more POWER!

6. Yep. But it would require nearly flawless execution.