EDIT (19 Nov 2021): Took some data points from the range thread and plotted max range to dps graphs. I've also uploaded a csv in the attachments(output.txt) if you want to see the raw data. Assumptions made in the calculations are: SI and SE Pally is using non holy element and is type effective against mob Weapon defence of mob is 1840 (HT) No threaten Sair is not using octopus/gaviota BM/MM are using phoenix/frostprey With echo Reasons why the charts should be taken with a grain of salt Very small samples DPS calculator is known to overestimate DPS (when compared to krex 2nd eye times) MM by as much as 15% Most other classes by about ~7% How you can use this: If you are level ~200, you can estimate your dps by using the equations For example, if the equation is y = 10x + 3000, YOUR_DPS = 10 * (YOUR_MAX_RANGE) + 3000 Spoiler: Max range to DPS charts Spoiler: Energizer Spoiler: Heartstopper Spoiler: Onyx Apple A thing to note is the max range to dps curve for pallies on apple starts to flatten significantly when approaching 13k range. This is because of the damage cap. Spoiler: Estimated range to match a nl Here are tables which show how much range you need to match an NL with a certain range. for e.g. a sair with mw20 max range of 9494 is equivalent to a 10000 mw20 max range nl if they are using gizer Spoiler: When using gizer Spoiler: When using stopper Spoiler: When using apple ========================================================================= Spoiler: 2018 post After making a dps calc awhile ago, my next obvious step was to rank the classes. Spoiler: Method The biggest difficulty in such a damage chart is how do you determine a class gears are "equal" to another class. I personally prefer defining "equal" in terms of the value of the gears. (i.e. a 22b weapon will be considered equal to another weapon worth 22b) However, this is a rather time consuming process and my evaluation of an item's price may be inaccurate. Furthermore, prices fluctuate constantly and it may require frequent updating to maintain the chart's relevance. 40% 70% 100% Thus, I went for an alternative way -- that is to equate the number of stats increased from base stats. So for example, a 150/21 claymore is equivalent to a 95/20 dragon purple sleeve in this system even though there is a huge difference in price. To reflect the changes in damage across different levels of funding and levels, I broke down the damage into 3 different tiers of equipment and levels: 40% perfect lv 160, 70% perfect lv 175 and lastly, 100% perfect lv 185. So for example, a "40% perfect weapon" means that 3/7 (43%) of its slots were passed with 30% scrolls, and so a ST under this category would have 126/9 stats (111+15/0+9). Multiple skills dps? There is also the question of, how do you calculate the damage output for classes which are more complex that use more than 1 skill. I will explain how I did the calculations for each of these classes. For MM, how I calculated it was to find out the number of strafes that can be used before snipe. So with si, strafe and snipe takes 0.63 to animate, thus, it will take 7 strafes (0.63*7 = 4.41 seconds) before another snipe can be used. In the long run, the total number of snipe used vs strafe should be 1:7, hence, dps can be calculated by taking snipe's dps * 1/8 + strafe's dps * 7/8. For buccaneers, they switch between barrage + ds and demolition when transformed. The cooldown for super transformation is 240s and it lasts 120s, so there will be a 120s downtime when you have to use barrage + ds. This makes the calculation rather simple, basically dps will be an average of barrage + ds dps and demolition dps. For corsairs, their core skill revolves around bship cannon and rapid fire + octopus. The time on ship is a variable depending on skill, luck and number of times you dismount (dismounting animation and remounting can be costly to dps too). One can roughly estimate ship time by assuming the corsair takes a constant damage during a boss fight. (I chose 10k dmg per 3seconds and 20k dmg per 3sec, which are huge overestimations). For example, a level 160 sair has a ship health of 40,000+ 2,000*40 = 120,000hp. It will take 36 seconds for the ship to be destroyed under 10k dmg per 3sec. So the ratio of bship cannon to rapid fire + octopus would be 36:90 since ship takes 90s to rebuild. Spoiler: gear breakdown With SE and SI With SE Conclusions NLs stand at the top of the pack at bosses -- if corsairs are constantly being hit for chunks of damage, though the gap isn't that big. Corsairs are definitely 2nd in the list, if not first. It comes down to how much damage the ship is taking, how many times you are forced to dismount after being knockback-ed etc. The less cancerous a boss is, the more dps a sair can do. BMs are 3rd in the dps rankings most of the times (if you exclude mages) Paladins are awesome when they deal type effective damage. They do even more damage than BMs when they have SI. However, without effective damage, paladins will be at the bottom. Mages are incredible at dealing damage at specific bosses (like zakum arms, HT main body) Heroes are stronger than DrKs. Realistically, there might be downtimes for heroes when they have to cast their buffs. Not sure how much "idle" time is that for heroes. Buccs are massively underpowered. The balance between their utility (time leap, speed infusion) vs damage is highly debatable. For me, it is unfair for these "utility" buffs to be a reason for buccs low dps. BMs/MMs have SE, which is very much a requirement for bossing and its utility is, if not equal to bucc's TL and SI, greater than what bucc has to offer since it benefits all classes instead of si benefiting a few classes. Now if you are wondering where are shadowers in the list, it is because I am unsure how a shadower bosses. If somebody can provide some common combos that shad use and their meso drop speed, I would gladly add them to the charts.
There might not be any 123/21 Revolver. btw, I guess there are less than 10 Corsairs whose hp is more than 20k, bro.
Maybe add the basic shad combo without bombing? (Assassinate+Boomerang) A solo chart with no buffs could be interesting too, I wonder how NLs would rank there Also rip bucc
FWIW, paladins are capped at damage cap because of blast, the damage is singular unlike hero and Drk, so at higher tiers with boosts they end up getting gimped. I don't know how that affects their ranking... but I'm pretty sure heros or DrK of equal gear (IE base range) will out damage them because of this after a certain point. Edit: I'm talking in terms of spamming Blast, Brandish, and whatever the DrK spear skill is. On a single target, they have the potential to hit 200k, 400k, and 600k respectively. Obviously its unlikely as heros brandish and DrK crusher(?) will hit cap at 260% and 170% respectively, but they have more hits, which all in all means the damage is spread out, and they have a MUCH higher damage ceiling possible, as opposed to 1 hit at nearly 600%. also Any at 30k? Seems completely useless and something I might do (*cough* already working on... would it be a first? lol)
Right. Was probably copying brain dead while doing this. Will change Corsair, mm, BM weapons when I get back
Make Drk great again. For instance(Zerk): When HP falls to 50% and below, Damage increases by 200% -> When HP falls to 60% and below, Damage increases by 225%
Is there any way to add in lines for 2/3 enemies for heros, drks and buccs? I feel like this will more accurately respresent their DPS
shadower : Boomerang --> Dark Sight -->drop 12~15 mesos bags in 3sec --> Assassinate --> Mesos Explosion --> Assaulter (reposition) LOOP p.s. 1. Each bags of mesos (5k) do 24391 dmg 2. Assassinate(skill lv.20) with 3sec charge do 2x dmg (calculated critical hit expectation) without SE ((100%*5)*3+(100% * 5 +(100%*0.7)))*2=4140% with SE is hard to calculate, i only know first 3 hits will never crit
For heros and dark knights, it's just 2x or 3x for the number of targets they are hitting (think brandish). For buccs with barrage + dragon strike, you actually need to be hitting 5-6 targets to just hit 2x damage, which doesn't happen really. Without se, the numbers are 1.0000 1.2605 1.5209 1.7814 2.0418 2.3023, and with se, the numbers are 1.0000 1.2487 1.4975 1.7462 1.9949 2.243.
As for your 6th point in your conclusion about heroes. The downtime isn't bad when you're just refreshing your buffs, however if you have a boss who spams dispel (Pianus) then I feel Hero's dps drop a lot, having to recharge combo attack every 10~20 seconds really hurts their dps
Shadowers are very lowkey with their damage. Not many players really know about their true dps potential. Personally I've played shadower for about 2-3 years on Royals on and off. I've killed uncountable big foots like many other players. I'd say they can really rank as one of the top dps classes in the mid range high levels. So like 140-170, however a fully geared high level nl will deff out damage a pro shadower who's fully geared. I always manage to white other players in bosses like krexel/zakum even when there is a nl chugging onyx's and hitting about 15-23k per star with SE. If I had to rank shad dps, it really wouldn't so easy. It comes down to how good the player is at dropping since we're only allowed to use mousekeys and no macros or scroll wheel binding to click. But if you're talking about a decent shadower who can keep up with dropping and combo's without dying to touch damage of zakum or something... I'd rank shadowers about 3rd highest dps with a potential of being 1st at certain stages in the game.
Personally I haven't bucc'd in Royals. But in my past experiences it's really just due to their very slow attack speed. They have the ability to deal high hits etc, but their attack speed really effects their overall dps. Not to mention that they have many skills compared to a class like Night lord who really only needs to max triple throw inorder to perform a high dps. Buccaneers probably will end up making all their main skills that contribute to their total dps around level 160-170. If anyone has any input on that or corrections, feel free to add as again, haven't played Royals Bucc.
can we have an updated dps chart? It was a really useful tool, but a lot of changes came by (mm buff, mage buff, NL "nerf")
What boss only has 5 targets for mages? x8 Zakum and x8 HT 1 Blizzard is 1mil+/- damage fyi Mages don't use stoppers or apple, we use Ssiws Cheese or Subani's Mystic Cauldron Appreciate someone actually putting mages on a DPS ranking though <3