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DPS Craft: Warriors/Knights
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01-29-2012, 08:11 AM
Post: #55
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RE: DPS Craft: Warriors/Knights
For Empowerment I simply calculated the probability of it occurring for each ability, and then the final damage numbers modified by full cost or full cost -1. Thats where the dpr numbers I am using are coming from. That method is fine for a base line comparison I feel because sitting down to calculate the probabilities of Empowerment occurring when both DS and Rup overlap is just something that's going to make my brain explode. If someone makes a sim then it would be best addressed there.
The unmitigated dmg column sounds awesome! Makes it easier than changing stuff every time. When I mention Berserk for Rupture what I mean is this. I figured out the DPR of Rupture accounting for Empowerment per normal and then also with 1-6 ticks of Berserk being active, and then again when clipping Rupture. But it required some extra effort on my part to separate the upfront damage from the bleed damage in order to work all of that out. If you could have a field that shows *JUST* the total adjusted upfront damage and then a 2nd one for *JUST* the bleed damage, it makes calculating all of the variables so much easier. With that said, I was assuming the Rupture and Deadly Saber numbers were just accounting for stats, crit, etc... You don't have some kind of Berserk modifier in there do you? Please tell you don't... Really need the numbers without Berserk. As far as bugs, I think going with how it's supposed to work is best unless it ends up being a long term bug that doesn't get fixed. I'm not really 100% sure what the best call is, but it's good to know how it's being handled. Yeah I can help you on the Carnage thing, but I'm not working on it until I finish everything for Annihilation first. That list was just a quick excerpt from the article I'm working on for Force Junkies. After Carnage I'm going to do Rage. Right now I'm still having issues with how to figure out 0 rage dmg...might have to shelf it as math isn't my area of expertise. I know there is a way to represent the value by multiplying all values by a set number...or something like that...but it's been so long since I took a math class I can't remember how that is done. So the big issue I have to delve into now is calculating the effective damage per GCD of Annihilation and Vicious Slash after accounting for the probability of Rupture refreshing. If you've already done that, or have any good ideas I'm all ears. Still working out where to start on that one, especially due to An and VS probabilities combining... I'm thinking to instead determine the probability for just one of each, and ignoring ongoing probabilities, and calculating potential average dps gained by an early Rupture refresh. It's not as good of an answer, but it's subjective enough to at least indicate the priority placement. FJ Guides & Articles SJ's Twitch TV |
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