I have enough information to at least give an idea of how the classes compare. Even more than my previous lists, there are a lot of extrapolations and assumptions here, mostly with the effects of stats. I expect these numbers to be pretty close to the actual numbers, but for most of them I can't guarantee that they're exactly right. Basically, treat every number here as a rough estimate. I'm especially uncertain of high-dex serpent.
I didn't bother sorting classes by DPS this time, they're just in alphabetical order.
Base (trans, 12 str/int/dex (before class bonuses), average weapons stats, no artefacts, no nimble/quick-witted) [spoiler]Alchemist: 150 Apostate: 150 Bard: 137 (78/165/171 rapier) Blademaster: 130 in Sanya, 97 in Mir, 150 in Arash Druid: 128 without reflexes, 170 with reflexes Infernal: 141 (78/165/171 rapier) Jester: 150 Magi: 150 with staffcast Monk: 154 Occultist: 150, 176 with +3 int mog Paladin: 141 (78/165/171 rapier), 158 with inspiration Priest: 160, 180 with inspiration Runewarden: 162 (88/175/181 rapier) Sentinel: 128 without reflexes, 170 with reflexes Serpent: 150 (70/170/150 whip) Shaman: 138 without swiftcurse, 160 with optimal swiftcursing Sylvan: 152 with viridian int bonus[/spoiler] Offensive spec (trans, 16 str/int/dex (before class bonuses), nimble/quick-witted, L3 artefact weapon stats, no artefacts) [spoiler]Alchemist: 204 Apostate: 204 Bard: 302 (90/198/228 rapier) Blademaster: 177 in Sanya, 132 in Mir, 205 in Arash Druid: 174 without reflexes, 231 with reflexes Infernal: 310 (90/198/228 rapier) Jester: 204 Magi: 204 with staffcast Monk: 210 Occultist: 204, 229 with +3 int mog Paladin: 310 (90/198/228 rapier), 334 with inspiration Priest: 218, 236 with inspiration Runewarden: 363 (100/208/238 rapier) Sentinel: 174 without reflexes, 231 with reflexes Serpent: 282 (84/204/180 whip) Shaman: 188 without swiftcurse, 219 with optimal swiftcursing Sylvan: 199 with viridian int bonus[/spoiler] Fully artied (trans, all relevant artefacts, 20/19/19 str/int/dex (before class bonuses), nimble/quick-witted, L3 artefact weapon stats) [spoiler]Alchemist: 324 Apostate: 324 Bard: 420 (90/198/228 rapier) Blademaster: 279 in Sanya, 206 in Mir, 322 in Arash Druid: 242 without reflexes, 322 with reflexes Infernal: 352 (90/198/228 rapier) Jester: 419 Magi: 324 Monk: 320 Occultist: 324, 356 with +3 int mog Paladin: 352 (90/198/228 rapier), 366 with inspiration Priest: 471, 502 with inspiration Runewarden: 411 (100/208/238 rapier) Sentinel: 242 without reflexes, 322 with reflexes Serpent: 446 (65/181/225 whip) Shaman: 253 without swiftcurse, 312 with optimal swiftcursing Sylvan: 310 with viridian int bonus[/spoiler] Dragon [spoiler]Base gut: 262 Artied gut: 311 With diadem and L3 collar, incantation DPS is basically the same as gut DPS at equal str/int.[/spoiler]
Smite has a pretty enormous end drain though. I think that's why their net DPS is so high, because you will need to restore endurance somehow after 1-2 hours worth of bashing. You can work around it, but the balancing factor is there. Doesn't mean a whole lot if you bash in small bursts!
I doubt that, because just the average that most of the classes are balanced around requires reflexes for druid/sentinel (which is very draining), Arash for blademasters (not very practical because you take a lot more damage in Arash), and swiftcurse for shamans (high willpower drain, and also requires some actual planning and timing, rather than just attacking repeatedly).
If those classes don't get any extra damage to compensate for their drains/difficulties, it seems unlikely that a high endurance drain would be a reason to have 50% higher damage.
Are rapiers still the optimal weapon for dps on denizens? I've been bashing with longswords as a Paladin for a bit, namely with these: 104/150/180, 108/170/176 and have found that with 15 str and nimble, I hit a falcon for 653 at 2.8s~ for 233 dps. I doubt there's a different formula/scaling per weapon, but it's certainly something to wonder.
Just looking at the stats, I can say that decent rapiers (that you could probably find for under 5k, definitely under 10k) would easily be better than those. I don't know that rapiers are still the best overall though, since I don't know exactly how the damage works now.
Yeah - I'm pretty sure, looking at the numbers, that whoever did it just tried to even out the final DPS and got some stuff off regarding weapon stats. It's kind of boring in a way, even if it's better than class X being objectively better than class Y at bashing.
@Sena: Should totally make a wiki page with stuff like the formula and "typical" DPS values for each class. It'd be super cool. If you want to info dump me, I could do the actual wikistuff at some point (not sure all the formulas have been posted, unless I've just missed them).
Smite has a pretty enormous end drain though. I think that's why their net DPS is so high, because you will need to restore endurance somehow after 1-2 hours worth of bashing. You can work around it, but the balancing factor is there. Doesn't mean a whole lot if you bash in small bursts!
My. Fucking. Ass. Priest friend in Shield has ~45 lessons in fitness, and bashed for ~3-4 hours straight. Still above 50% endurance, using only the blessings from healing. Priest easily one of the lowest endurance-using classes in Achaea.
@Sena: Should totally make a wiki page with stuff like the formula and "typical" DPS values for each class. It'd be super cool. If you want to info dump me, I could do the actual wikistuff at some point (not sure all the formulas have been posted, unless I've just missed them).
I wouldn't want to put the information anywhere semi-official like that without a lot more accuracy. Like I said, most of the numbers I gave involve some assumptions, extrapolations, and estimations.
@Jovolo: Rough estimates based on my level two broadswords (they're dropping 11 points of damage in exchange for 13 points of speed - the longswords probably come out a little bit ahead), somewhere around 250-255 DPS at 15 strength.
A flail with 125 damage and 178 speed did 604 damage, about 176 DPS. You should have a bit higher damage (assuming the formula only depends on stats and not weapon type) and about the same speed. That's the best I can do without an actual formula for weapon damage against denizens.
Edit: That's for a single slash. DSL with those flail stats would be about 213 DPS. All of these numbers are for 12 str without nimble.
After seeing some more numbers, it seems like the speed stat actually doesn't matter at all, and it's weapon type instead. So all rapiers have the same damage formula, scaling linearly with the damage stat, while broadswords have a different formula, and presumably longswords also have their own formula.
So, I should be able to predict the DPS of a rapier with arbitrary stats, but I have no idea about any other weapons.
If you're referring to the most recent whip posted (level 3 artefact) you can find one by buying a level 3 artefact whip. The first one she posted with 'average' stats can be found in any shop for like 500 gold.
The stats I used for the "offensive spec" was the level 3 artefact whip, but you can find similar stats in shops occasionally. Whips aren't forged nearly as much as popular weapons like rapiers and handaxes though, which can make good stats hard to find sometimes. You might have better luck ordering from a forger directly (but that could be expensive), or convincing a shopkeeper to stock more whips. Serpent houses should probably have a stock of good whips too. The level 3 lash is going to be very difficult to match with a forged whip.
Seems like the tankiest classes have the best bashing dps now. If there was previously a small chance of me bashing on my sentinel alt it's now 100% gone
@Sena: Should totally make a wiki page with stuff like the formula and "typical" DPS values for each class. It'd be super cool. If you want to info dump me, I could do the actual wikistuff at some point (not sure all the formulas have been posted, unless I've just missed them).
I wouldn't want to put the information anywhere semi-official like that without a lot more accuracy. Like I said, most of the numbers I gave involve some assumptions, extrapolations, and estimations.
It's a wiki - it's meant to be in a continuous state of incompletion. Presenting the data and assumptions you've used to get to those conclusions is probably the most ideal way of dealing with potential inaccuracy, but even just saying it might be wrong is probably fine.
The stats I used for the "offensive spec" was the level 3 artefact whip, but you can find similar stats in shops occasionally. Whips aren't forged nearly as much as popular weapons like rapiers and handaxes though, which can make good stats hard to find sometimes. You might have better luck ordering from a forger directly (but that could be expensive), or convincing a shopkeeper to stock more whips. Serpent houses should probably have a stock of good whips too. The level 3 lash is going to be very difficult next to impossible to match with a forged whip.
Fixed that for you. The highest I've ever forged is a 208 speed whip.
Having issues with removing quote boxes for mobile... @Sena is the DPs you calculated for serpent fully specced and Arte whip (446) take into account the fact that serpent can bite Camus when a denizen shields?
Eat like a caveman, train like a beast. Champions are not born, they are made.
No, that's too situational to include in any DPS comparisons. It depends on the health of the denizen you're fighting, when/if it shields, your crit rate, etc.
I did some testing on Monk damage on a falcon. The first table is without knuckles and the second table is with Level 3 knuckles.
In the table, the Damage Increase column is the percentage of increase over the previous strength level.
Level 18 is odd. There seems to be a drastic diminishing return between 17 and 18 (1.87%), but then the returns go up after 18 and you get a higher damage increase going from 19 to 20 (4.1%) than you do going from 16 to 17 (3.69%).
Another oddity I noticed was that sometimes the UCP damage increase percentage is higher without knuckles than it is with knuckles. For instance, without knuckles, going from level 15 to 16 your UCP damage goes up 5.66%, however, with level 3 knuckles the same strength increase only goes up 4.17% (with and without knuckles, that 1 point of strength raised UCP damage 12 hitpoints of damage)
For those who don't know, a monk combo consists of one kick and two punches, with the two punches accounting for a total of ~43.5% of the total combo damage. With level 3 knuckles, two punches account for ~51% of the combo damage.
One thing that really stuck out to me is that the knuckles did bring up the punch damage by 30%, but it only brought up the total combo damage by 15%. I found that to be pretty strange considering that metamorphs get a 20% increase to their hunting attack with the same artefact. I think that punches should consist of a little greater than 50% of the total combo damage (compared to the 43.5% that it is currently). By lowering the kick damage and raising the punch damage (but keeping the combo damage the same), it will allow the knuckles to carry a bigger impact and raise the total combo damage back up to 20% to match the increase that maul benefits from.
For instance, at 12 strength a combo does 409 damage. If level 3 knuckles were to boost that by a full 20%, then the damage would be ~490 damage. To make that happen, instead of sidekick doing 231 damage and UCP doing 178 damage, if they raised the punches by 52 damage and lowered the kick by 52 damage, the full combo would still deal the same amount of damage, but buying level 3 knuckles would increase the combo to 490 damage (20%) instead of 471 damage (15%).
If each punch did 28.25% (currently 21.75%) of the combo damage and the kick did 43.5% (currently 56.5%) it would help smooth out the formula with knuckles drastically.
Bard damage is either bugged, or random. Sometimes it's 144+3.2*DamageStat for jab and JabDamage/4 for accentato (roughly 180+4*DamageStat total), sometimes it's exactly half of that. Those numbers are with 227-235 speed rapiers, in case speed matters for the damage formula. Jab (and thus accentato since it scales with jab damage) is increased by strength, int doesn't increase the damage at all.
Was a bug with some weaponry attacks, yeah. Fixed now!
This seems to be happening again (or maybe still), with shortsword slashes and DSLs at least. Although now it's slightly less than half damage (or slightly more than double damage, not sure which is intended).
Well, with some initial testing, it looks like Aim to Kill increases critical hit damage by something between 4.5% and 6.7%. I should be able to narrow that down further a bit later.
With a little more testing, looks like somewhere between 4.51% and 4.74%. The scripts I've got tracking the appropriate numbers and updating that range will keep going, but I'm going to figure .1% precision is good enough for government work and not actively work on tightening it up.
This was over a year ago, but would you happen to still have the data for this? I was just thinking about it, and realised it could be a flat amount of damage added before the critical multiplier, which would mean the percentage would vary depending on the damage of the attack.
Well, with some initial testing, it looks like Aim to Kill increases critical hit damage by something between 4.5% and 6.7%. I should be able to narrow that down further a bit later.
With a little more testing, looks like somewhere between 4.51% and 4.74%. The scripts I've got tracking the appropriate numbers and updating that range will keep going, but I'm going to figure .1% precision is good enough for government work and not actively work on tightening it up.
This was over a year ago, but would you happen to still have the data for this? I was just thinking about it, and realised it could be a flat amount of damage added before the critical multiplier, which would mean the percentage would vary depending on the damage of the attack.
Looking back at the script I was using, I wasn't saving data on the level of how many of each type of crit I got on each mob. Basically, for each kill, I just tracked how much damage I had done in non-crits and how much I would have done in crits without aim-to-kill, and calculated upper and lower limits on a single number to multiply the crit damage by to be consistent with that set of hits killing the denizen; rather than saving the details of each kill, I just kept track of the most stringent limits I had come up with so far.
The attacks I was using covered a pretty wide range of damage, from 427 in Thyr with 12 str to 636 in Arash with 14, so if it were a flat amount of damage I might expect to have seen more inconsistent limits (say, an upper limit on the multiplier that was lower than the highest previous lower limit), which I did have a warning for. Hard to say, though, given the uncertainties on the denizens' max health and the fact that I was doing things like switching stance and/or strength midfight to try to get as much variety as possible.
I think I still have the trait, so it shouldn't be too hard to update the numbers for drawslash damage and find limits for each stance, but I'm probably not likely to be doing that much bashing in the near future. If you want, I can clean up and package the script at some point and pass it along.
The script would probably be useful, though from that it sounds like a flat amount of damage is unlikely.
The reason I was wondering about it is that Tecton said it "adds
a small bonus to the damage before it is multiplied by the critical
modifier, so it gets better the higher your critical strength." If it was a multiplicative bonus, it wouldn't matter (aside from slight differences due to rounding) whether it was applied before or after the critical modifier.
Comments
I have enough information to at least give an idea of how the classes compare. Even more than my previous lists, there are a lot of extrapolations and assumptions here, mostly with the effects of stats. I expect these numbers to be pretty close to the actual numbers, but for most of them I can't guarantee that they're exactly right. Basically, treat every number here as a rough estimate. I'm especially uncertain of high-dex serpent.
I didn't bother sorting classes by DPS this time, they're just in alphabetical order.
Base (trans, 12 str/int/dex (before class bonuses), average weapons stats, no artefacts, no nimble/quick-witted)
[spoiler]Alchemist: 150
Apostate: 150
Bard: 137 (78/165/171 rapier)
Blademaster: 130 in Sanya, 97 in Mir, 150 in Arash
Druid: 128 without reflexes, 170 with reflexes
Infernal: 141 (78/165/171 rapier)
Jester: 150
Magi: 150 with staffcast
Monk: 154
Occultist: 150, 176 with +3 int mog
Paladin: 141 (78/165/171 rapier), 158 with inspiration
Priest: 160, 180 with inspiration
Runewarden: 162 (88/175/181 rapier)
Sentinel: 128 without reflexes, 170 with reflexes
Serpent: 150 (70/170/150 whip)
Shaman: 138 without swiftcurse, 160 with optimal swiftcursing
Sylvan: 152 with viridian int bonus[/spoiler]
Offensive spec (trans, 16 str/int/dex (before class bonuses), nimble/quick-witted, L3 artefact weapon stats, no artefacts)
[spoiler]Alchemist: 204
Apostate: 204
Bard: 302 (90/198/228 rapier)
Blademaster: 177 in Sanya, 132 in Mir, 205 in Arash
Druid: 174 without reflexes, 231 with reflexes
Infernal: 310 (90/198/228 rapier)
Jester: 204
Magi: 204 with staffcast
Monk: 210
Occultist: 204, 229 with +3 int mog
Paladin: 310 (90/198/228 rapier), 334 with inspiration
Priest: 218, 236 with inspiration
Runewarden: 363 (100/208/238 rapier)
Sentinel: 174 without reflexes, 231 with reflexes
Serpent: 282 (84/204/180 whip)
Shaman: 188 without swiftcurse, 219 with optimal swiftcursing
Sylvan: 199 with viridian int bonus[/spoiler]
Fully artied (trans, all relevant artefacts, 20/19/19 str/int/dex (before class bonuses), nimble/quick-witted, L3 artefact weapon stats)
[spoiler]Alchemist: 324
Apostate: 324
Bard: 420 (90/198/228 rapier)
Blademaster: 279 in Sanya, 206 in Mir, 322 in Arash
Druid: 242 without reflexes, 322 with reflexes
Infernal: 352 (90/198/228 rapier)
Jester: 419
Magi: 324
Monk: 320
Occultist: 324, 356 with +3 int mog
Paladin: 352 (90/198/228 rapier), 366 with inspiration
Priest: 471, 502 with inspiration
Runewarden: 411 (100/208/238 rapier)
Sentinel: 242 without reflexes, 322 with reflexes
Serpent: 446 (65/181/225 whip)
Shaman: 253 without swiftcurse, 312 with optimal swiftcursing
Sylvan: 310 with viridian int bonus[/spoiler]
Dragon
[spoiler]Base gut: 262
Artied gut: 311
With diadem and L3 collar, incantation DPS is basically the same as gut DPS at equal str/int.[/spoiler]
Those Priest stats... Damn.
Am I still banned?
Those are absolutely terrible longswords. Hope you didn't pay for those.
If those classes don't get any extra damage to compensate for their drains/difficulties, it seems unlikely that a high endurance drain would be a reason to have 50% higher damage.
Not yet, I still need a lot more data.
Just looking at the stats, I can say that decent rapiers (that you could probably find for under 5k, definitely under 10k) would easily be better than those. I don't know that rapiers are still the best overall though, since I don't know exactly how the damage works now.
Yeah - I'm pretty sure, looking at the numbers, that whoever did it just tried to even out the final DPS and got some stuff off regarding weapon stats. It's kind of boring in a way, even if it's better than class X being objectively better than class Y at bashing.
@Sena: Should totally make a wiki page with stuff like the formula and "typical" DPS values for each class. It'd be super cool. If you want to info dump me, I could do the actual wikistuff at some point (not sure all the formulas have been posted, unless I've just missed them).
My. Fucking. Ass. Priest friend in Shield has ~45 lessons in fitness, and bashed for ~3-4 hours straight. Still above 50% endurance, using only the blessings from healing. Priest easily one of the lowest endurance-using classes in Achaea.
I wouldn't want to put the information anywhere semi-official like that without a lot more accuracy. Like I said, most of the numbers I gave involve some assumptions, extrapolations, and estimations.
I had a pair of 140/150/180 from Roroan on some alt, should still have them. What would the DPS on those be?
@Jovolo: Rough estimates based on my level two broadswords (they're dropping 11 points of damage in exchange for 13 points of speed - the longswords probably come out a little bit ahead), somewhere around 250-255 DPS at 15 strength.
Results of disembowel testing | Knight limb counter | GMCP AB files
A flail with 125 damage and 178 speed did 604 damage, about 176 DPS. You should have a bit higher damage (assuming the formula only depends on stats and not weapon type) and about the same speed. That's the best I can do without an actual formula for weapon damage against denizens.
Edit: That's for a single slash. DSL with those flail stats would be about 213 DPS. All of these numbers are for 12 str without nimble.
I see no problems with current Priest bashing.
After seeing some more numbers, it seems like the speed stat actually doesn't matter at all, and it's weapon type instead. So all rapiers have the same damage formula, scaling linearly with the damage stat, while broadswords have a different formula, and presumably longswords also have their own formula.
So, I should be able to predict the DPS of a rapier with arbitrary stats, but I have no idea about any other weapons.
I wonder how can you find a good whip like those specs, my whip doesn't do a lot of justice.
If you're referring to the most recent whip posted (level 3 artefact) you can find one by buying a level 3 artefact whip. The first one she posted with 'average' stats can be found in any shop for like 500 gold.
The stats I used for the "offensive spec" was the level 3 artefact whip, but you can find similar stats in shops occasionally. Whips aren't forged nearly as much as popular weapons like rapiers and handaxes though, which can make good stats hard to find sometimes. You might have better luck ordering from a forger directly (but that could be expensive), or convincing a shopkeeper to stock more whips. Serpent houses should probably have a stock of good whips too. The level 3 lash is going to be very difficult to match with a forged whip.
It's a wiki - it's meant to be in a continuous state of incompletion. Presenting the data and assumptions you've used to get to those conclusions is probably the most ideal way of dealing with potential inaccuracy, but even just saying it might be wrong is probably fine.
Fixed that for you. The highest I've ever forged is a 208 speed whip.
Eat like a caveman, train like a beast. Champions are not born, they are made.
I did some testing on Monk damage on a falcon. The first table is without knuckles and the second table is with Level 3 knuckles.
In the table, the Damage Increase column is the percentage of increase over the previous strength level.
Level 18 is odd. There seems to be a drastic diminishing return between 17 and 18 (1.87%), but then the returns go up after 18 and you get a higher damage increase going from 19 to 20 (4.1%) than you do going from 16 to 17 (3.69%).
Another oddity I noticed was that sometimes the UCP damage increase percentage is higher without knuckles than it is with knuckles. For instance, without knuckles, going from level 15 to 16 your UCP damage goes up 5.66%, however, with level 3 knuckles the same strength increase only goes up 4.17% (with and without knuckles, that 1 point of strength raised UCP damage 12 hitpoints of damage)
For those who don't know, a monk combo consists of one kick and two punches, with the two punches accounting for a total of ~43.5% of the total combo damage. With level 3 knuckles, two punches account for ~51% of the combo damage.
One thing that really stuck out to me is that the knuckles did bring up the punch damage by 30%, but it only brought up the total combo damage by 15%. I found that to be pretty strange considering that metamorphs get a 20% increase to their hunting attack with the same artefact. I think that punches should consist of a little greater than 50% of the total combo damage (compared to the 43.5% that it is currently). By lowering the kick damage and raising the punch damage (but keeping the combo damage the same), it will allow the knuckles to carry a bigger impact and raise the total combo damage back up to 20% to match the increase that maul benefits from.
For instance, at 12 strength a combo does 409 damage. If level 3 knuckles were to boost that by a full 20%, then the damage would be ~490 damage. To make that happen, instead of sidekick doing 231 damage and UCP doing 178 damage, if they raised the punches by 52 damage and lowered the kick by 52 damage, the full combo would still deal the same amount of damage, but buying level 3 knuckles would increase the combo to 490 damage (20%) instead of 471 damage (15%).
If each punch did 28.25% (currently 21.75%) of the combo damage and the kick did 43.5% (currently 56.5%) it would help smooth out the formula with knuckles drastically.
The attacks I was using covered a pretty wide range of damage, from 427 in Thyr with 12 str to 636 in Arash with 14, so if it were a flat amount of damage I might expect to have seen more inconsistent limits (say, an upper limit on the multiplier that was lower than the highest previous lower limit), which I did have a warning for. Hard to say, though, given the uncertainties on the denizens' max health and the fact that I was doing things like switching stance and/or strength midfight to try to get as much variety as possible.
I think I still have the trait, so it shouldn't be too hard to update the numbers for drawslash damage and find limits for each stance, but I'm probably not likely to be doing that much bashing in the near future. If you want, I can clean up and package the script at some point and pass it along.
The reason I was wondering about it is that Tecton said it "adds a small bonus to the damage before it is multiplied by the critical modifier, so it gets better the higher your critical strength." If it was a multiplicative bonus, it wouldn't matter (aside from slight differences due to rounding) whether it was applied before or after the critical modifier.