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Relevant Data Thread

 
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LarianLeQuella
Drunken Elven Ranger
Drunken Elven Ranger


Joined: 12 Mar 2005
Posts: 1714
Location: 3rd Rock from the Sun.

PostPosted: Thu Mar 24, 2005 12:14 pm    Post subject: Relevant Data Thread Reply with quote

Relevant Parts

Part 1:
Assume:
100% chance to hit
100% of damage cap
10% chance of crit for 25% damage on average
50+15 Spec in all setups
250 Qui
10% ToA haste (melee/archery)
10% ToA damage (melee/style/archery)
20% Haste Buff (melee only)
0.6 GR Style (This is the median style. Most players use 0.6GR or higher)

1H - 4.1 Spd, 16.5 DPS
2H - 5.4 Spd, 16.5 DPS
Bow - 5.4 Spd, 16.5 DPS
DW - 4.1 Spd, 16.5 DPS / 3.3 Spd, 16.5 DPS

1H DPS - 176.81 DPS
2H DPS - 233.36 DPS
DW DPS - 267.21 DPS
LA DPS - 271.33 DPS

Archery DPS - 196.33 DPS

My question to the Devs:
Is this the balance for archery you are aiming for?

W

Part 2:
Kicking things back to the original point, and extending Wyrd's analysis some.

If an archer is allowed to chain critshots, their DPS will obviously increase. We have to drop out the portion of Wyrd's calculated DPS devoted to crits (10% frequency, 25% damage = 2.5% of the DPS), and then multiply by (2.0/1.2) (crits do double damage for 1.2x drawtime).

Critshot DPS = 319 DPS

Using the calculator here I make the following assumptions:

350 buffed acuity
350 buffed dex
60 modifed spec (45+15)
top light spec nuke (209/2.Cool
10% speed/damage, no relics
10% resist pierce simulated by modifying the resistances input

Their 50 vs. 50 DPS calculation is broken, so I do it by hand from the cast time and the damage/hit.

a) capped item resists, no resist buffs--16% net resists
Avg dmg per hit: 506(-96)
DPS: 389

b) capped item resists, blue resist buffs--24% net resists
Dmg/hit: 458(-144)
DPS: 352

c) yellow resist buffs, 32% net
Damage/hit: 410(-192)
DPS: 315

d) red resist buffs, 40% net
Damage/hit: 361(-241)
DPS: 278

In other words, maxed-out archers chaining critshot and capping their damage reliably will have equivalent DPS to a maxed-out caster using the 209 DD vs. yellow resists in real RvR after the resist pierce nerf in NF. Note that we're comparing the archers' best-case output (cap damage) to what is allegedly the typical case for casters.

Very interested to see whether this is the intended damage balance in NF. Not necessarily realistic for an archer to be chaining critshots, but it is an important aspect of bow damage and the discussion didn't feel complete without it.

The central problem with balancing archers, as I see it, is the size of the gap between critshot and regular bow shots in both restrictions and effectiveness. I think this set of numbers highlights that problem quite well.

Thoughts from the devs? Feedback from casters on what assumptions I've borked up?
_________________


Larian LeQuella, Sidhe 50 Ranger of Guinivere
Armyn ab Treanid
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