A couple things Magma,
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Originally Posted by MagmaRed
Fireball = 119 damage to target and anything adjacent to target, every 7 seconds
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Every 9 seconds, because you have to spend 2 (interruptible) seconds casting. So we're looking at a DPS of roughly 13.2 to adjacent foes. And an energy cost per second (EPS) of 1.11
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Lava Arrows = 68 damage to up to 3 foes near your target, every 2 seconds
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Every three seconds, interruptible, half normal range. DPS = 68, EPS = 1.67
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Immolate = 63 damage, and burning for 3 seconds, every 3 seconds
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4 Seconds, interruptible, Burning for 3 out of the 4 seconds. DPS = 15.75, EPS = 2.5
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Liquid Flame = 119 damage to target, and if attacking/casting nearby foes too, every 15 seconds
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Every sixteen seconds, interruptible, conditional. DPS = 7.44, EPS = .625
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Serpents Quickness = 18 seconds of 33% reduced recharge time for skills
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18 seconds of use, 27 seconds inactive. I'll re-examine the skills under the reduced recharge using the most time-efficient to skill ratio.
Fireball: 5 seconds total (2 seconds interruptible). DPS = 23.8 Adjacent, EPS = 2
Lava Arrows: 3 seconds total (1 second interruptible.) DPS = 68, EPS =1.67
Immolate: 3 seconds total (1 second interruptible.) DPS = 21, EPS 3.33
Liquid Flame: 11 seconds total (1 second interruptible.) DPS = 10.82 (conditional nearby), EPS = .91
So, let's say we cast Serpant's Quickness (5 Energy), we now have 18 seconds to cast spells under a reduced recharge. We cast all of the above once. (35 Energy, 505 Fire Damage. It affected mostly a single target, with one affecting adjacent and another affecting nearby if the condition is met) Now that used 5 seconds, we have 13 left.
The first to recharge with the higher DPS is Lava Arrows. So we spend another 5 Energy and 1 second to get 204 Damage on a single target. 12 seconds left.
Immolate is next up, 10 more energy for 63 damage. 11 seconds.
Fireball just finished recharging. 119 damage for 10 energy. 9 Seconds left.
We now do Lava Arrows and Immolate. 15 Energy, 267 damage, 7 seconds left. (Liquid Flame still needs 4 more seconds of recharge.)
Fireball again. 119 Damage, 10 Energy, 5 seconds.
Lava Arrows + Immolate. 15 Energy, 267 Damage, 3 seconds.
Liquid Flame. 119 Damage, 10 energy. 2 seconds.
JUST enough (assuming you have the reflexes of a ferret on crystal meth) time to cast Immolate + Lava Arrows again. 15 Energy, 267 Damage, 0 seconds left. Which ever one you cast first (Immolate or Lava Arrows) will have a quickened recharge.
Lava Arrows do more damage, so, 204 Damage, 5 Energy, -1 second.
You now have 26 seconds in which you are back to base recharge times.
Let's look at how much damage we did during those 19 seconds.
2134 Damage to a point target (595 of that is to adjacent) (238 of that is to nearby if conditions are met.) This cost you 135 Energy and 19 seconds.
Overall DPS = 112.32, EPS = 7.11
Let's look at 19 seconds of Barrage with Conjure Flame already cast (as it has roughly 60-72 seconds of duration.) This is as a E/R with 16 in Flame, 12 in Marksmanship and 4 In Energy Storage.
Barrage = 5 Energy, 1 second total. Blockable. DPS = 56-74, EPS = 5
(Note, this requires you to push a single button, not a variety of different ones, thus making spamming slightly easier, but trivial. And also, as I double checked, its six ADDITIONAL adjacent foes.. bringing it up to 7 hits.)
19 Seconds later. 1064 to 1406. Now this is ALWAYS to 7 foes adjacent to each other. 95 Energy.
Overall. DPS = 56-74, EPS = 5 to 7 targets.
The big difference is when you no longer have that 33% constant reduced recharge to your skills.
(Note: I didn't include things like resistance vs. Fire, Dazed, Blind, or recharge/cast mods since that would make my sunday afternoon into too much math and not enough fun. The only external modifiers are possible interrupts and possible blocks.)
Comparing the above builds.
Single Target:
E - Nuke: DPS = 112.32, EPS = 7.11
E - Barrage: DPS = 56-74, EPS = 5
Adjacent Targets:
E - Nuke: DPS = 31.32, EPS = 7.11
E - Barrage: DPS = 56-74, EPS = 5
If you are looking to attack a single target, you definitely would prefer the Elementalist as a nuker. However, if you want to attack multiple targets, you will have much more success with the Elementalist as a ranger.
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If you hit your target with 2 Barrages you do +72 damage, and cause burning for 8 seconds. If you use Fireball, which casts in 2 seconds, the time for 2 Barrages (roughly) you do 119 damage and cause burning for 4 seconds. The damage from the bow is not going to make up for the 45 points different in damage from Fireball v Barrage.
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Just want to point out one thing to this, that in fact the bow (assuming customized and 15% While enchanted or Above 50) will give 40.5 to 72.9 damage and make up for the point difference and (usually) then some.
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Expertise and Energy Storage are very good primary attributes. Think about how they help you, and use them effectively. E/R does not have Marksmanship runes or headgear to use, which means they can't match the Ranger for damage on a bow skill. Without Expertise, they can't spam bow skills without HIGH energy, which drains your attributes from Marksmanship or Fire Magic.
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Where the Elementalist lacks Marksmanship runes, the Ranger lacks Fire runes (for the purpose of R/E vs E/R), and the damage turns out to be the same. Though for your example of a straight fire nuker, you are correct the primary works. Remember though, that sometimes Primaries benefit the secondary better for certain builds (touch Ranger, for instance.)
The E/R Conjure Barrager in my example can look to roughly 56-61 Energy (61 being with a +5 inscription instead of +15% damage, which reduces damage by 2.25-4.05 per arrow.) That's 11-12 Barrages (11 seconds or 57.89% of the "19 second battle" durations)
The E/R Nuker can get about 103 Energy (Assuming all radiants, 3 +2 Energy runes, +5 Staff head and +5 Inscription) That translates to 76.3% of the "19 second battle" duration.
For the Nuker to be stronger than the E/R barrager due to energy limitations against adjacent targets, it needs to run at least 78.80% longer, but it only manages 18.41%
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Your build will be average, while a R/E using Conjure and MoR can be highly effective, and a E/R using no bow skills can be HIGHLY damaging.
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Versus a series of adjacent targets, the E/R Conjure Barrager will beat your nuker and only be slightly less than a R/E Conjure Barrager. That's hardly average.