Damage Per Second, or How I Learned to Love The Buffs
Ensign
I've done a bit of work with actual skill effectiveness the last couple days - I just posted a table with the results HERE.
What does this data tell us?
The most important thing is that if you want to kill things quickly, you have to learn to embrace buff stacking. Enchantments, Stances, Preparations, and just normal skills all stack with each other, dealing damage simultaneously. With a good Sword, an Conjure, Warrior's Cunning, and Frenzy, you can easily get up to 40+ Damage per Second with just normal attacks - add in something like Power Attack to make things even worse.
Elementalist damage is severely underpowered. Rangers and Warriors can do better burst damage than you outside of two noteworthy cases (Immolate and Lightning Orb) - and they spend just a fraction of the resources to do so. The reasons for this are twofold - first, casting times and energy costs on Elementalist nukes are so high that the benefits of their high damage ratings are nullified, and second, Elementalists can't stack buffs the way that Warriors and Rangers can. Straight up Elementalist attacks are fine compared to Warrior and Ranger shots, but once those other classes start buffing up the Elementalist gets left in the dust.
Which means that if you want to win, don't use Elementalists as your nukers - use Warriors and Rangers who have learned to love the buff.
Peace,
-CxE
What does this data tell us?
The most important thing is that if you want to kill things quickly, you have to learn to embrace buff stacking. Enchantments, Stances, Preparations, and just normal skills all stack with each other, dealing damage simultaneously. With a good Sword, an Conjure, Warrior's Cunning, and Frenzy, you can easily get up to 40+ Damage per Second with just normal attacks - add in something like Power Attack to make things even worse.
Elementalist damage is severely underpowered. Rangers and Warriors can do better burst damage than you outside of two noteworthy cases (Immolate and Lightning Orb) - and they spend just a fraction of the resources to do so. The reasons for this are twofold - first, casting times and energy costs on Elementalist nukes are so high that the benefits of their high damage ratings are nullified, and second, Elementalists can't stack buffs the way that Warriors and Rangers can. Straight up Elementalist attacks are fine compared to Warrior and Ranger shots, but once those other classes start buffing up the Elementalist gets left in the dust.
Which means that if you want to win, don't use Elementalists as your nukers - use Warriors and Rangers who have learned to love the buff.
Peace,
-CxE
SpineLok
Very nice work. The amount of insight this brings to those of us who like to look at the raw numbers is invaluable.
Would it be possible to add a damage/min to Energy Duty ratio for each skill for each profession. If you did your chart in excel this should be a quick modification. That would be really nice when trying to decide on skills when you're trying to be conscience of the energy duty to dmg/min cost or vica versa.
Also is your Energy duty calculated as energy/min? I'm assuming it was due to the large numbers. Might be helpful to label that column though.
Very Nice!
Would it be possible to add a damage/min to Energy Duty ratio for each skill for each profession. If you did your chart in excel this should be a quick modification. That would be really nice when trying to decide on skills when you're trying to be conscience of the energy duty to dmg/min cost or vica versa.
Also is your Energy duty calculated as energy/min? I'm assuming it was due to the large numbers. Might be helpful to label that column though.
Very Nice!
Ensign
Yeah, Energy Duty is energy per minute. Time Duty is seconds casting per minute. I'll edit that into the note at the bottom. Yes, most Elementalist skills have energy duties higher than your natural regen, so you either need a ton of energy management, or you need to get used to doing burst damage. =)
Damage Per Minute to Energy Duty is actually just skill damage divided by skill cost. All the other terms cancel. So it ends up being a pretty obvious number so I didn't include it - but if people think that the division will be useful, I'll put it in. =)
Peace,
-CxE
Damage Per Minute to Energy Duty is actually just skill damage divided by skill cost. All the other terms cancel. So it ends up being a pretty obvious number so I didn't include it - but if people think that the division will be useful, I'll put it in. =)
Peace,
-CxE
Sausaletus Rex
The numbers are a bit startling, really. They point to something that's become apparent recently and that's Rangers and Warriors being far superior in terms of damage output to Elementalists.
Here are some quick scratch calculations I made from the table. Everything's against a 60AL target (Chuck, did you use a Str of 12 when calculating the Warrior damages? I suppose you didn't as you'd have to consider the armor of the target a bit more. It doesn't matter as if you didn't it would just make it worse...). But look at how much damage per second Warriors and Rangers can crank out by stacking up just two damage buffs with a skill. Or even with their normal attacks.
Sword War - 18.92
w/Conjure - 28.67
W/Cunning - 32.56
Power Attack - 37.67
W/Conjure - 47.42
w/Cunning - 51.31
Axe War - 19.37
w/Conjure - 29.12
W/Cunning - 33.11
Power Attack - 38.12
W/Conjure - 47.87
w/Cunning - 51.86
Hammer War - 21.6
w/Conjure - 29.03
W/Cunning - 33.48
Power Attack - 35.89
W/Conjure - 43.32
w/Cunning - 47.77
Ranger - 15.07
w/Conjure - 21.67
w/RTW - 29.07
Power Shot - 32.07
w/Conjure - 38.67
w/RTW - 46.07
Elementalist - 12.63
w/Conjure - 20.06
Fire Ele
Flare - 22.29
Fireball - 25.07
Immolate - 48
Air Ele
Lightning Orb - 38.67
Lightning Strike - 30.38
Water Ele
Ice Spear - 16
Shard Storm - 40
Water Trident - 33.14
Earth Ele
Obsidian Flame - 34.18
Stone Daggers - 22.86
Stoning - 43.43
First off, Ice Spear is a joke. That's worse than a wand/conjure for the same amount of skill slots and a lot more energy/time.
Secondly, I think I have to give up my hammer. They get the highest numbers, yeah. But not high enough to really matter. So they can deal an extra 100 damage in a minute, big whoop. For that I have to give up that shield slot where I can get an extra two modifiers that are gong to help me out? To say nothing of the faster swing rate of swords and axes working better with further damage adds such as Order of Pain or Barbs and the like.
But most importantly, the Elementalist numbers are shockingly low. Considering just how much energy and time those Elementalists are putting into pumping out damge they just don't compete with Rangers and Warriors who can stack up their damage buffs. Not even in burst damage where you'd expect Elementalists would be far ahead of the game. What Warriors and Rangers have is sustainability. They can keep going long after an ele has to stop because they've run out of energy. Their damage should be *lower*, then, because they'll make up for it over time.
An Elementalist also gives up a lot in terms of protection, too. They've got a big weakness compared to the more well armorored Rangers and Warriors. That should be because they're more front-loaded. They can go off on a target with a lot of quick, fast, unsustainable damage, taking the chance that they can drop it before it can drop them while the others are more willing to trade blows and win the battle of endurance. That's just not the case with the publically known data (I can't say whether or not the picture is different in the test now, but you'll all get a chance to see in a few weeks or so.) and, honestly, I can't see much of a point to playing as an Elementalist at the moment.
Here are some quick scratch calculations I made from the table. Everything's against a 60AL target (Chuck, did you use a Str of 12 when calculating the Warrior damages? I suppose you didn't as you'd have to consider the armor of the target a bit more. It doesn't matter as if you didn't it would just make it worse...). But look at how much damage per second Warriors and Rangers can crank out by stacking up just two damage buffs with a skill. Or even with their normal attacks.
Sword War - 18.92
w/Conjure - 28.67
W/Cunning - 32.56
Power Attack - 37.67
W/Conjure - 47.42
w/Cunning - 51.31
Axe War - 19.37
w/Conjure - 29.12
W/Cunning - 33.11
Power Attack - 38.12
W/Conjure - 47.87
w/Cunning - 51.86
Hammer War - 21.6
w/Conjure - 29.03
W/Cunning - 33.48
Power Attack - 35.89
W/Conjure - 43.32
w/Cunning - 47.77
Ranger - 15.07
w/Conjure - 21.67
w/RTW - 29.07
Power Shot - 32.07
w/Conjure - 38.67
w/RTW - 46.07
Elementalist - 12.63
w/Conjure - 20.06
Fire Ele
Flare - 22.29
Fireball - 25.07
Immolate - 48
Air Ele
Lightning Orb - 38.67
Lightning Strike - 30.38
Water Ele
Ice Spear - 16
Shard Storm - 40
Water Trident - 33.14
Earth Ele
Obsidian Flame - 34.18
Stone Daggers - 22.86
Stoning - 43.43
First off, Ice Spear is a joke. That's worse than a wand/conjure for the same amount of skill slots and a lot more energy/time.
Secondly, I think I have to give up my hammer. They get the highest numbers, yeah. But not high enough to really matter. So they can deal an extra 100 damage in a minute, big whoop. For that I have to give up that shield slot where I can get an extra two modifiers that are gong to help me out? To say nothing of the faster swing rate of swords and axes working better with further damage adds such as Order of Pain or Barbs and the like.
But most importantly, the Elementalist numbers are shockingly low. Considering just how much energy and time those Elementalists are putting into pumping out damge they just don't compete with Rangers and Warriors who can stack up their damage buffs. Not even in burst damage where you'd expect Elementalists would be far ahead of the game. What Warriors and Rangers have is sustainability. They can keep going long after an ele has to stop because they've run out of energy. Their damage should be *lower*, then, because they'll make up for it over time.
An Elementalist also gives up a lot in terms of protection, too. They've got a big weakness compared to the more well armorored Rangers and Warriors. That should be because they're more front-loaded. They can go off on a target with a lot of quick, fast, unsustainable damage, taking the chance that they can drop it before it can drop them while the others are more willing to trade blows and win the battle of endurance. That's just not the case with the publically known data (I can't say whether or not the picture is different in the test now, but you'll all get a chance to see in a few weeks or so.) and, honestly, I can't see much of a point to playing as an Elementalist at the moment.
Vermilion Okeanos
Hmm.. those are interesting points... however, I don't think magical damage should be calculated in the same format as physical damages... they are just not the same way of usage nor play style.
Pharalon
Just a small point Charles, but shouldn't all the normal attacks have a time duty equal to their attack rate, as you can't perform any actions during an attack?
Sausaletus Rex
Yes, the time duty for a weapon attack, in Charles's table, would be 60. Or 100%, however you want to calculate it. You only get the DPM by attacking constantly, and you can't do anything else while you're attacking the same way you can't while casting.
This means that the time you take out to buff Warrior's Cunning or Conjure Whatever reduces your DPM a bit and then you start getting into hideously complicated scenarios about just how things play out. Which, since you can probably assume all skill information to be at least slightly innaccurate these days, I'm not going to really get into.
Although it doesn't touch the metric of Chuckles's DPS, that's just Effect/casting.
How would you calculate it, then? Damage isn't all that difficult, regardless of play style or usage. You find a target, you get in range of that target, and you deal damage until they drop or you find a better target. Now, the ways you go about doing that are certainly different. But what Charles points out is the effect, not the methodology. All that matters in the end is the raw numbers. That's what tells you how good something is at dealing damage. And that's the concern here. Elementalists are, of necessity, going to have a different style of doing things because of the way their damage works. So will Rangers compared to Warriors, for that matter. But it doesn't matter how you have to use them to get the most damage out of them, it matters how quickly they can drop that target.
This means that the time you take out to buff Warrior's Cunning or Conjure Whatever reduces your DPM a bit and then you start getting into hideously complicated scenarios about just how things play out. Which, since you can probably assume all skill information to be at least slightly innaccurate these days, I'm not going to really get into.
Although it doesn't touch the metric of Chuckles's DPS, that's just Effect/casting.
Quote:
Originally Posted by Vermilion Okeanos
Hmm.. those are interesting points... however, I don't think magical damage should be calculated in the same format as physical damages... they are just not the same way of usage nor play style.
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Ensign
Quote:
Originally Posted by Pharalon
Just a small point Charles, but shouldn't all the normal attacks have a time duty equal to their attack rate, as you can't perform any actions during an attack?
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And yes, having to stop to re-do your preparations cuts into your attacking time, which nullifies some of your damage per minute. Read the Wind is actually surprisingly mediocre because of that - you could just fire off another Power Shot or whatever during that time and dealt another 60+ damage, instead of using a buff that gives another 90 damage. It's still a solid damage boost, and the arrow speed is definitely worth it, but you do have to take those casting times into account.
Peace,
-CxE
Vermilion Okeanos
Unlike the warrior and ranger... the elementalist would spam their spells one after another which are all different but working together (most of these skills stay on battle field as the next one is being casted). While warrior ranger attack skills pretty much work alone with itself in just that instant that are buffed up by other skills.
Warrior and Rangers stack their buffs to increase overall DPS
Elementalist stack their spell damages to increase overall DPS
Now also in terms of AoE, which everyone know...
Warrior and Rangers stack their buffs to increase overall DPS
Elementalist stack their spell damages to increase overall DPS
Now also in terms of AoE, which everyone know...
SpineLok
Quote:
Originally Posted by Ensign
Damage Per Minute to Energy Duty is actually just skill damage divided by skill cost. All the other terms cancel. So it ends up being a pretty obvious number so I didn't include it - but if people think that the division will be useful, I'll put it in. =)
Peace, -CxE |
yeah, I realize its just the energy / dmg. I was just saying you could take Energy duty and Damage duty columns and divide them as long as the duty cycle was the same and the program you used to create the table was similar to Excel.
Anyhow I think it would be useful to have this column in your table because its a quick way to overview a large number of skill's energy:dmg/s or mult by 60 get energy:dmg/min. In particular its just a means of defining a skills efficiency at converting energy to damage or energy to health in the case of monks etc etc. Might be useful when trying to select between two skills of similar energy or damage duty cycles. This way you don't make us do the division in our heads... arrrrrrrg heheh A bit easier/faster for skill analysis, no guessing and no arithmetic mistakes
Just a thought, definitely open for discussion.
Quote:
Yes, most Elementalist skills have energy duties higher than your natural regen, so you either need a ton of energy management, or you need to get used to doing burst damage. =) |
Again nice spreedsheet.
Ensign
Quote:
Originally Posted by SpineLok
Just want to confirm that you are taking each skill damage individually and dividing it by its recycle time (includes cast time right?) to get damage/s then multiply by 60s to get the duty cycle @ 1 min?
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Damage per Second = Skill Damage / (Casting Time + .75)
Damage per Minute = Skill Damage * 60 / (Casting Time + Cooldown)
Energy Duty = Energy Cost * 60 / (Casting Time + Cooldown)
Time Duty = (Casting Time + .75) * 60 / (Casting Time + Cooldown)
Quote:
Originally Posted by SpineLok
Anyhow I think it would be useful to have this column in your table because its a quick way to overview a large number of skill's energy:dmg/s or mult by 60 get energy:dmg/min.
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Anyway, yeah, it's a useful number and one that I'd like to include at some point. Actually I want to make an article out of all of this and explain things in a bit more detail, and divide things up in a way so that they make more sense (try making all of the Time Duties work in a way that's consistent. It's maddening.) Adding statistics like that are useful, and I'd like to get something like that done at some point for every skill in the game (again with all sorts of unification problems that have to be worked out), but for now that table's up there as a teaser, to get people thinking about how these things work.
Quote:
Originally Posted by Vermilion Okeanos
Unlike the warrior and ranger... the elementalist would spam their spells one after another which are all different but working together (most of these skills stay on battle field as the next one is being casted).
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The fact that damage over time and area of effect skills aren't listed (besides fireball) was done on purpose, because they introduce other problems. For example, people rarely stand in a Firestorm, so figuring out how much damage one actually deals is problematic. What's the DPS from Firestorm, including the cast time? As I said, problematic, which is why they aren't included.
Of course, I am saved by the fact that the various storm skills, with the notable exception of Maelstrom, are awful beyond words, so analyzing their DPS and DPE isn't all that useful. Maelstrom you don't use for the damage anyway, but the interrupting - there are probably more Maelstroms cast at level 0 than any other level.
If there's a lesson in this, it's that skills are varied enough that single metrics cannot be applied to all of them.
Peace,
-CxE
Sausaletus Rex
Quote:
Originally Posted by SpineLok
Just want to confirm that you are taking each skill damage individually and dividing it by its recycle time (includes cast time right?) to get damage/s then multiply by 60s to get the duty cycle @ 1 min?
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To get DPM then, you multiply DPS times the Duty Time. Immolate has a DPS of 48. 17.5 times that equals 840.
I know, it's weird. But that's how Chuck's done it so that's what we're discussing.
Quote:
Originally Posted by Vermilion Okeanos
Unlike the warrior and ranger... the elementalist would spam their spells one after another which are all different but working together (most of these skills stay on battle field as the next one is being casted). While warrior ranger attack skills pretty much work alone with itself in just that instant that are buffed up by other skills.
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It's more accurate to say that damage dealers stack their skills to increase their DPS. And Warriors and Rangers can stack buffs to increase their skills.
But, if you want to look at it in terms of what a character can produce, we'll have to turn from DPS to DPM because we'll need to include strings of skills. So, to calculate how an Elementalist or a Warrior will deal damage over time with a series of skills you need first to determine the amount of time and then what skills you're dealing with. We'll use Chuck's 60 seconds as a starting point. Then, for each source of damage you need to figure out how much of the time it's going to be used during that time, that's the Time Duty. Multiply that times the DPS, add up all the sums and you'll have the amount of damage a character will do during that 60 seconds. Here's some more quick scratchings on how that works out, I've included the energy duty and the amount of damage per energy so we can compare just how efficient a particular character is being :
Sword War - 1135
Time Spent Attacking - 60
Energy Spent - 0
Damage per en - N/A
Sword War w/ Conjure - 1692
Time Spent attacking - 59
Energy Spent - 10
Damage per en - 169
Sword War w/Conjure and Cunning - 1921
Time Spent Attacking - 59
Energy Spent - 25
Damage per en - 77
Sword War w/Conjure and Cunning spamming Power Attack - 2202
Time Spent Attacking - 59 (44 with regular, 15 with Power Attack)
Energy Spent - 81
Damage per en - 27
Sword War w/ Conjure and Cunning spamming Power Attack, Galrath, and Final - 2653
Time Spent Attacking - 59 (15 w/ Power Attack, 8 w/ Galrath, 6 w/ Final, 30 w/ regular)
Energy Spent - 81
Damage per en - 33
Sword War w/ Conjure and Cunning spamming Galrath and Final - 2372
Time Spent Attacking - 59 (8 w/ Galrath, 6 w/ Final, 45 w/ regular)
Energy Spent - 25
Damage per en - 95
Ranger - 904
Time Spent - 60
Energy Spent Attacking - 59
Damage per en - N/A
Ranger w/ Conjure - 1284
Time Spent Attacking - 59
Energy Spent - 10
Damage per en - 128
Ranger w/ Conjure and Read The Wind - 1454
Time Spent Attacking - 50
Energy Spent - 31.4 (variable depending on Exp)
Damage per en - 46.3
Ranger w/ Conjur and Read the Wind spamming Power Shot - 1482
Time Spent Attacking - 50 (15 with Power Shot, 35 with regular)
Energy Spent - 106.4 (variable depedning on Exp)
Damage per en - 14
Elementalist w/ Wand - 758
Time Spent Attacking - 60
Energy Spent - 0
Damage per en - N/A
Elementalist w/ Wand w/ Conjure - 1189
Time Spent Attacking - 59
Energy Spent - 10
Damage per en - 118
Air Elementalist - 1443
Time Spent Attacking - 41 (24 w/ Lighting Orb, 18 w/ Lightning Strike)
Energy Spent - 179
Damage per en - 8
Air Elementalist w/ Wand w/Conjure - 1804
Time Spent Attacking - 59 (41 w/ skills, 18 w/ wand)
Energy Spent - 189
Damage per en - 10
Fire Elementalist - 1869
Time Spent Attacking - 60 (17 w/ Fireball, 17 w/ Immolate, 26 w/ Flare)
Energy Spent - 169
Damage per en - 11
Earth Elementalist - 1566
Time Spent Attacking - 42 (24 w/ Obsidian Flame, 18 w/ Stoning)
Energy Spent - 236
Damage per en - 7
Earth Elementalist w/ wand w/ Conjure - 1907
Time Spent Attacking - 59 (42 w/skills, 17 w/ wand)
Energy Spent - 246
Damage per en - 8
Water Elementalist - 1672
Time Spent Attacking - 62 (26 w/ Ice Spear, 26 w/ Water Trident, 10 w/ Ice Spear)
Energy Spent - 205
Damage per en - 8
I just did sword wars because they're roughly equal to axes and not that far off from hammers and they're the "worst" case as far as initial damage goes.
So, once again, Elementalists do less damage and they take a lot more energy to do it with. The most efficient are Warriors, but that's not surprising given how they can skirt around energy with adrenaline and also the fact that they need to work harder to get and stay in ranger than Rangers and Elementalists. They need to be a bit more efficient because they won't get as much of a chance to do damage (That's if you start off with everyone being equal. Consider Rangers the baseline for damage. Warriors need to do more damage at higher efficiencies than Rangers because of the lack of range. Elementalists need to do more damage at lower efficiencies because of their vulnerabilities. In a perfect world, of course). And here's something else to keep in mind :
Energy Gain over 60 seconds
Warrior - 40
Ranger - 60
Elementalist - 80
Any energy usage at or below those numbers means that character can keep going indefinitly. Anything above and that character is going to have to stop before the 60 seconds are up at some point. Then you're just waiting for a BiP or regen because your damage output is 0.
Add up all the Elementalist skills you want and try and pump that DPS higher, what Ensign has on his list are the most efficient ele spells. Things like Fire Storm and Earthquake are less efficient because of the AoE effects. They do more damage to more targets so they do a bit less damage per each individual target. But no matter what you add you're still going to burn through energy at a prodigious rate. Far more than you can sustain. Compare that to that Sword War using just a Conjure, Cunning, and the adrenal sword skills (Chuck doesn't have Pure Strike on there, that'd be even worse. There's still time to toss in the occasional Sever and Gash, as well) who'll spend just 25 energy - far less than they'll have to worry about - to get more damage than most Elementalists. That's energy that can be spent elsewhere, perhaps on the Sprint to catch up to a target, or the Hamstring to keep them close, or the rez your team suddenly needs.
Freyas
It is surprising how much of a difference there is between warrior and elementalist damage, though it does fit with my experience well. The reason that elementalists show up so much worse here, is that they are generally based around burst damage. In a short period of time, no character can match the sheer damage output that an elementalist can do. However, in order to get that sheer damage output, they lose efficiency. Regardless of damage buffs, no warrior will be able to deal the same damage as a PBAoE elementalist spamming all their skills as fast as they can- 100 damage from inferno, 90-100 damage from flame burst x2, 85 damage(ignoring armor) from crystal wave, throw in an immolate and maybe an obsidian flame or two, and an aftershock, all within 10 seconds, and you output an enormous amount of damage(to anyone or anything foolish enough to not run away). However, after blowing your energy on this string of spells, you're pretty much out of the battle for a minute trying to regenerate your energy, while a warrior or ranger can continue to deal their damage consistantly for the entire period of time.
AoE spells such as fireball or phoenix serve different purposes- they can be some of the most efficient ways of dealing damage, but it's circumstancial. If you can hit 6 people with your fireballs, it does excellent both in dps and dpe(damage per energy). If you only hit one person, it's not too great. Storm spells such as firestorm have the potential to output great dpe, and decent dps, if you can get your enemies to stay in them. Firestorm has the potential to deal 240 damage per target, for 4 seconds casting time and 15 energy. That's 60 damage per second you spend casting it, and 16 damage per energy. If you've got multiple enemies inside the effect, it's efficiency skyrockets. However, unless you're playing PvE, it becomes far less appealing, as people will just move out of the area of effect, and you will often only get a few hits for 24 damage in for your 15 energy and 4 seconds. The exception is when you're dealing with crucial territory in PvP, such as KoTH maps in tombs. If you're trying to take the central altar in the Hall of Heroes, you can cast a firestorm, and be guaranteed to at least be hitting the enemy ghostly hero, and likely get quite a bit of damage in on enemy characters that are trying to protect the hero.
Overall, Elementalists have a lower general dps and higher dpe than warriors or rangers, as they tend to either depend on certain situations to deal large amounts of damage, or do a lot of damage in a small period of time, but then next to no damage due to having used up all their energy. Warriors come out on top, as they can consistantly deal their damage over an extended period of time- attacks are free. The biggest lopsidedness that I can see, however, mostly comes from the fact that warriors can benefit from a large number of effects to increase their damage, whereas there is very little that an elementalist can do to increase their damage output.
AoE spells such as fireball or phoenix serve different purposes- they can be some of the most efficient ways of dealing damage, but it's circumstancial. If you can hit 6 people with your fireballs, it does excellent both in dps and dpe(damage per energy). If you only hit one person, it's not too great. Storm spells such as firestorm have the potential to output great dpe, and decent dps, if you can get your enemies to stay in them. Firestorm has the potential to deal 240 damage per target, for 4 seconds casting time and 15 energy. That's 60 damage per second you spend casting it, and 16 damage per energy. If you've got multiple enemies inside the effect, it's efficiency skyrockets. However, unless you're playing PvE, it becomes far less appealing, as people will just move out of the area of effect, and you will often only get a few hits for 24 damage in for your 15 energy and 4 seconds. The exception is when you're dealing with crucial territory in PvP, such as KoTH maps in tombs. If you're trying to take the central altar in the Hall of Heroes, you can cast a firestorm, and be guaranteed to at least be hitting the enemy ghostly hero, and likely get quite a bit of damage in on enemy characters that are trying to protect the hero.
Overall, Elementalists have a lower general dps and higher dpe than warriors or rangers, as they tend to either depend on certain situations to deal large amounts of damage, or do a lot of damage in a small period of time, but then next to no damage due to having used up all their energy. Warriors come out on top, as they can consistantly deal their damage over an extended period of time- attacks are free. The biggest lopsidedness that I can see, however, mostly comes from the fact that warriors can benefit from a large number of effects to increase their damage, whereas there is very little that an elementalist can do to increase their damage output.
Narcism
Ensign, I'm not curious as to whether or not you considered hitting more than one character with some of the elementalist skills you specified. I do agree (especially after seeing these tables) that warriors and rangers are best at single target damage, but, elementalists can SURELY surpass them if 2-3 targets are being considered.
cpukilla
Another issue with ranger damage is that their arrows miss, especially at long range. This is not a problem for warriors, and less of one for ele's especially with splash damage attacks. For warriors the problem is energy, its difficult to have energy to spam power attack and keep up warriors cunning for example.
Narcism
Quote:
Another issue with ranger damage is that their arrows miss, especially at long range. This is not a problem for warriors, and less of one for ele's especially with splash damage attacks. For warriors the problem is energy, its difficult to have energy to spam power attack and keep up warriors cunning for example. |
As well, there are tons of skills that can block/evade/negate Warrior and Ranger damage, you can't really say the same for a Firestorm, or Fireball, w/e (though some spells can be evaded, like Water Trident, which has 10% accuracy )
GhostRaptor
Code:
Warrior's Cunning (60 AL) 3.89 140 0 15 Warrior's Cunning (100 AL) 6.36 229 0 15
Looks to me like there's something really wrong with your calculations. The problem is duplicated throughout your table for all skills that have armour penetration.
Narcism
100 AL -> 82 AL (after Warrior's Cunning) (-18 AL off target)
60AL -> 49 (after Warrior's Cunning) (-11 AL off target)
11 / 18 = 0.61
to verify Ensign's numbers:
3.89 / 6.36 = 0.61
18% off 100 AL benefits more than 18% off 60 AL... So the damage benefit from armor penetration (Warrior's Cunning) on someone with higher armor is bigger (more damage added).
He's not talking about the base damage. The base damage on a 100 AL target is still significantly worse than on a target with 60 AL...
60AL -> 49 (after Warrior's Cunning) (-11 AL off target)
11 / 18 = 0.61
to verify Ensign's numbers:
3.89 / 6.36 = 0.61
18% off 100 AL benefits more than 18% off 60 AL... So the damage benefit from armor penetration (Warrior's Cunning) on someone with higher armor is bigger (more damage added).
He's not talking about the base damage. The base damage on a 100 AL target is still significantly worse than on a target with 60 AL...
Sausaletus Rex
I believe what you're looking at with the 60AL vs. 100AL descriptions is the increase to DPS. That table can be seen as sums to be totaled. And sums that largely ignore the effects of armor (otherwise there's be something like "All damage is against a 60AL target, against a 50AL target it's raised by x%"). You figure out what sort of attacks a character is doing, you add that all up and then figure out how armor is to see what you're really really doing.
Warrior's Cunning, then, and all other skills that penetrate armor have a jump when used against higher armor because they're more effective. 100AL is effectively 82AL. While 60AL is only effectively 49AL. You can check out Ensign's essay on the damage equation and more here for exactly what that means (bring your slide rule, folk!) but the percentage of damage you're dealing will be raised more with a difference of 18AL versus a difference of 11AL. The damage will increase more against that more armored target and that's what the table shows. The number is higher against the 100AL target because that's how much of a jump you'll get from the normal DPS or DPM. However, the actual damage will be lower because that's still more armor when you actually loook to how your damage will be influenced by the armor of your target.
Warrior's Cunning, then, and all other skills that penetrate armor have a jump when used against higher armor because they're more effective. 100AL is effectively 82AL. While 60AL is only effectively 49AL. You can check out Ensign's essay on the damage equation and more here for exactly what that means (bring your slide rule, folk!) but the percentage of damage you're dealing will be raised more with a difference of 18AL versus a difference of 11AL. The damage will increase more against that more armored target and that's what the table shows. The number is higher against the 100AL target because that's how much of a jump you'll get from the normal DPS or DPM. However, the actual damage will be lower because that's still more armor when you actually loook to how your damage will be influenced by the armor of your target.
GhostRaptor
OK, I was reading it wrong then. In which case ... it needs a far better set of explanations on what is being displayed .
Sausaletus Rex
I'm sure Charles sees it as some sort of intelligence test. If you can't understand the table without detailed explanation then you're not smart enough to be able to talk about it. If you can understand the table then there's no need for explanation. Therefore, explanations are sub-optimal and supperfluous.
That or, you know, he showed me the table because he's working on an article about it, my head spun around and I asked him to slap it up *now* rather than waiting, so there's not much in the way of explanation yet.
That or, you know, he showed me the table because he's working on an article about it, my head spun around and I asked him to slap it up *now* rather than waiting, so there's not much in the way of explanation yet.
GhostRaptor
Problem: It needs the explanation to become a relevant talking point. Before anyone can properly discuss those numbers, they need to know under what conditions he conducted his 'experiment' so they can understand what is being discussed. Were all skills checked? Was AoE taken into account? Were specialist effects taken into account (eg if an Elem slows a target with an AoE snare then quite often the DPS from focus fire increases markedly ... but this, obviously, cannot be quantified very easily - especially if most of the added DPS comes from other characters who otherwise weren't dealing damage)?
//edit: and yes, I had a major "doh!" moment a few minutes ago ... Cunning doesn't do any damage by itself, so of course the numbers must've been the extra damage due to the penetration. Can't believe I had to ask for clarification .
//edit: and yes, I had a major "doh!" moment a few minutes ago ... Cunning doesn't do any damage by itself, so of course the numbers must've been the extra damage due to the penetration. Can't believe I had to ask for clarification .
Notin
Couple comments on elementalists:
First, why are Mind Shock/Freeze/Burn missing? Lightning Surge? Those all hit pretty hard, but they aren't listed.
Second, the reason burst damage is good is because it makes healing difficult. Therefore, if you are measuring burst damage, it's best to figure it out in terms of how long the enemy has to heal. Imagine chaining Fireball and Immolate. The healer only really has 1 second to recover from the majority of the damage (not counting the burning here). The cast time of the fireball doesn't really come into play if you cast it first. Note this isn't so much an issue with the table, just the data derived from it.
First, why are Mind Shock/Freeze/Burn missing? Lightning Surge? Those all hit pretty hard, but they aren't listed.
Second, the reason burst damage is good is because it makes healing difficult. Therefore, if you are measuring burst damage, it's best to figure it out in terms of how long the enemy has to heal. Imagine chaining Fireball and Immolate. The healer only really has 1 second to recover from the majority of the damage (not counting the burning here). The cast time of the fireball doesn't really come into play if you cast it first. Note this isn't so much an issue with the table, just the data derived from it.
Falconer
Notin, exactly what I was going to bring up...
The other problem is those peak DPS figures don't mean much without knowing total damage (EG: how long the spell takes to cast). Also... the last bit matters as well... the initial casting time as well as the final recharge don't matter. If one fireball up front... and another one 10s later is adequate to the task... great.
Also I feel that the full minute is misleading... as it's pretty clear elementalists are designed to slam something hard with 5-10seconds. Also flare is in my mind, merely a more effective wand attack to use if you got the energy. And even then the energy costs are very misleading... (how many elementalists do you know who leave home without their favorite elemental attunement for example).
And this also avoids the issue of packet-size... Obviously there are many many buffs which simply reduce the amount of damage. The reason that healing hands is so effective in many cases (and healing seed, and mark of protection, etc. etc. etc.) Is because the rapid fire attacks which benefit the most from buffs get nailed the hardest by these. (EG: if you're delivering damage in 50 point packets... you're going to notice that defensive enchant a lot less than if you deliver it in 25 point packets twice as often).
As I pointed out in channel... the problem currently I have with the system is that the synch is too powerfull.. During december BWE 5 rangers it typically took 2 volleys to drop a target. What does this mean... healer watching the health bars... sees healthbar reduced from full and healthy to 25-33% percent almost instantly... He has 2 seconds to react before the next shots slam home... (with 3 elementalists you can get similar results... a nice big skill up front... followed by nice 1s fast casts). With synch the point is landing a singular large amount of damage from multiple sources with no warning ideally and not giving the monks any chance to react.
The other problem is those peak DPS figures don't mean much without knowing total damage (EG: how long the spell takes to cast). Also... the last bit matters as well... the initial casting time as well as the final recharge don't matter. If one fireball up front... and another one 10s later is adequate to the task... great.
Also I feel that the full minute is misleading... as it's pretty clear elementalists are designed to slam something hard with 5-10seconds. Also flare is in my mind, merely a more effective wand attack to use if you got the energy. And even then the energy costs are very misleading... (how many elementalists do you know who leave home without their favorite elemental attunement for example).
And this also avoids the issue of packet-size... Obviously there are many many buffs which simply reduce the amount of damage. The reason that healing hands is so effective in many cases (and healing seed, and mark of protection, etc. etc. etc.) Is because the rapid fire attacks which benefit the most from buffs get nailed the hardest by these. (EG: if you're delivering damage in 50 point packets... you're going to notice that defensive enchant a lot less than if you deliver it in 25 point packets twice as often).
As I pointed out in channel... the problem currently I have with the system is that the synch is too powerfull.. During december BWE 5 rangers it typically took 2 volleys to drop a target. What does this mean... healer watching the health bars... sees healthbar reduced from full and healthy to 25-33% percent almost instantly... He has 2 seconds to react before the next shots slam home... (with 3 elementalists you can get similar results... a nice big skill up front... followed by nice 1s fast casts). With synch the point is landing a singular large amount of damage from multiple sources with no warning ideally and not giving the monks any chance to react.
Ensign
Quote:
Originally Posted by GhostRaptor
The above confuses me. I am reading that as being a case of using Warrior's Cunning against two targets, one in 100AL armour and one in 60AL armour. How in heck does the DPS result in being higher against the 100AL target?
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The reason you do it this way is so that you can compare damage across a range of armor levels. When you're looking at a base damage normalized for 60 AL, comparing that to a damage boost normalized for 100 AL is just confusing. So you renormalize the 100 AL damage boost for 60 AL and just list it as being appropriately higher. In fact, you're right - the 100 AL numbers would deal half of the listed damage to a 100 AL target. But so would every other attack on that list.
Basically if you want the numbers for a 100 AL target, just divide everything by two.
Peace,
-CxE
FrogDevourer
First of all, thanks a lot for sharing this insightful table. I wish I could read more GW threads like this. That kind of number crunching shows why GW shines when compared to many other online games.
Then to the point. Although I agree with most of your article, there are a few points that could be taken into consideration :
A - AoE skills. As mentioned by Freyas and others, they can dramatically increase the dmg output of elementalists. If I recall correctly my table, using Inferno then multiple Flame Burst can unleash quite a lot of dmg. Of course the elementalist has to be in melee but I'm not taking that into account since we're talking about pure dmg numbers. Note that the AoE effect is also valid for Warriors (cyclone axe, etc...).
Freyas mentioned the circumstancial aspect of this dmg. Although it is mainly true, I think that having at least 1.5/2 targets in average for Fireball or Flame Burst is something that can be achieved frequently. In PvE, it's obvious due to the basic AI. In PvP it can be done, either when the opponent casters stay grouped (your beginner/average opponent) or when someone in your team is fire focused (by say 2 warriors + 1 pet).
B - Range. Having melee dmg somewhat higher than range dmg (and notably spells that can't be dodged) is not that surprising. Most of the time your average warrior won't be standing still beating his opponent to a pulp. He must spend a lot of time running, and this does reduce his output dmg. That's also why point blank spells from elementalists can dish a lot more dmg than spells you show in your table, and notably burst dmg.
Note that melee dmg is also more conditional than dmg from spells. It is quite easy to snare a warrior, many professions can do that (without much effort). Then the output dmg drops dramatically. Disrupting a spellcaster to reduce his output dmg can be done too obviously, but it requires more time and more effort. Basically only a mesmer and stop a caster efficiently, while a lot of builds can reduce the efficiency of a melee character.
C - Does a buffer mean more overall dmg ? Your numbers shows only the dmg dealer part of the combination, but having someone buff your warrior with Judge's Insight means that you have a smitting monk in your group. Is this better than an extra dmg dealer instead ? While buffing is good, how does your table translate into group dmg ?
That's also true for attribute points. Being able to buff oneself (e.g: Conjure) is good, but it requires a high buff attribute. You mention Warrior's Cunning and Power Attack. That means tactics + strength + weapon. That's 3 attributes. A classical elementalist is using only 2 at best (energy storage + one element). He still has a third attribute he can use to increase the group's efficiency (for instance by snaring opponent melee characters).
My point is : buffing is unarguably a good thing but how do you quantify its real cost in term of overall damage output loss ?
D - How does your 60s table translate into a 5 minute fight ? Most buffs have to be recast, that means output dmg are not as good as expected. Moreover using skills quickly drains a lot of energy, both for the elementalist and for the warrior (enchants+power attack). Obviously the warrior seems to have a big advantage for long fights since he can attack endlessly. The same question stands for a shorter fight such as 20s (e.g: the time needed to take down a pesky monk or mesmer), the elementalist can dish his dmg without any preparation : no buff needed, no running needed, it's just instant dmg.
E - Skill rotation. Few elementalists use only one same skill repeatedly, particularly in a 60s fight. You'll most often use muliple skills in rotation. As mentioned by Freyas, it does increase dramatically the output dmg of the elementalist as well as the the energy burnt. Once his energy is depleted, the caster's out of the loop for a while. Basically a good fire elementalist is truly a nuker : he quickly unloads a ton of dmg, enough to kill 50 to 90% of one or two opponents then has to refuel.
Sausaletus Rex told that a warrior could do the same. This is partly true, but a warrior cannot use his adrenaline skills from the start, particularly if he must buff himself first.
If I recall correctly using an adrenaline skills drains one adrenaline point from all other skills so you just can't spam 8 x Galrath, and 6 x Final in 59 seconds (60s minus conjure).
Also note that a warrior cannot afford to spam 15 power attacks in 60s. That's 75 energy. A primary warrior (high strength needed) can use only 60 energy in one minute. And if you take into account the cost of enchant buffs, you have 8 P.Attacks at best.
Don't take me wrong, I'm not arguing about Charles' point, which I tend to agree with. I'm not arguing about Rex's strings of skills examples for I'm convinced he's mostly right. I also think that the dmg you can get from spells is not that exciting compared to the long term capability of a warrior (and notably non-elementalist DoTs).
I just wanted to point out that this table doesn't show all the combat numbers. I'm not talking about flexibility, or metagame or conditional effects or other non dmg abilities. Just about pure dmg numbers.
Sure, a pure Flare elementalist is worth less than a basic warrior, but crunching numbers down to a 60s 1v1 combat doesn't necessarily reflect the true dmg capability of a profession. IMHO, having 4 warriors with buff skills in a 6 people group won't be much better than having 2 warriors and 2 elementalists.
Anyway if you're still reading this I guess I should thank you for bearing my poor and awkward grammar.
I'm looking forward to reading Charles' next theory article.
Then to the point. Although I agree with most of your article, there are a few points that could be taken into consideration :
A - AoE skills. As mentioned by Freyas and others, they can dramatically increase the dmg output of elementalists. If I recall correctly my table, using Inferno then multiple Flame Burst can unleash quite a lot of dmg. Of course the elementalist has to be in melee but I'm not taking that into account since we're talking about pure dmg numbers. Note that the AoE effect is also valid for Warriors (cyclone axe, etc...).
Freyas mentioned the circumstancial aspect of this dmg. Although it is mainly true, I think that having at least 1.5/2 targets in average for Fireball or Flame Burst is something that can be achieved frequently. In PvE, it's obvious due to the basic AI. In PvP it can be done, either when the opponent casters stay grouped (your beginner/average opponent) or when someone in your team is fire focused (by say 2 warriors + 1 pet).
B - Range. Having melee dmg somewhat higher than range dmg (and notably spells that can't be dodged) is not that surprising. Most of the time your average warrior won't be standing still beating his opponent to a pulp. He must spend a lot of time running, and this does reduce his output dmg. That's also why point blank spells from elementalists can dish a lot more dmg than spells you show in your table, and notably burst dmg.
Note that melee dmg is also more conditional than dmg from spells. It is quite easy to snare a warrior, many professions can do that (without much effort). Then the output dmg drops dramatically. Disrupting a spellcaster to reduce his output dmg can be done too obviously, but it requires more time and more effort. Basically only a mesmer and stop a caster efficiently, while a lot of builds can reduce the efficiency of a melee character.
C - Does a buffer mean more overall dmg ? Your numbers shows only the dmg dealer part of the combination, but having someone buff your warrior with Judge's Insight means that you have a smitting monk in your group. Is this better than an extra dmg dealer instead ? While buffing is good, how does your table translate into group dmg ?
That's also true for attribute points. Being able to buff oneself (e.g: Conjure) is good, but it requires a high buff attribute. You mention Warrior's Cunning and Power Attack. That means tactics + strength + weapon. That's 3 attributes. A classical elementalist is using only 2 at best (energy storage + one element). He still has a third attribute he can use to increase the group's efficiency (for instance by snaring opponent melee characters).
My point is : buffing is unarguably a good thing but how do you quantify its real cost in term of overall damage output loss ?
D - How does your 60s table translate into a 5 minute fight ? Most buffs have to be recast, that means output dmg are not as good as expected. Moreover using skills quickly drains a lot of energy, both for the elementalist and for the warrior (enchants+power attack). Obviously the warrior seems to have a big advantage for long fights since he can attack endlessly. The same question stands for a shorter fight such as 20s (e.g: the time needed to take down a pesky monk or mesmer), the elementalist can dish his dmg without any preparation : no buff needed, no running needed, it's just instant dmg.
E - Skill rotation. Few elementalists use only one same skill repeatedly, particularly in a 60s fight. You'll most often use muliple skills in rotation. As mentioned by Freyas, it does increase dramatically the output dmg of the elementalist as well as the the energy burnt. Once his energy is depleted, the caster's out of the loop for a while. Basically a good fire elementalist is truly a nuker : he quickly unloads a ton of dmg, enough to kill 50 to 90% of one or two opponents then has to refuel.
Sausaletus Rex told that a warrior could do the same. This is partly true, but a warrior cannot use his adrenaline skills from the start, particularly if he must buff himself first.
Quote:
Sword War w/ Conjure and Cunning spamming Power Attack, Galrath, and Final - 2653 Time Spent Attacking - 59 (15 w/ Power Attack, 8 w/ Galrath, 6 w/ Final, 30 w/ regular) |
Also note that a warrior cannot afford to spam 15 power attacks in 60s. That's 75 energy. A primary warrior (high strength needed) can use only 60 energy in one minute. And if you take into account the cost of enchant buffs, you have 8 P.Attacks at best.
Don't take me wrong, I'm not arguing about Charles' point, which I tend to agree with. I'm not arguing about Rex's strings of skills examples for I'm convinced he's mostly right. I also think that the dmg you can get from spells is not that exciting compared to the long term capability of a warrior (and notably non-elementalist DoTs).
I just wanted to point out that this table doesn't show all the combat numbers. I'm not talking about flexibility, or metagame or conditional effects or other non dmg abilities. Just about pure dmg numbers.
Sure, a pure Flare elementalist is worth less than a basic warrior, but crunching numbers down to a 60s 1v1 combat doesn't necessarily reflect the true dmg capability of a profession. IMHO, having 4 warriors with buff skills in a 6 people group won't be much better than having 2 warriors and 2 elementalists.
Anyway if you're still reading this I guess I should thank you for bearing my poor and awkward grammar.
I'm looking forward to reading Charles' next theory article.
Ensign
Quote:
Originally Posted by Sausaletus Rex
I'm sure Charles sees it as some sort of intelligence test. If you can't understand the table without detailed explanation then you're not smart enough to be able to talk about it.
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Really it's more of a problem of trying to take a problem with a ton of variables, and fit them into just a couple so that you can compare. In order to do that, you have just have to pick your targets and run with them. Everything besides a few boring damage skills requires a kludge to make fit. Weapons require assumptions about their damage, and their critical hit rate to make accurate comparisons. Anything with armor penetration needs assumptions about the type of target. Buff stacking gets tricky because they cut into each other by preventing you from attacking. Anything with damage over time makes a real mess of things. Then you have conditional damage, you have area of effect damage...
Basically explaining the numbers in that table are an article unto themselves - and one that I'm writing. And I don't just want to talk about these simple numbers, I want to talk about even more useful things, like packing damage, into short timeframes and minimizing the skill slots needed for maximum effect.
So if something isn't explained too well, that's the reason why. It isn't because I don't think these things need explination - they do - but because getting a satisfactory explination for everything is going to take me a week or more, plus refinements, and getting the information out there *now* is more important.
Quote:
Originally Posted by Falconer
The other problem is those peak DPS figures don't mean much without knowing total damage (EG: how long the spell takes to cast).
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However, you'll notice that in any volley of N attacks, there will be N-1 casting times, and N-1 aftercasts. So the net result, for calculating a single burst of damage, is that the very first attack in the volley effectively happens with a 0 casting time - they can't react until it hits so the time you spent casting beforehand really doesn't matter too much.
That happens with everything. Your 1-2 punch DPS fom a Bow is twice what is listed, because the second volley lands two seconds after the first volley. If you take 3 volleys, you get 3/2 the listed peak DPS, again, because the first shot was free.
It's an important note to make, though, because you can pack even more damage than what's listed into extremely short timeframes. The right kludge, though, isn't to affect the peak DPS, but to make the note that the first attack in a volley happens instantly. As soon as your opponent gets a chance to react, you're into known territory.
Quote:
Originally Posted by Falconer
Also I feel that the full minute is misleading... as it's pretty clear elementalists are designed to slam something hard with 5-10seconds.
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But, yes, the Damage Per Minute number is extremely misleading on its own. That's the biggest problem I have with it. If you just look at that number, you come to absurd conclusions like Flare being the best Elementalist skill, or Word of Healing really not being that good compared to Orison.
The Damage Per Minute is *only* useful in the context of Energy and Time Duties. You could add up all the skills you wanted if it weren't for those two, but skills have costs that have to be paid in the form of action time and energy costs. Once you're skills demand more time or energy than you can provide, you have to start cutting back on some of them and that eats up their effectiveness.
In the case of Elementalists, it's those Energy Duties that kill you. Even something relatively cheap like Immolate has an energy duty of 100 - over the course of a minute you only regenerate 80 energy. That's even before trying to synch up with other skills. The Elementalist is a class that's fundamentally Bound By Energy - you're going to run out of energy long before you run out of casting time.
So the DPM numbers for the Elementalist are as misleading as a long chart of attack skills would be if you don't take them in context of duties. In the case of attack skills, you're trying to maximize your damage by fitting things in based on their time duties - in the case of the Elementalist, you're trying to fit things in based upon their Energy Duties.
What's perhaps surprising about that result is that to maximize your damage over a long timeframe, a Warrior or Ranger, bound by time, is more concerned about maximizing the burst DPS of their skills - skills with high burst DPS give the best returns on damage per time duty - while an Elementalist is more concerned with burst EPS, how quickly they're burning off their bar. Which is pretty much the opposite of what these classes are looking for in the short term.
Quote:
Originally Posted by Falconer
(how many elementalists do you know who leave home without their favorite elemental attunement for example).
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But, again, this does bring up an important point - energy duties and time duties are not set in stone. Even if Elemental Attunements aren't all that good, how many Rangers decline to use Expertise? That knocks a big chunk off of their energy duties. How about Fast Casting? That affects the Time Duty of every spell you cast (and not in a way that's easy to calculate). Since Duties are what are ultimately crimping your long term effectiveness, skills that help you service them, be it by lowering cast times or giving you more energy to work with, are potentially extremely valuable.
Quote:
Originally Posted by Falconer
the problem currently I have with the system is that the synch is too powerfull.
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How you address this is different for the various classes. You need to make sure that Warriors and Rangers can't deal appreciable burst damage, so they require at least three volleys to drop someone. As for Elementalists, they need to have excellent damage per skill, but you need to make the casting times long enough that healers have a chance to respond to the first volley. Elementalist damage needs to be high to justify the energy and time you spend casting the spells - but as long as you can't knock someone out with a single hit, it's fundamentally more fair because you can't follow it up with a knockout punch.
So basically, if you want to make changes, tone down the damage buffs that weapon users can stack, and make sure that the most effective skills for an Elementalist are the big nukes. 1 second casting time skills are potentially dangerous, 2 second cast skills are borderline, but anything with a casting time of 3 or greater is going to be hard to abuse, just because people have so much time to react to it. Just be sure that they can't drop a target in a single volley. =)
Quote:
Originally Posted by FrogDevourer
A - AoE skills. As mentioned by Freyas and others, they can dramatically increase the dmg output of elementalists. If I recall correctly my table, using Inferno then multiple Flame Burst can unleash quite a lot of dmg.
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Area of Effect skills are definitely part of the equation - dealing damage to multiple targets is the easiest way to crank up your own damage output. Things start to get a bit fuzzy as far as actual effectiveness goes, because divided damage clearly isn't as valuable as focused damage. 50 damage on a single target is a whole lot more valuable than 25 damage on two targets - and not just considering focused fire concerns. A character's health is just a buffer between life and death - it doesn't matter if a target has 1 health or 1000, they still cast spells and deal damage at the same rate. Similarly, damage is only as scary as its threat of taking away that last health point. Health, fundamentally, just buys a target time, and by dividing up your damage you're giving an opponent a ton of it.
Basically, AoE damage can give you some nice damage / time figures, but they just aren't as effective as knocking out a single target. Area of Effect skills need to scare people - they need to knock a noticible chunk of health off of multiple targets, not just a bit of damage that they can shrug off. That's the only real problem with AoE's in Guild Wars at the moment. Generally they need a damage buff so that they're actually an *attack* on everyone within the blast radius, not just an annoyance.
Quote:
Originally Posted by FrogDevourer
Note that melee dmg is also more conditional than dmg from spells.
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There's another concern that melee damage has - packing density. Unlike Rangers or Elementalists with ranged attacks, Warriors and PBAoE Elementalists have to be next to a target to deal damage to them, and you aren't going to get more than 3 guys around a single target with any consistency. Even if you found an absurd Warrior DPS combo, you can't put more than 3 or so of them in a group without them stepping on each other. In that way Warrior damage is a bit more 'fair', in that a broken Warrior combo won't spawn 6 Warrior teams - but it is an additional constraint.
Quote:
Originally Posted by FrogDevourer
C - Does a buffer mean more overall dmg ?
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I don't know where Tactics fits into any of this. People use Tactics? I guess on a Monk or something. Meh.
Quote:
Originally Posted by FrogDevourer
D - How does your 60s table translate into a 5 minute fight ?
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A five minute fight isn't a particularly good timeframe for reference, though. While a particular match may run for several minutes, a given battle never lasts more than a couple of minutes, and the winner is usually decided in well under a minute. I'd say that in a straight up fight, one team gets enough of an advantage to push to victory in under thirty seconds most of the time - someone's healers break, a teammate goes down, and one side has to concede the battle in hopes of winning the war.
Also, remember that on most PvP maps teams auto-resurrect every two minutes, with full health and energy. That more than anything puts a limit on the actual, meaningful length of any battle.
Quote:
Originally Posted by FrogDevourer
E - Skill rotation. Few elementalists use only one same skill repeatedly, particularly in a 60s fight.
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The same is done with Warriors and Rangers, who rotate attack skills to kick up their damage output.
Quote:
Originally Posted by FrogDevourer
Also note that a warrior cannot afford to spam 15 power attacks in 60s. That's 75 energy.
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Remember that part where I said that good equipment fundamentally changes how you build characters? There's your example.
Quote:
Originally Posted by FrogDevourer
I just wanted to point out that this table doesn't show all the combat numbers. I'm not talking about flexibility, or metagame or conditional effects or other non dmg abilities. Just about pure dmg numbers.
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Every skill behaves differently. You have different damage types, stacking damage, different boundaries, different interactions with each other, the target, multiple targets, types of targets. There are too many parameters to make a generalized equation of skill effectiveness or whatever.
What we're doing is creating a toolset for figuring out how effective a skill is going to be in a build, or how effective different builds are going to be compared to each other. Ultimately what you have to do is take two skills, put them next to each other, and analyze them in depth with their tradeoffs. But ultimately, you compare the two skills in similar ways to what we've been discussing in this thread, and you pick out the best skills for comparison by looking at the general numbers and finding skills that look promising.
We aren't filling in details at this point, we're barely laying the groundwork.
Thanks to everyone for the replies, the more angles we can discuss techniques for analysis from, the better our toolset will be in the end.
Peace,
-CxE
Sausaletus Rex
Quote:
Originally Posted by FrogDevourer
C - Does a buffer mean more overall dmg ? Your numbers shows only the dmg dealer part of the combination, but having someone buff your warrior with Judge's Insight means that you have a smitting monk in your group. Is this better than an extra dmg dealer instead ? While buffing is good, how does your table translate into group dmg ?
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That's the real lesson here. Stack buffs and other damage adds and maximize your DPS. That's the real way to kill things. Not lobbing Fireballs and Fire Storms at them.
Quote:
Originally Posted by FrogDestroyer
That's also true for attribute points. Being able to buff oneself (e.g: Conjure) is good, but it requires a high buff attribute. You mention Warrior's Cunning and Power Attack. That means tactics + strength + weapon. That's 3 attributes. A classical elementalist is using only 2 at best (energy storage + one element). He still has a third attribute he can use to increase the group's efficiency (for instance by snaring opponent melee characters).
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The question isn't so much how many attributes are you putting into your role but how much you need to do outside of that role. If you're a Warrior all you need to do is keep swinging away and keeping in range. That's your job, that's what you do, anything else is a bonus which you might or might not need based on the circumstances. You're there in the party to kill people. Same for the Ranger and for the Elementalist (At least in their purest incarnations). If you're dong that job efficiently what else do you need to do? That's what other characters are there for. You don't need a snare on your main damage dealer, you need a snare on someone else so the damage dealer doesn't spend the time to snare away from doing damage.
It's all well and good to have a well rounded and versatile character capable of filling many slots but what we're talking aobut here is the best way to build a killing machine.
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Originally Posted by FrogDestroyer
How does your 60s table translate into a 5 minute fight ? Most buffs have to be recast, that means output dmg are not as good as expected.
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Originally Posted by Ensign
Vicious.
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Originally Posted by Ensign
Basically explaining the numbers in that table are an article unto themselves - and one that I'm writing......It isn't because I don't think these things need explination - they do - but because getting a satisfactory explination for everything is going to take me a week or more, plus refinements, and getting the information out there *now* is more important.
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Originally Posted by Ensign
But, again, this does bring up an important point - energy duties and time duties are not set in stone. Even if Elemental Attunements aren't all that good, how many Rangers decline to use Expertise? That knocks a big chunk off of their energy duties. How about Fast Casting? That affects the Time Duty of every spell you cast (and not in a way that's easy to calculate). Since Duties are what are ultimately crimping your long term effectiveness, skills that help you service them, be it by lowering cast times or giving you more energy to work with, are potentially extremely valuable.
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Anything that plays around with energy or casting or recharging is going to affect the DPS of things.
Pharalon
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Originally Posted by Saus
Anything that plays around with energy or casting or recharging is going to affect the DPS of things.
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Once you have some basic principles to work off, which is what the work Charles is doing here is moving towards, you can bring in added levels of complexity, that will bring the numbers floating around here closer to what yoiu would expect to occur in-game.
Ensign
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Originally Posted by Sausaletus Rex
That's why the time duty and energy duty tables are there.
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Originally Posted by Sausaletus Rex
I learn from the best.
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Originally Posted by Sausaletus Rex
Which means roughly a month or more in Chuck time, I'm sure...We also want to have the sort of deep and complicated information that not everyone is going to understand or even care about at this site.
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Which brings up the other good reason for putting up a table like this early - it gets people to talk about other issues that perhaps haven't been addressed yet, or points out issues that need more clarification. Basically it's a way of getting feedback on an article that hasn't even been written yet, and that's invaluable. Thanks guys.
Peace,
-CxE
Keramon
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Originally Posted by Sausaletus Rex
Fire Elementalist - 1869 Time Spent Attacking - 60 (17 w/ Fireball, 17 w/ Immolate, 26 w/ Flare) Energy Spent - 169 Damage per en - 11 Earth Elementalist - 1566 Time Spent Attacking - 42 (24 w/ Obsidian Flame, 18 w/ Stoning) Energy Spent - 236 Damage per en - 7 |
Conjure Flame - (10,1,60) Lose all enchantments. For 60 seconds, your attacks strike for an additional 18 fire damage.
Of course all of this information is really quite elementary (excuse the pun) ... and needs to be taken into context of a battle and all of the variables that can happen with PVE being quite different from PVP. Smart players/Good team vs Bad opponents.
All of this information is very useful and will help many in making decisions relating to build and maximising damage potential.
Much of it needs to be taken into perspective and seen how they can fit in your build ...
Many of the people considering Wa/El will consider the PBAOE and and higher levels of the element of their choice to get a better conjure vs higher strength for a longer/more efficient warrior's cunning vs higher tactics for better Healing Signet.
Its just this balance and the multitude of different options/ways of dealing damage, combinations and playstyles that make it interesting. I am sure that there will be well published "cookie cutter" options in no time, but there will always be variables that people consider that will change the impact/balance of power in any fight.
Scrivener
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Originally Posted by Keramon
Shouldn't conjure flame be added to the damage of the spell casting. Ok ... I havn't tried this, but I thought that stacked with all attack damage. I am guessing since it has not been mentioned, that that GW does not consider spell damage as attack damage? I guess this may be a fine distinction that I had not made to this point.
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Notin
I must say, that's some 1337 DPM on flare.
FrogDevourer
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Originally Posted by Ensign
Right, and the way you model this, at least in the short term, is to string together burst DPS, with the first hit being effectively free, until the energy boundary hits you.
The same is done with Warriors and Rangers, who rotate attack skills to kick up their damage output. |
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Originally Posted by Ensign
Remember that part where I said that good equipment fundamentally changes how you build characters? There's your example.
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Basically I'm in favor of pure dmg dealing comparison (i.e: pure killing machine potential) without any outside interference. No external buff, no equipment. When this case of study has been beaten to death, we can talk about equipment or group dmg potential.
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Originally Posted by Sausaletus Rex
The question isn't so much how many attributes are you putting into your role but how much you need to do outside of that role.
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I'm aware that it cannot be quantified easily. It's probably far beyond the scope of the current article. My point was that in Charles' article, we should take into account the fact that the warrior killing machine is using 100% of its potential to do dmg, while the elementalist has some resources left.
Let's go back to the snare example. The best killing machine warrior in the world will have his dmg output reduced if he must run after his target. Note that if your target is running, you won't build 1 adrenaline per second either.
To reflect this, an average ratio should be taken : how much output dmg do you lose by running after a moving target ? 50% ? More ? How much do you get if your target is stopped (knock down) or slowed ? +10% ? more ? If you don't take a precise ratio into account, melee numbers may be totally irrelevant, because your aren't killing a sitting duck.
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Originally Posted by Ensign
Area of Effect skills need to scare people - they need to knock a noticible chunk of health off of multiple targets, not just a bit of damage that they can shrug off.
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Basically, a couple big AoE dmg (Inferno+Flame Burst) could mean one less Word of Healing on your main target. That could be the time window you need to kill this target.
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Originally Posted by Ensign
A five minute fight isn't a particularly good timeframe for reference, though.
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Then another very important point is the "threat potential".
A skill which does 10 times more dmg on 20 targets is pointless. So is using slow DoT. Their threat potential is close to zero since they are easy to counter and since they won't dent the life buffer of your target.
If you can do more dmg (in the long run) than natural regeneration + energy need for healing, you have a good dmg ability, but a very low threat potential. Your damage is very predictable. The healer(s) won't be on their toes. They'll just have to wait until the health bar goes under 50% to throw a WoH.
If a couple of elementalists can pack a lot of dmg to kill their target before the monk can save him, the skill numbers can be worse in Charles' table, but it may have a much better threat potential. Healers won't be able to predict the next blow so they are in unknown territory.
I would classify the damage into 3/4 types :
- Killing blow (3 to 6s)
This configuration is pretty obvious, you're dealing as much dmg as possible, burning everything you have (full skill rotation). You're just looking for good threat potential. No energy pip nor skill recharge time nor running time. To that extent, big dmg skills with exhaustion should be taken into account as well.
- Short term damage (20 to 30s)
With this time frame, casting various buffs and running after your target is not as exciting as dealing a lot of spell damage. The elementalist will probably hit the energy boundary. On the other hand, the warrior won't be able to swing his sword 20 to 30 times. Time and energy duties become relevant, but they may not be as important as a final blow from a high threat potential exhaution skill.
- Long term damage (60 to 120s)
In this configuration you have to recast buffs, and you'll have to rely mostly on your energy/adre regeneration. That's when duties become predominant.
and may be :
- Continuous damage (more than 2min)
Both teams are perfectly balanced, and the fight lasts for more than 2min without any casualty. In this configuration, the energy management becomes critical, you don't take into account the initial energy pool. Threat potential is mostly irrelevant. Time/energy duties all the way.
EDIT : Is anything we're talking about in this thread (or more generally in this forum) forwarded to A.Net through the alpha forum ?
Notin
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Is anything we're talking about in this thread (or more generally in this forum) forwarded to A.Net through the alpha forum ? |
Terphin
I know i dont post much but just wanna say you guys are doing some excellent research about all this stuff. Its great info.
FrogDevourer
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Originally Posted by Notin
Anything that's on the alpha forums falls under the NDA, so even if alpha testers knew, then they couldn't say anything.
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Sausaletus Rex
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Originally Posted by Me
I learn from the best.
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Originally Posted by Keramon
Shouldn't conjure flame be added to the damage of the spell casting. Ok ... I havn't tried this, but I thought that stacked with all attack damage. I am guessing since it has not been mentioned, that that GW does not consider spell damage as attack damage? I guess this may be a fine distinction that I had not made to this point.
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I'll also point out that - I hope - I didn't include Conjures with Fire or Earth Elementalists. The former because it's more effective, in terms of damage at least, to use Flare to blast away in place of a wand/conjure attack. And the later because Earth doesn't have a Conjure. Sure, you can get one by mixing and matching your attribute lines but a pure Earth damage dealer with ES/Earth/Something else isn't going to have a Conjure available. Probably the only thing keeping Earth from being hands down the best attribute line for an Elementalist. I still think it is but it's not running away with it.
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Originally Posted by FrogDestroyer
I'm not asking for details, I'm just curious to know if he're just discussing for the sake of discussing, or if it could actually be useful. I guess it doesn't matter anyway.
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However, that doesn't mean it doesn't matter. We can't tell you what's being said but at the very least there are alphas on these board (quite a few of us, actually) and it's not a big secret that the developers keep an eye on fansite forums, too. At the very least what's being said here is influencing those alphas and devs that are *here* and may influence our views on things in futher discussion elsewhere even if we don't discuss things specifically. The thoughts and opinions from non-alphas are taken into account and valued, have no doubt of that.
cpukilla
Could you at least tell us if you ARE talking about our ideas on the alpha boards? It seems a little wierd that you could discuss things with us here, go back to the alpha boards and change something based on it, and we would never know. In fact, if we found out someone would be getting in trouble! Darn NDA, grumble grumble.
Narcism
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Could you at least tell us if you ARE talking about our ideas on the alpha boards? |