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- Apr 16, 2014
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- 379
Edit: THESE TESTS WERE DONE in 1.2A(12)
So I was doing a little bit of DPS testing on the practice dummies in Mytargas. I was trying to ensure that all the DPS classes came out with their pluses and minuses. Its important to me that each class fills a role, and that some classes don't become too much greater than others.
With that being said I'll post the results of my approximated DPS tests. These tests were done with what I thought would allow for the most versatile of the characters. So I wasn't exactly trying to just pick all the 'max' dps talents (though in a lot of cases I did end up picking ones that related more to DPS than support).
All characters were level 50 with what should be max gear. Changing out one or two pieces of gear for their alternative piece from the foothills region shouldn't have a huge disparity in DPS anyway
Sorcerer - 380 DPS
Necromancer - 325 DPS (Likely could of been higher with better play. Interrupted a few spells too early)
Hunter - 250-310 DPS (Skill resets played a big key here and some other things down below)
Bishop - 325 DPS
Berserker - 250-290 DPS. Crits played a large factor here, as I took the 50% chance of applying gaping wounds on crit. I also took the berserker rage damage malus removal every time, as I love this talent and think its the greatest thing ever for survival
Assassin - ~325 DPS (Its higher because of into the shades + bladefury from behind, but this was hard to actually calculate)
Druid - ~210 DPS. Efreet + Nymph with heal gear and flaming arrow/barbed arrow. No actual druid auto attacks were included
Monk - 230 DPS. This was more of a tanky build. Took the ignore armor with Crippling instead of 5% chance to debuff with crippling.
Bard - ~225 DPS.
Crusader - ~150-170 DPS.
So a couple things stand out here..
1. Sorcerer is still the highest raw damage output. This is fine, if hes forced to move his damage takes a much larger hit than any other class. Necro could of been higher, he was not played with great efficiency, but is still a very good overall DPS, and works much better than Sorcerer should they both run out of mana.
2. Hunter varies greatly. She relies almost 100% completely on her abilities to do damage. Shes better than a necromancer when oom'd, but still takes a large hit to DPS if she runs out of mana.
Also, I noticed there is a large difference in DPS depending on how you cast your abilities in relation to attack speed. Because of her not so great attack speed, it takes her a while to actually go through her animation of attacking. Its similar to casting a spell for a caster class. If you don't let her finish her attack animation (which is as soon as the arrow is launched, her attack has finished) before using an ability, you lose out on that potential auto attack. For other classes this isn't normally a big deal. Casters do very little damage with auto attacks, thieves attack much faster so if you miss one auto attack because of mistimed abilities its not going to have a big effect. However because hunter does a lot of damage through an auto attack, missing hers due to poorly timed abilities can have a big difference in her total DPS.
So basically, if you're lazy and don't feel like paying much attention, you may want to use bow of the legion. If you're try harding and paying good attention, shalehorn was clearly better.
3. Assassin and Bard are great now.
4. Bishop and Druid are fine as well. The Bishop test was done with pure DPS in mind. In reality a bishop is going to need to move and heal and other things and can't constantly soul strike in the test. Druids can be built to be more heal oriented and thus would reduce their DPS as well.
5. Berserker and Monk are perfect now as well. Monk is more tanky than a berserker, and it shows in the difference in their DPS. Both are still capable of being full tanks, or more DPS oriented depending on how you build, and ultimately I think thats the trade off that is desired here.
6. Crusaders are fine too. They could maybe use a bit of a bump in DPS, but honestly its not worth changing anything imo. They're still by far the most tanky class, and are nearly impossible to kill. By having a crusader in the party it allows for your healers to focus more on DPS than healing, so honestly the crusaders low DPS is made up for by allowing other members to be more oriented towards DPS.
7. One issue... I almost cried when I loaded my Bishop. He had 355 health at level 50. The problem lies within his itemization however. All of the items I had on him didn't give a single amount of health. So I took the cleric talent of +15% health and this boosted him to slightly over 400. I then took Mind Breaker and decided to use that. The new haste formula really devalues these small amounts of haste on items and thus the HP and increased SP from Mind Breaker over White Willow Staff seemed much more valuable. I did not have Hat of the Archmage to replace Blessed Opal Circlet though. If I did I would have gotten over 500 health and been fine.
The issue is.. I don't think I put very much health on the Bishop specific items for the next version. It seems silly to need to use a general hat over a Bishop specific one just because of the health disparity.
Druid somewhat has the same issue.
Every other class seemed to get enough health on things to have over 550 health by taking at least one +15% health talent. So I think just a friendly reminder to double check items in the next version to ensure that theres going to be enough health on items to be at values we'd like to be. When Ihaz and I created the items we were doing it based on the old attribute system so I think we figured we didn't need to stack as much health on certain items because we could stack health through adding constitution values. Bard was 675 health in the old version by just maxing out constitution for example, and now she is well well under that .
Has anyone else done some any testing and found any results? Do your numbers match up? Have any issue with my analysis? Feedback would be great .
So I was doing a little bit of DPS testing on the practice dummies in Mytargas. I was trying to ensure that all the DPS classes came out with their pluses and minuses. Its important to me that each class fills a role, and that some classes don't become too much greater than others.
With that being said I'll post the results of my approximated DPS tests. These tests were done with what I thought would allow for the most versatile of the characters. So I wasn't exactly trying to just pick all the 'max' dps talents (though in a lot of cases I did end up picking ones that related more to DPS than support).
All characters were level 50 with what should be max gear. Changing out one or two pieces of gear for their alternative piece from the foothills region shouldn't have a huge disparity in DPS anyway
Sorcerer - 380 DPS
Necromancer - 325 DPS (Likely could of been higher with better play. Interrupted a few spells too early)
Hunter - 250-310 DPS (Skill resets played a big key here and some other things down below)
Bishop - 325 DPS
Berserker - 250-290 DPS. Crits played a large factor here, as I took the 50% chance of applying gaping wounds on crit. I also took the berserker rage damage malus removal every time, as I love this talent and think its the greatest thing ever for survival
Assassin - ~325 DPS (Its higher because of into the shades + bladefury from behind, but this was hard to actually calculate)
Druid - ~210 DPS. Efreet + Nymph with heal gear and flaming arrow/barbed arrow. No actual druid auto attacks were included
Monk - 230 DPS. This was more of a tanky build. Took the ignore armor with Crippling instead of 5% chance to debuff with crippling.
Bard - ~225 DPS.
Crusader - ~150-170 DPS.
So a couple things stand out here..
1. Sorcerer is still the highest raw damage output. This is fine, if hes forced to move his damage takes a much larger hit than any other class. Necro could of been higher, he was not played with great efficiency, but is still a very good overall DPS, and works much better than Sorcerer should they both run out of mana.
2. Hunter varies greatly. She relies almost 100% completely on her abilities to do damage. Shes better than a necromancer when oom'd, but still takes a large hit to DPS if she runs out of mana.
Also, I noticed there is a large difference in DPS depending on how you cast your abilities in relation to attack speed. Because of her not so great attack speed, it takes her a while to actually go through her animation of attacking. Its similar to casting a spell for a caster class. If you don't let her finish her attack animation (which is as soon as the arrow is launched, her attack has finished) before using an ability, you lose out on that potential auto attack. For other classes this isn't normally a big deal. Casters do very little damage with auto attacks, thieves attack much faster so if you miss one auto attack because of mistimed abilities its not going to have a big effect. However because hunter does a lot of damage through an auto attack, missing hers due to poorly timed abilities can have a big difference in her total DPS.
So basically, if you're lazy and don't feel like paying much attention, you may want to use bow of the legion. If you're try harding and paying good attention, shalehorn was clearly better.
3. Assassin and Bard are great now.
4. Bishop and Druid are fine as well. The Bishop test was done with pure DPS in mind. In reality a bishop is going to need to move and heal and other things and can't constantly soul strike in the test. Druids can be built to be more heal oriented and thus would reduce their DPS as well.
5. Berserker and Monk are perfect now as well. Monk is more tanky than a berserker, and it shows in the difference in their DPS. Both are still capable of being full tanks, or more DPS oriented depending on how you build, and ultimately I think thats the trade off that is desired here.
6. Crusaders are fine too. They could maybe use a bit of a bump in DPS, but honestly its not worth changing anything imo. They're still by far the most tanky class, and are nearly impossible to kill. By having a crusader in the party it allows for your healers to focus more on DPS than healing, so honestly the crusaders low DPS is made up for by allowing other members to be more oriented towards DPS.
7. One issue... I almost cried when I loaded my Bishop. He had 355 health at level 50. The problem lies within his itemization however. All of the items I had on him didn't give a single amount of health. So I took the cleric talent of +15% health and this boosted him to slightly over 400. I then took Mind Breaker and decided to use that. The new haste formula really devalues these small amounts of haste on items and thus the HP and increased SP from Mind Breaker over White Willow Staff seemed much more valuable. I did not have Hat of the Archmage to replace Blessed Opal Circlet though. If I did I would have gotten over 500 health and been fine.
The issue is.. I don't think I put very much health on the Bishop specific items for the next version. It seems silly to need to use a general hat over a Bishop specific one just because of the health disparity.
Druid somewhat has the same issue.
Every other class seemed to get enough health on things to have over 550 health by taking at least one +15% health talent. So I think just a friendly reminder to double check items in the next version to ensure that theres going to be enough health on items to be at values we'd like to be. When Ihaz and I created the items we were doing it based on the old attribute system so I think we figured we didn't need to stack as much health on certain items because we could stack health through adding constitution values. Bard was 675 health in the old version by just maxing out constitution for example, and now she is well well under that .
Has anyone else done some any testing and found any results? Do your numbers match up? Have any issue with my analysis? Feedback would be great .
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