Hay Guiz, just got told that grinding DPS is all that matters, so Demon Slayers are still ridiculously OP and Heroes suck.
Hay Guiz, just got told that grinding DPS is all that matters, so Demon Slayers are still ridiculously OP and Heroes suck.
Joe, is it possible to add a "hits per second" statistic to these tables?
In these overpowered days with legendary potential and attack on every piece of gear, it's quite possible to reach the point where every hit is max damage, from which point on any increase in range won't affect DPS at all.
For example, for a Hero, the max number of hits per second is about 5.5 (~1.5 Intrepid Slashes with a Faster(2) weapon). So, for example, a Hero could never kill Zakum's third body (110m hp) in under 20 seconds, for all those 7000%.
Iirc normal attacks are 800, blast/intrepid slash/dark...thingy are 810. They end up 600 and 630 at fastest weapon speeds.
Dark Knight:SpoilerSharp Eyes
Hero:SpoilerSharp Eyes
Paladin:Divine + Lightning ChargeFlame + Lightning ChargeSharp Eyes
Aran:SpoilerSharp Eyes
Demon Slayer:SpoilerSharp Eyes
Currently, hits are for the current attack pattern they use. Dark Knights could be higher single target if they used Dark Impale instead of Sacrifice for single target, and Demon Slayers could also be higher if they didn't use Demon Impact etc.
Last edited by JoeTang; 2012-02-14 at 01:33 AM.
Jesus, 4.04/s!?
DrKs too fast!
Now do this for the other classes :D
I don't understand what attack pattern lets a hero hit 6.36 times a second on a single target.
IS hits 3 times, with a 60% chance of AFA which hits once. So 3.6 hits on average.
With a Faster(2) weapon, IS time is 630 ms, so 1.59 IS on average per second, making for 5.7 hits per second.
Adding Panic whenever available only slows you down, since Panic only hits once and is a high-delay skill to boot.
There's a few factors that would have to be considered more thoroughly and I didn't feel it was appropriate to add them to this particular table since these currently only show %/s. I may set up other tables later purely for hits/s that aim for purely the highest hits per second, but those are only useful when assuming every single hit you do is damage cap. Though I suppose that will soon be an easily achievable reality.
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