Minor experiment: Let's take Mist Eruption and set its damage to 0 and hits to 0. Under the same pretenses as the original damage outputs, we apply every DoT available to an F/P to promote a high DoT contributor and as high as possible Mist Eruption damage. Mist Eruption damage will thus be assumed to be damage cap, 999999x8 = 7 999 992, and is cast every 10 seconds + 1.480s before booster. What this table now represents is your %/s + 7999992 damage every time Mist Eruption is cast. It disregards any %/s contribution Mist Eruption adds, and any hits/s it adds, and only considers the time spent using it. Thus the remaining stats are applied to every other left over skill, plus a constant 1 hit per second from damage over time per target.
Fire-Poison Archmage:
We take this table, Adjusted Mastery Fastest (2) 70% DEF, 2667%/s, compared to the previous table's
No Mist Eruption Adjusted Mastery Fastest (2) 70% DEF, 3010%/s.
The difference is 343%/s. This would mean that in the 343%/s without Mist Eruption, the character would need to do somehow 7 999 992 more damage every 11.11s, or 720 071/s. Under the hypothetical that no other attack hits damage cap, the hits per second isn't relevant. Thus, 343%/s would need to equate to or be higher than 720 071/s. An average range of roughly 209933 is needed for Mist Eruption to be inferior for DPS...?
Not entirely sure if this method is accurate since I just now thought it up.
For the No Mist Eruption cases, I need to cut out a lot of the DoTs since they don't contribute to DPS without Mist Eruption there though.
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