Current Version: GMS v142
Adjusted Mastery: A factor added to DPS to consider the fact that different classes may have different mastery values; it effectively weighs the average damage from minimum and maximum range, thus is lower than standard %/s. A character with more mastery will have an Adjusted Mastery DPS closer to its absolute DPS.
Adjusted Mastery is always included in a character's %/s.
How to use:
Calculate your raw damage range and multiply with %/s. i.e. (4 * Mainstat + Secondarystat) * TotalWeaponAttack / 100 * %/s
Do not use your in-game damage range. That is wrong for the majority of characters since it includes total damage.
Divide out elemental resistance yourself (Hint: Divide by 2)
Boss: The %/s with the listed % Additional Boss Damage.
Hits/s, Max/s: Hits/Max damage per second based on the current attack setup, not necessarily the optimal hits/max per second possible, especially due to buffing. Any line of damage is considered a hit, even if it cannot reach the damage cap. Max/s is the maximum potential damage per second available. A skill such as Shadow Partner only deals a fraction of the damage cap as its maximum. Damage over time and summons deal their base damage assuming a range cap.
All buffs are assumed to be used unless they don't provide any useful bonus (namely, +Accuracy buffs)
Defense Ignore is using the post-Unlimited Formula.
Fire-Poison Archmage:
Ice-Lightning Archmage:
Bishop:
Evan:
Luminous (Light):Luminous (Dark):Luminous (Equilibrium):
Battle Mage:
Kanna:
Fire/Poison uses Poison Mist, Paralyze, Fire Demon, Poison Breath, Oz's Flame Gear, Big Bang, and Mist Eruption. Elemental Amplification and Burning Magic are applied as independent multipliers. (1.2 x 1.5 x)
Hyper: Uses Megiddo Flame, Fire Aura and the following: Paralyze - Reinforce, Paralyze - DoT Reinforce, Paralyze - Bonus Attack, Mist Eruption - Bonus Attack, Mist Eruption - Cooltime Reduce
Ice/Lightning uses Chain Lightning and Glacier Chain, with Ice Demon whenever its DoT runs out. Oz's Flame Gear is not used. Damage for 2+ targets may not be entirely accurate as there appears to be a Chain Penalty tag for Chain Lightning that is not accounted for. Elemental Amplification and Storm Magic are applied as independent multipliers. (1.2 x 1.5 x)
Hyper (Chain Lightning): Uses Lightning Sphere (assumed 270ms attack speed) and the following: Chain Lightning - Reinforce, Chain Lightning - Extra Target, Chain Lightning - Bonus Attack, Glacial Chain - Bonus Attack, Glacial Chain - Extra Target
Hyper (Glacial Chain): Uses Lightning Sphere (assumed 270ms attack speed) and the following: Chain Lightning - Reinforce, Chain Lightning - Bonus Attack, Glacial Chain - Bonus Attack, Glacial Chain - Cooltime Reduce, Teleport Mastery - Reinforce
Bishop uses Angel Ray on up to six targets, and fully charged Big Bang on more. Oz's Flame Gear is not used.
Hyper: Uses Vengeance of Angel, Heaven's Door, and no other exclusive hyper skill affects their damage.
Evan uses Phantom Imprint 1 second before it runs out and spams Illusion on Single Target. Phantom Imprint is not used on 2+ targets. Phantom Imprint is assumed to be a 1.2x multiplier. Blaze is used for two to eight targets, and Flame Wheel is used for nine and ten targets, including its 6%/s DoT. Inherited Will's 5% Boss Damage is included. Evan is always Fastest (2) due to Dragon Soul and Booster. Dragon Fury is assumed to be +35% M.ATK.
Hyper: Uses Onyx Dragon (3030ms summon attack speed) and the following: Illusion - Reinforce, Illusion - Ignore Guard, Blaze - Reinforce, Blaze - Ignore Guard
Luminous Light table indicates usage of Spectral Light only, Dark table indicates usage of Apocalypse and Morning Star, Equilibrium indicates activating Equilibrium, Hyper Skills do not use any Light Reflection, but Memorize doubleswitching is not accounted for yet.
Hyper: Uses Armageddon, and the following: Apocalypse - Reinforce, Apocalypse - Extra Target, Apocalypse - Recharge, Ender - Reinforce, Ender - Extra Target
Battle Mage has all Auras on, uses Body Boost whenever possible, Teleports and uses Finishing Blow, along with Twister Spin (est. attack speed of 180ms) when it's off cooldown. Separate table for attacking without Twister Spin. Note that at Fast (4), Battle Mage hits the speed cap using Body Boost.
Hyper: Uses Union Aura, Battle King Bar, and Teleport - Reinforce, Twister Spin - Reinforce, Twister Spin - Extra Target, Twister Spin - Cooltime Reduce. Note that Twister Spin is significantly detrimental to DPS with Hyper Skills (Battle King Bar).
Kanna uses Shisen Gyouha - Retsu as her primary attack. Buffs are prioritized and saved for before they run out. Shisen Byakko and Youun Shoukan are used whenever possible. Shugyoku no Juuin is used whenever 15 orbs are available. For more than 1 target, Koma Koma Sakura, You Emaki, and Sou Tengu are used. Everything is assumed to work correctly.
Hyper: Uses Ikkitousen, Kekkai Hama, and the following: Haja Rengekifu - Reinforce, Haja Rengekifu - Bonus Attack, Haja Rengekifu - Extra Target, Kikyou Kekkai - Persist, Kikyou Kekkai Boss Killer.