Current Version: GMS v146
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.
Hero:
Paladin:
Dark Knight:
Dawn Warrior:
Aran:
Demon Slayer:
Demon Avenger:
Mikhail:
Kaiser:
Hayato:
Zero:Alpha:Beta:
Hero: Panic whenever available. Enrage + Raging Blow on single target. Raging Blow on all other targets. Incising used whenever its duration expires. Enrage, Chance Attack, and Advanced Combo appear to be multiplicative with each other, while critical is additive to Advanced Combo.
Hyper: Rage Uprising is detrimental to DPS. Uses the following: Raging Blow - Reinforce, Raging Blow - Bonus Attack, Advanced Final Attack - Bonus Chance, Advanced Combo - Reinforce, Advanced Combo - Boss Killer
Paladin: Different tables for All Charge spamming, Divine Charge spamming, and Blast spamming. Heaven's Hammer is detrimental to DPS. Separate tables for Sword's Max Critical bonus and Blunt Weapon's Defense Ignore bonus.
Hyper: Smite is detrimental to DPS, but used because it Binds. Uses the following: Blast - Reinforce, Blast - Critical Rate, Blast - Bonus Attack, Threaten - Bonus Chance, Threaten - Enhance
Dark Knight: Gungnir Descent for single target, Dark Impale for multi-target. Berserk is a damage multiplier instead of a Total Damage bonus.
Hyper: Uses Dark Synthesis and the following: Gungnir Descent - Reinforce, Gungnir Descent - Ignore Guard, Gungnir Descent - Boss Killer, Reincarnation - Critical Rate, Reincarnation - Reinforce
Dawn Warrior: Uses Dance of Moon and Speeding Sunset for single target, Crescent Divide and Solar Pierce for multitarget. Solunar Time is always active. Soul Penetration is used whenever it is available.
Hyper: Uses Soul Forge, Cross the Styx, and Speeding Dance - Reinforce, Speeding Dance - Ignore Guard, Speeding Dance - Boss Killer for single target, Divide and Pierce - Reinforce, Divide and Pierce - Bonus Attack, Divide and Pierce - Extra Target for multiple targets. True Sight - Ignore Guard is used in all cases. Note that you cannot have all seven active, only five can be chosen. Divide and Pierce - Bonus Attack would provide the largest benefit.
Aran: Uses Triple Swing, Final Blow spam, Final Toss spam, or Rolling Spin spam. Uses Commands if Combo will remain over 100. Uses Combo Tempest if Combo will remain over 100 after usage.
Hyper: Separate Triple Swing, and Final Blow spam tables, and a Final Blow + Beyonder table. Does not use Overswing or Combo Tempest in this table. Uses the following: Final Blow - Reinforce, Final Blow - Bonus Attack, Final Blow - Ignore Guard, Combo Recharge - Cooltime Reduce, Combo Recharge - Additional Combo
Demon Slayer: Vampiric Touch and Metamorphosis have priority over attacking skills that cost Force. Demon Slash is used if there is not enough Force to do anything else. Devil Cry is recast when its duration is 2s or lower. Dark Bind is cast when its cool down is off. Infinite Force is used when its cooldown is off. For six or less targets, Demon Impact is used when there is enough Force for it. For seven to ten targets, Demon Explosion (Infernal Concussion) is used. For 11 or more targets, Devil Cry is used. Demon Slayer with Booster and Concentration cannot be slower Faster (3).
Hyper: Uses Cerberus, Blue Blood, Demon Impact - Reinforce, Demon Impact - Bonus Attack, Demon Impact - Force Reduce, Metamorphosis - Reinforce, Metamorphosis - Force Reduce
Demon Avenger: Uses Exceed: Execution for 1~6 targets, Exceed: Moonlight Slash for 7~10 targets, Armor Break for 11+. Bat Swarm whenever it disappears. Armor Break before it runs out. Shield Chasing and Bloody Imprison after cooldown.
Hyper: Uses Forbidden Contract, and Thousand Sword for 5+ targets, and the following: Exceed - Reinforcement, Exceed - Bonus Chance, Shield Chasing - Reinforcement.
Mikhail: Soul Assault on single targets. Shining Blast on multitargets. Uses Soul Rage whenever it's available. Soul Attack is only considered for single target, since it has no mob skill that adds a status. Soul Attack appears to be multiplicative with Soul Charge, I presume Soul Rage is additive to Soul Charge.
Hyper: Uses Deadly Charge and the following: Soul Assault - Reinforce, Soul Assault - Bonus Attack, Shining Blast - Reinforce, Shining Blast - Bonus Attack, Shining Blast - Extra Target
Kaiser: Giga Slasher is used on single target. Sword Strike is used on multiple targets. Infernal Breath is used whenever it is available. Wingbeat is used every 1.980s if there are less than 3 active. Petrified is summoned whenever it disappears. Wingbeat and Sword Strike cannot be used while Transfigured, thus Blue Streak is used on multiple targets when transfigured and Dragon Slash is used to fill the spam delay. Command table uses the Command skill to charge up the Mode Gauge.
Hyper: Uses Prominence and the following: Giga Slasher - Reinforce, Giga Slasher - Bonus Attack, Wingbeat - Reinforce, Wingbeat - Extra Attack, Wing Beat - Persist
GMS: Uses Wing Beat while transfigured.
Hayato: First table uses Dankuusen -> Shouryuusen -> Senpuuzan -> (Hikarasu->Issen)/Yousousen -> Dankuusen. Uses Hien first to start the combo after a buff. Yousousen's debuff is always active. Yanagi Yoke is assumed to be always fully stacked. Issen is used whenever it is available, but Hikarasu is chained before it since Shouryuusen -> Senpuuzan doesn't form a real chain with Issen and needs Hikarasu inbetween. In theory, it's about 10% stronger if all you do is spam Yousousen>Senpuuzan, but I don't think it's plausible to have two chained skills whose sum delay is lower than Yousousen's base delay... so yeah, we're here.
Second table uses Sanrenzan - Rai -> Yousousen -> Sanrenzan - Rai. In the event of Issen being available, Senpuuzan is used after into a Yousousen, though the difference isn't large. The 'Final Attack' is assumed to be constant damage. The data for the 2nd and 3rd hits implies a different number, but there are no other associated skills to store this, so it may have been something they intended or forgot to change.
Third table uses Shinsoku Musou
Shippuu Samidarejin is used whenever it is available for both cases. Defense->Damage beginner skill is assumed to be maxed.
Hyper: Uses Akatsuki no Ootachi, Issen - Cooltime Reduce, Issen - Bonus Attack, Yousousen - Reinforce, Yousousen - Bonus Attack, Yousousen - Extra Target. Issen is used whenever it is available, so every table is almost just combo + Issen + Ootachi. Looking into a way to make this more reasonable.
Zero: Uses a perfect scenario Tag/Assist situation, where Alpha cycles Combination 4 -> Combination 2 + Combination 3, Beta cycles Combination 2 -> Combination 4 -> Combination 2. Tag/Assists whenever it becomes available. Throwing Weapon is assumed to do its full number of hits. At approximately 150% Boss, Advanced Throwing Weapon is detrimental, and should be replaced with Combination 1. Uses Shadow Rain whenever possible, as well as its other Transcendent buffs.
Alpha: Uses Combination 4 -> Combination 2 + Combination 3. Assumes no Tagging, which is technically impossible because you eventually run out of Time Force. DPS would be higher with tagging.
Beta: Uses Combination 2 -> Combination 4 -> Combination 2 -> Combination 1 -> Combination 2 -> Combination 4 etc.
These tables assume the utmost perfect conditions for damage, and are harder to attain compared to other classes by a decent margin.