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Decision Helpers

Marginal Benefit.

Goal If you have multiple options for one enchanting, what the most marginal benefit you can get.

Combinatorial Maximum

Goal Given several enchanting, each with its own options, get a global maximum.

DPS with All factor categories

Really needed?

Detailed ActualDPS

Overall NOTE: A categorically hierarchical set of multipliers, factors within the same category are aggregated additive.

SheetDPSSkillDamageFactorConditionalDamageFactorActualDPS

SheetDPS

What you see on the character details page.

BaseStatFactorBaseDamageFactorCritFactorSkillDamageBonusFactorSpeedFactorSheetDPS

BaseStatFactor

DEX, STR or INT depending on your class.

BaseDamageFactor

WeaponBaseDamageFactorJewelryBaseDamageFactorBaseDamageFactor

WeaponBaseDamageFactor

The small damage number written on the weapon. Damage bonus from rubies in the weapon socket are automatically factored into this number.

Note that the big white damage number is the average DPS computed from the small damage number and the attacks per second.

Also dual wielding hits with only one weapon at the time and alternates between them.

JewelryBaseDamageFactor

Just the damage number on the jewelry.

CritFactor

CritChanceCritDamageCritFactor (+ 100%)

Useful Tips

On enchanting items, the CritChance and CritDamage has the ration of 1:10, which, with some simple math, dictates that to get the best throughput you should maintain this ration.

So to optimize the output, try to close down on the following value

Given a and b are CritChance and CritDamage separately, the best possible adjustment should be:

\begin{align} Δ c = \frac{a - b/10}{2}
a’ = a - Δ c \ b’ = b - 10Δ c \end{align}

SkillDamageBonusFactor

Certain skills (including Passive ones) can increase damage.

SpeedFactor

This is the one that changes this from a Damage Formula to a DPS formula.

WeaponAttackRateSpeedBonusFactor (+ 100%)T

More complicated with Dual Wielding.

SkillDamageFactor

NativeSkillDamageFactorSpecificSkillBonusFactor(+ 100%)ElementalDamageFactor(+ 100%)T

ConditionalDamageFactor

Many important factors are only effective under certain conditions. The are multipliers on their own. These dynamics factors are what truly characterize a battle.

The following is a list of known ones:

  • EliteDamageFactor
  • StatusDamageFactor

    Like the Bastions of Rings, which activates 8s 50% overall damage bonus for generator and spender each.

  • CombatConditionFactors

    Many special effects fall into this category: distance between you and enemies, whether the enemy is under impairment control effect and etc.

Useful links