![]() ![]() Elites have varying value, either in pure damage or utility but will on average add around 10% additional damage.Weapon specialties add approximately 40% damage.Special abilities and passives add approximately 40% damage.Each point of energy gained and spent contributes, at minimum, an additional 0.45CP to damage. Energy management to maximize energy generation while eliminating energy waste.Signets at legendary level add approximately 30% additional damage.Critical rating and Critical Power will increase damage.Being below hit cap for content will reduce damage.This damage is modified by choices in (listed by order of affect): This value is not reflected on the character sheet, so it will need to be manually added when performing any DPS calculations.Įach weapon pairing has the same starting point of 1.855CP base DPS. Therefore, when choosing a weapon, make sure to utilize the weapon specialty and not ignore it.Įxpertise from weapons adds up to an additional 7.5% critical chance and 30% critical power to abilities and passives from that weapon. Some rough theorycrafting was done here, but basically weapon specialties add approximately 40% damage. ![]() ![]() So for example, with 500 combat power, 10% critical chance, and 50% critical power, expected DPS will be 1.995CP, or 997.5 DPS using only basic and power attacks. (1.855 + (Critical Chance * 0.45)) * ((1 - Critical Chance) + (Critical Chance * (1 + Critical Power))) Since a critical gives energy as well as additional damage, overall damage will scale following the formula: The base damage value of 1.855 assume 0% crit chance. These effects will stack with other similar effects and are able to crit, but like DoTs will not generate energy or trigger effects on crit. Some attacks, such as Elementalism Manifestations or the Shotgun elite Bombardment, create persistent ground or area effects. DoTs are able to crit, but will not generate energy or trigger effects on crit. The only exclusions to this are DoT effects which stack, such as Dragon's Breath shells from Shotgun - these DoTs will instead add a stack up to the maximum number of stacks and refresh the duration when they are reapplied. The Ur-Draug's Strength from Beyond hits (Normal) you for 2098 filth damage.Īs of Patch 2.1.2 Ur-Draug no longer returns damage for each hit, however other enemies (such as Lava Golems) still do.Īny DoT effect which is reapplied before the existing effect has expired will cause the existing effect to immediately deal the remainder of its damage before applying the new DoT. The Ur-Draug's Strength from Beyond hits (Normal) you for 2008 filth damage. The Ur-Draug's Strength from Beyond hits (Normal) you for 2148 filth damage. Useful group cleansing skills as a DPS include: Glaciate is the passive for the Elementalism ability Ice Beam and causes all attacks against the target to deal additional damage based on the attacker's combat power.Ĭleansing can usually be left to the healer, but some situations may call for DPS contribution to cleansing.Exposed is applied from abilities and increase all damage dealt to the exposed target by 10%.Enigmas from Chaos have the chance to increase the group's critical power or evade chance, among other effects.ĭebuffs will generally be a DPS role, as they usually require hitting the target.Savagery from Fist increases one player's damage by 15% for 6 seconds.Opening Shot from Shotgun increases the group's critical power by 30% for 8 seconds.However, some content that requires heavy healing may shift this role to DPS. Buffing will generally be a healer role, as buffing does not require hit rating (with the exception of Chaos buffs) and healers have the greatest build flexibility. ![]()
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