Some calculations
Old 01-13-2010, 06:23 AM   #1
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Default Some calculations

Best way to calculate dps in my opinion is to do the following:
Score several fights; the more the better

1. time each fight from the first shot to the last shot (in seconds) and add the results.
2. record the damage from each hit in every fight. Add these numbers.
3. Divide the total damage by the total delay in seconds to get
your personal dps figure

Here I will attempt to mathematically calculate the dps of a person with 92 whips and 94 slashers. I am assuming that the person has 100 in all of the skills concerned. I am also assuming that the person in question does not miss, get parried, or blocked.

I made some assumptions and what I am doing below might be total crap but I ran the numbers so I will post them here. Please feel free to leave any comments and suggestions.

The dps of a person using the 92 whip; has 100 in all skills concerned

min damage = 19
max damage = 76
delay = 22



Things that need to be accounted for in order to determine overall dps for a person using this whip with all skills at level 100

str
critical strike = 25% chance to crit
overcrit = 33% crit damage increase
hemorrhage = 33% chance to cause bloodlet damage
double attack = 20% chance of striking twice
slash spec = 20% damage increase
slice = 35% chance to cause bleed for 60 damage over 60 seconds
deathblow = 100% extra crit damage when mob has less than 20% health




The following formulas from beetdabrat can be used to determine the average damage
[note: I can not speak for the accuracy of these formulas]:

S = Strength
L = 100 + Character Level
x = min weapon damage
y = max weaon damage
ss = slash spec level
o = overcrit level

Slash Hit:
Min damage = x * (S / L) * (1 + (ss / 500)) = A
Max damage = y * (S / L) * (1 + (ss / 500)) = B

Slash Crit Hit:
Min crit damage = A * (1.5 * (1 + [(o * 0.33) / 100])) = C
Max crit damage = B * (1.5 * (1 + [(o * 0.33) / 100])) = D

Lets say S/L is maxed = 1.5
So min whip damage = 19 * (1.5) * (1 + (100/500)) = 34.2
Min crit damage = 34.2 * (1.5 * (1 + [(100 * 0.33) / 100])) = 68.2

Max whip damage = 76 * (1.5) * (1 + (100 / 500)) = 136.8
Max whip crit damage = 136.8 * (1.5 * (1 + [(100 * 0.33) / 100])) = 272.9





Now overcrit, slash spec and str have been accounted for and we have:

average non crit damage per hit = [(34.2 + 136.8) / 2] = 85.5
average crit damage per hit = [(68.2 + 272.9) / 2] = 170.6




One way to account for the rest of the skills is to do this:

For simpler math, lets say that you have a mob which has infinity hit points
Lets say all hits are equal to your average damage and you land 100 hits (double attacks count as one hit).




Critical shot and deathblow

100 in critical strike means that the whip user hits for 170.6 damage on 25 hits and 85.5 damage on 75 hits
Shot total =100 hits so for this calculation lets say that: 20% of the mobs health = 20% of the hits
Thus, for 20% of the hits you are doing 100% extra damage on each crit <== 100 in deathblow
So on 4 out of a total of 25 crits you land 341.2 instead of 170.6
Now take the weighted average: (21/100 * 170.6) + (4/100 * 341.2) + (75/100 * 85.5) =
113.6 average damage per hit after critical shot and death blow have been accounted for.




Double attack
This in essence means that you hit for double the normal damage with one hit
So out of every 100 hits you will hit for double the average damage on 20 hits.
Now take the weighted average again: (20/100 * 113.6 * 2) + (80/100 * 113.6) =
136.3 average damage after double attack has been accounted for.
Delay = 22
So the damage per delay (dpd) = 6.2 thus far for one whip




Hemorrhage
with 100 in hemorrhage you will bloodlet for 34.2 damage on 33 hits.
[33/100 * (136.3 + 34.2)] + [67/100 * 136.3] =
147.6 average damage per hit after hemorrhage has been accounted for
So the damage per delay (dpd) = 6.7 thus far




Slice
Here we have to make one more assumption: To make the math simple, lets say that 10 delay = 1 second.
At level 100 in slicing, the whip user will do a 60 damage over 60 second bleed on 35 out of 100 hits.
In other words the whip user will do a total of 2100 damage over 2100 seconds in 100 hits.
This is equal to 2100 damage over 21000 delay or .1 additional damage per delay from 35 shots.





In conclusion

After all skills have been accounted for, the dpd of the above mentioned whip user [with 100 in all skills] using one 92 whip is 6.8
Multiply this by 2 [assuming dual wield = 100] and you have a 13.6 dpd for both whips

If we assume that 10 delay = 1 second then 13.6 dpd * 10 d = 136 damage per second from both whips.

Note: actual dps will be somewhat higher because the average hit will be higher. Most people don't have just enough str to get the maximum amount of damage; most people have more than that so they hit closer to their maximum damage more often. This makes their average hit larger






The dps of a 94 slasher user assuming all of the skills concerned are at level 100

94 slashers

min damage = 16
max damage = 145
delay = 30



Things that need to be accounted for in order to determine overall dps for a person using this slasher with all skills at level 100

str
critical strike = 25% chance to crit
overcrit = 33% crit damage increase
hemorrhage = 33% chance to cause bloodlet damage
double attack = 20% chance of striking twice
slash spec = 20% damage increase
slice = 35% chance to cause bleed for 60 damage over 60 seconds
deathblow = 100% extra crit damage when mob has less than 20% health




The following formulas from beetdabrat can be used to determine the average damage
[note: I can not speak for the accuracy of these formulas]:

S = Strength
L = 100 + Character Level
x = min weapon damage
y = max weaon damage
ss = slash spec level
o = overcrit level

Slash Hit:
Min damage = x * (S / L) * (1 + (ss / 500)) = A
Max damage = y * (S / L) * (1 + (ss / 500)) = B

Slash Crit Hit:
Min crit damage = A * (1.5 * (1 + [(o * 0.33) / 100])) = C
Max crit damage = B * (1.5 * (1 + [(o * 0.33) / 100])) = D

Lets say S/L is maxed = 1.5
So min slasher damage = 16 * (1.5) * (1 + (100/500)) = 28.8
Min crit damage = 28.8 * (1.5 * (1 + [(100 * 0.33) / 100])) = 57.5

Max slasher damage = 145 * (1.5) * (1 + (100 / 500)) = 261
Max slasher crit damage = 261 * (1.5 * (1 + [(100 * 0.33) / 100])) = 520.7





Now overcrit, slash spec and str have been accounted for and we have:

average non crit damage per hit = [(28.8 + 261) / 2] = 144.9
average crit damage per hit = [(57.5 + 520.9) / 2] = 289.2



One way to account for the rest of the skills is to do this:

For simpler math, lets say that you have a mob which has infinity hit points
Lets say all hits are equal to your average damage and you land 100 hits (double attacks count as one hit).




Critical shot and deathblow

100 in critical strike means that the slasher user hits for 289.2 damage on 25 hits and 144.9 damage on 75 hits
Hit total =100 hits so for this calculation lets say that: 20% of the mobs health = 20% of the hits
Thus, for 20% of the hits you are doing 100% extra damage on each crit <== 100 in deathblow
So on 4 out of a total of 25 crits you land 578.4 instead of 289.2
Now take the weighted average: (21/100 * 289.2) + (4/100 * 578.4) + (75/100 * 144.9) = 192.543
192.543 average damage per hit after critical shot and death blow have been accounted for.



Double attack
This in essence means that you hit for double the normal damage with one hit
So out of every 100 hits you will hit for double the average damage on 20 hits.
Now take the weighted average again: (20/100 * 192.543 * 2) + (80/100 * 192.543) =
231.1 average damage after double attack has been accounted for.
Delay = 30
So the damage per delay (dpd) = 7.7 thus far for one slasher



Hemorrhage
with 100 in hemorrhage you will bloodlet for 28.8 damage on 33 hits.
[33/100 * (231.1 + 28.8)] + [67/100 * 231.1] =
240.6 average damage per hit after hemorrhage has been accounted for
So the damage per delay (dpd) = 8.0 thus far




Slice
Here we have to make one more assumption: To make the math simple, lets say that 10 delay = 1 second.
At level 100 in slicing, the shasher user will do a 60 damage over 60 second bleed on 35 out of 100 hits.
In other words the slasher user will do a total of 2100 damage over 2100 seconds in 100 hits.
This is equal to 2100 damage over 21000 delay or .1 additional damage per delay from 35 shots.




In conclusion
After all skills have been accounted for, the dpd of the above mentioned slasher user [with 100 in all skills] using one 94 slasher is 8.0
Multiply this by 2 [assuming dual wield = 100] and you have a 16.0 dpd for both slashers

If you assume that 10 delay = 1 second then 16.0 dpd * 10 d = 160 damage per second from 2 slashers.

Note: actual dps will be somewhat higher because the average hit will be higher. Most people don't have just enough str to get the maximum amount of damage; most people have more than that so they hit closer to their maximum damage more often. This makes their average hit larger.



EDIT: Is there such a thing as crit bloodlet or is the bloodlet damage always equal to your min damage [don't really play my melee characters much at all; my archer is my main character]. I thought about this after I posted the numbers above. If there is such a thing as a crit bloodlet, I will have to redo some of the calcs.

Last edited by Conqueror; 01-13-2010 at 07:19 AM..
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Old 01-13-2010, 06:28 AM   #2
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but ur not including the most important part of using whips.... the pets :/
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Old 01-13-2010, 06:55 AM   #3
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Yes, there is such a thing as crit bloodlet.
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Old 01-13-2010, 07:18 AM   #4
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Quote:
Originally Posted by RogueTigeR
but ur not including the most important part of using whips.... the pets :/
I know

I just did the slashing aspect of it because slashers are somewhat easier; they don't have any skills that cause heal / stun effects.

The whip itself doesn't do the healing. Whip is just a slashing weapon.

To figure out the total dps of the whip/pet user you would need to run the numbers for the pet.

The pet can be considered a separate weapon by itself. So the numbers for it have to be run separately.

I just ran the numbers for the slashers and the math is so nasty. So many variables; so many what if's; so many assumptions; class bonuses and class abilities have not been included etc etc.

Even with all the calculations that I did, the actual dps figure is higher than what I got because of the skew effect --- as you go above the str needed for max damage you start hitting closer to max damage at a higher frequency.

Oh well. I'll play around with pet numbers and see if I can come up with anything.

(1) It is easy to run calculations like this when you have a certain percent damage increase [a simple multiplier].

(2) It becomes a lot more complicated when you start talking about the chance of something happening.

(3) No idea how to account for the heal / stun effects. Can't think of a way to do this that could be generalized to both pvp and pve situations.

I really don't know if there is any point to continue this analysis. It seems pointless.

Quote:
Originally Posted by Roeth
Yes, there is such a thing as crit bloodlet.
Thank you
This would raise the average value of the bloodlet and increase the dps along with class ability, class bonuses, gem usage, and the higher str skew that increases average damage.

Last edited by Conqueror; 01-13-2010 at 08:26 AM..
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