Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- (1.6%)Ninja - TA - 1.6% (10% with 1/6 uptime)
- (1.5%)SCH - Fey Wind - 1.5% (3% with half uptime)
- (.415%)Ast - RR + Balance/Arrow (Given perfect RNG) - .415% (Math Below)
- (2.025%)DRG - 1 Ranged DPS (Estimate 15% of pt DPS ) - 1.2% | Battle Litany =.825% Increase (Brings a DRG ~ 2.025% Increase in damage)
- (1.8%)WAR - 1 Other Tank - .8% increase. | 1 Other Tank/ 1 Nin (Roughly 4-5% increase in Ninja dps) - 1.8%
- (1%)MNK - 1 Other MNK - 1% Increase ( Rough estimate to increase other mnks damage by ~5%)
- (.78%/.57%)MCH - 2x Melee Group - .78% | 1x Melee - .57% (Math Below)
- (1.2%/2.16%)BRD - 1x Mage Group - 1.2% | 2x Mage - 2.16% (Math Below) (Do note that results may vary depending on if a Brd can consistenly play Foe. Also Mage dps deal slightly lower dps than melees)
- (1.15%/2.07%)BRD with only 2x BV Foes - 1.15% / 2.07% Respectively
- -- AST Cards --
- We need to figure out the chance that an AST can Draw Balance or Arrow every 30 seconds which is pretty much 1/3 of a chance that they will get a card that will directly influence damage out put. I will neglect spear ATM because I find that utilizing spear properly can be rather difficult.
- So basically there is a 33% chance that AST will increase a single persons DPS by 10%(Really rough estimate since it is harder to measure arrow) 3.3% every 30 seconds. Given its duration of 15 seconds that 3.3% changes to ~1.65% increase in DPS. Fey wind would be a rough 1.5% DPS increase for the whole PT if used every 60 seconds. Obviously Fey wind wins out here.
- We then need to consider Royal Road. Since it takes a minute to fully process Royal Road (Ignoring Spread) and we have 1/3 a chance that Royal Road will be AoE but at half efficiency. I'm really bad with probability math but I will still try.
- Basically since the potency is half we need to multiply the RNG by the direct output oe 5x.33 = 1.65%. Considering it lasts for 15seconds and can only be done once every minute that brings the DPS increase down too 1.65x.25 = .415. Basically given fair RNG it whittles down to a .4% increase in party dps.
- The bonus to RR is that every effect will give you a positive boost.
- You also have a 2/3 chance to increase a single DPS by 1.65 % ( Same numbers as a normal balance but if you don't need Spire, Ewer, or Bole this is a great way to return DPS value to them, I am also running off the assumption that enhanced Balance is 15%... It could be 25%? If I have this wrong someone let me know please.)
- TL;DR given perfect RNG and ignoring Spread, Celestial Opposition and Time Dilation.
- An AST will either Increase Party dps by .415% or a single members DPS by 1.65% While Fey wind is roughly a 1.5% increase to the whole party.
- Another note: If an AST prayed to byregot before every pull and sinked a RR + Balance/Arrow every 60 seconds they would be looking at a 1.5% Party increase Every time they pair it with celestial OP and a 1.25% increase every time without Celestial OP. Rough guess is that every other draw would have OP so you could just average those out and get a 1.375% increase in DPS. Again my math could suck on this.
- Note this is extreme napkin math and there could be some mistakes here. I will need to help to correct those mistakes as my mind is feebles.
- Huge note: It is really hard( for me at least) to measure how much Celestial Opposition and Time Dilation add to the equation. It is also really big to note that Spread can be used to hold Balance or other cards during down time.
- ___________________________________________________
- --Battle Litany--
- Duration/CD = 20/180 = 11% total uptime
- Increase Crit rate by 15%
- Assuming Crit provides a raw bonus of 50% damage
- It is a 7.5% increase in damage during its duration. With an 11% uptime we get
- 7.5 *.11 = .825% Increase in pt damage
- ____________________________________________
- Assuming Party DPS:
- DPS 1 - 20%
- DPS 2 - 20%
- DPS 3 - 20%
- R DPS - 15%
- Tank 1 - 10%
- Tank 2 - 10%
- Healers - 5%
- --- DRG Disembowel--
- Piercing = R DPS + ~8%
- 15*1.08 = 16.2 or 1.2% increase.
- 10*1.08 = .8% increase
- --MCH Hypercharge --
- 1.041% increase per each effected class ( 25/120 = 20.8% uptime)
- If 2 Melee
- 1.041*.75 = .78%
- If 1 Melee
- 1.041*.55 = .57%
- -- Bard Foe--
- Foe @ 60 = 442 MP per tick
- Bard with 6917 Mana = 138 Mana back per tick
- Foe = ~303 Net Drained per tick
- (6917/303) * 3 = 68~ Rounded up to 69 seconds of Foe
- Takes 150 seconds to regen full mana and 69 seconds to deplete it with Foe
- Foe is up 32% of the time. 69/(150+69)
- Assuming 1x BV foe to 1x normal Foe
- 20 * .32 = 6.4%
- 10 * .32 = 3.2%
- Average = 4.8% increase per Mage
- Assuming 1x Mage Comp + Healers
- 4.8 *.25 = 1.2% Increase in damage
- Assuming 2x Mage Comp + Healer
- 4.8 *.45 = 2.16% increase in overall DPS
- Given Foe is up Twice over 10 minutes with 2x BV = 23% Uptime
- 20 *.23 = 4.6% Increase
- 1 Mage + Healers - 4.6 *.25 = 1.15% Increase in damage
- 2 Mage + Healers - 4.6* .45 = 2.07% Increase in Damage
- Going once more to accurately represent Foe Requiem in a double Melee Comp
- Party DPS
- Melee - 21
- Melee - 21
- Mage - 18
- R DPS - 15
- Tank - 10
- Tank - 10
- Healer - 5
- Sticking with 2x Foe over 10 minutes with BV x2 = 23% Uptime
- 20 *.23 = 4.6% damage increase per mage
- Mage+ Healer = 23% so 4.6 *.23 = 1.058 %
- Estimated Team Comp DPS - Bonus Math
- Melee - 1200
- Mage - 1100
- Ranged - 1000
- Tank - 650 Average (500 MT, 800 OT)
- Healer - 400 DPS combined (Rough estimate)
- 2x Melee Comp
- 1200+1200+1100+1000+650+650+400 = 6200
- Melee - 19.3%
- Melee - 19.3%
- Mage - 17.8%
- Ranged -16.1%
- Tank - 10.5%
- Tank - 10.5%
- Healers - 6.5%
- 2x Mage Comp
- 1200+1100+1100+1000+650+650+400 = 6100
- Melee - 19.7%
- Mage - 17.5%
- Mage - 17.5%
- Ranged - 16.4%
- Tank - 10.7%
- Tank - 10.7%
- Healers 6.5%
- (99%, missing 1% but wanted to keep rounded numbers)
- MCH in this 2x Melee comp
- 1.041*.757 - .79%
- 2 Mage
- 1.041 + .575 - .6%
- Brd in this 2x Melee comp (2x BV Foe)
- 4.6* .243 = 1.12%
- Brd in this 1x Melee
- 4.6* .415 = 1.91%
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement