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  1. (1.6%)Ninja - TA - 1.6% (10% with 1/6 uptime)
  2. (1.5%)SCH - Fey Wind - 1.5% (3% with half uptime)
  3. (.415%)Ast - RR + Balance/Arrow (Given perfect RNG) - .415% (Math Below)
  4. (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)
  5. (1.8%)WAR - 1 Other Tank - .8% increase. | 1 Other Tank/ 1 Nin (Roughly 4-5% increase in Ninja dps) - 1.8%
  6. (1%)MNK - 1 Other MNK - 1% Increase ( Rough estimate to increase other mnks damage by ~5%)
  7. (.78%/.57%)MCH - 2x Melee Group - .78% | 1x Melee - .57% (Math Below)
  8. (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)
  9. (1.15%/2.07%)BRD with only 2x BV Foes - 1.15% / 2.07% Respectively
  10.  
  11. -- AST Cards --
  12.  
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. The bonus to RR is that every effect will give you a positive boost.
  18. 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.)
  19. TL;DR given perfect RNG and ignoring Spread, Celestial Opposition and Time Dilation.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24.  
  25.  
  26. ___________________________________________________
  27.  
  28.  
  29. --Battle Litany--
  30.  
  31. Duration/CD = 20/180 = 11% total uptime
  32. Increase Crit rate by 15%
  33. Assuming Crit provides a raw bonus of 50% damage
  34.  
  35. It is a 7.5% increase in damage during its duration. With an 11% uptime we get
  36.  
  37. 7.5 *.11 = .825% Increase in pt damage
  38. ____________________________________________
  39.  
  40.  
  41. Assuming Party DPS:
  42.  
  43. DPS 1 - 20%
  44. DPS 2 - 20%
  45. DPS 3 - 20%
  46. R DPS - 15%
  47. Tank 1 - 10%
  48. Tank 2 - 10%
  49. Healers - 5%
  50.  
  51. --- DRG Disembowel--
  52.  
  53. Piercing = R DPS + ~8%
  54. 15*1.08 = 16.2 or 1.2% increase.
  55.  
  56. 10*1.08 = .8% increase
  57.  
  58. --MCH Hypercharge --
  59.  
  60. 1.041% increase per each effected class ( 25/120 = 20.8% uptime)
  61.  
  62. If 2 Melee
  63. 1.041*.75 = .78%
  64.  
  65. If 1 Melee
  66. 1.041*.55 = .57%
  67.  
  68.  
  69.  
  70. -- Bard Foe--
  71.  
  72. Foe @ 60 = 442 MP per tick
  73. Bard with 6917 Mana = 138 Mana back per tick
  74. Foe = ~303 Net Drained per tick
  75. (6917/303) * 3 = 68~ Rounded up to 69 seconds of Foe
  76.  
  77. Takes 150 seconds to regen full mana and 69 seconds to deplete it with Foe
  78.  
  79. Foe is up 32% of the time. 69/(150+69)
  80.  
  81. Assuming 1x BV foe to 1x normal Foe
  82.  
  83. 20 * .32 = 6.4%
  84. 10 * .32 = 3.2%
  85.  
  86. Average = 4.8% increase per Mage
  87.  
  88. Assuming 1x Mage Comp + Healers
  89.  
  90. 4.8 *.25 = 1.2% Increase in damage
  91.  
  92. Assuming 2x Mage Comp + Healer
  93.  
  94. 4.8 *.45 = 2.16% increase in overall DPS
  95.  
  96. Given Foe is up Twice over 10 minutes with 2x BV = 23% Uptime
  97.  
  98. 20 *.23 = 4.6% Increase
  99.  
  100. 1 Mage + Healers - 4.6 *.25 = 1.15% Increase in damage
  101. 2 Mage + Healers - 4.6* .45 = 2.07% Increase in Damage
  102.  
  103. Going once more to accurately represent Foe Requiem in a double Melee Comp
  104.  
  105. Party DPS
  106.  
  107. Melee - 21
  108. Melee - 21
  109. Mage - 18
  110. R DPS - 15
  111. Tank - 10
  112. Tank - 10
  113. Healer - 5
  114.  
  115.  
  116. Sticking with 2x Foe over 10 minutes with BV x2 = 23% Uptime
  117.  
  118. 20 *.23 = 4.6% damage increase per mage
  119.  
  120. Mage+ Healer = 23% so 4.6 *.23 = 1.058 %
  121.  
  122.  
  123.  
  124. Estimated Team Comp DPS - Bonus Math
  125.  
  126. Melee - 1200
  127. Mage - 1100
  128. Ranged - 1000
  129. Tank - 650 Average (500 MT, 800 OT)
  130. Healer - 400 DPS combined (Rough estimate)
  131.  
  132.  
  133. 2x Melee Comp
  134.  
  135. 1200+1200+1100+1000+650+650+400 = 6200
  136.  
  137. Melee - 19.3%
  138. Melee - 19.3%
  139. Mage - 17.8%
  140. Ranged -16.1%
  141. Tank - 10.5%
  142. Tank - 10.5%
  143. Healers - 6.5%
  144.  
  145.  
  146. 2x Mage Comp
  147.  
  148.  
  149. 1200+1100+1100+1000+650+650+400 = 6100
  150.  
  151. Melee - 19.7%
  152. Mage - 17.5%
  153. Mage - 17.5%
  154. Ranged - 16.4%
  155. Tank - 10.7%
  156. Tank - 10.7%
  157. Healers 6.5%
  158.  
  159. (99%, missing 1% but wanted to keep rounded numbers)
  160.  
  161.  
  162.  
  163.  
  164. MCH in this 2x Melee comp
  165.  
  166. 1.041*.757 - .79%
  167.  
  168. 2 Mage
  169. 1.041 + .575 - .6%
  170.  
  171.  
  172. Brd in this 2x Melee comp (2x BV Foe)
  173.  
  174. 4.6* .243 = 1.12%
  175.  
  176. Brd in this 1x Melee
  177.  
  178. 4.6* .415 = 1.91%
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