Hi everyone
I’m not much of a target dummy tester, so I tried calculating damage (which of course is prone to errors etc). I’m speaking strictly about dungeons and damage, not wvw or pvp.
the point of this post:
earth has some great damage modifiers which can be kept up pretty easily, the calculations below seem to indicate they could improve overall damage (if I didn’t do anything wrong, which is probable).
the question:
why does no dungeon/speedrun build ever go into earth? is it because of the tradeoff of might-stacking/fury or the need to keep more conditions on your enemies?
the tested builds:
build 1 is a more or less common variant with very good damage – you need your enemies to be vulnerable and burning, otherwise you lose a lot. I’m using something like this normally
build 2 has better modifiers than 1, but losing power/prec does make a bigger difference. the modifiers are more stable though, as with vigour your endurance will mostly be full and bleeding is very common. survivability is a lot higher than with the other two builds though when I tried it in an AC pug.
build 3 needs bleeding, burning, vulnerability and full endurance but has the highest potential damage output, didn’t try yet.
sidenote
I use my ele pretty much exclusively in AC (other dungeons other toons), where the downleveling destroys crit damage. I don’t see it affecting my calculations too much, but I might have missed something?
calculations
rest of the post is just the builds I put together (very quickly) for demonstration purposes and the damage calculations, don’t read if you’re not interested in my method of coming up with my numbers =)
I’ve tried 3 builds:
- more or less typical LH build with mightstacking Build (maybe 5 less water and put them into air, for 10% crit dmg after arcane skills, depending on how many boons one can maintain)
- somewhat defensive setup Build
- going for all the modifiers I could Build
factoring power/prec/critdmg as well as the various modifiers (ignored those every build can have, like food, scholar, force etc)
I came up with the following numbers against heavy armor (2600, doesn’t matter though):
- 1984.147974206
- 1747.1515664961
- 2250.6005054369
since tables are not possible, it’s a bit hard to post my spreadsheet.
first the calculations:
CritDMG is 0.5 + the % value of the build, as by the build editor
Crit Chance is =FLOOR ( ( Precision – 822 ) / 21 , 1) / 100
Modifiers are the product of all modifiers ( (1+Modifier 1) * (1+Modifier 2) * (1+Modifier 3))
Scepter power is 952.5
Skill coefficient I just went with 1
Damage without Crits: = Weapon Power * Power * Modifiers Product * Skill coefficient / target armor
Damage with Crits: = Damage without crits *(1 + Crit Chance * (Crit DMG))
- Modifiers total 1.35828
*Embers Might 5% (assumed always on)
*Burning Rage 5% (assumed always on)
*Bolt to the Heart 20% / 3 (only works 1/3 of the time)
*Bountiful Power 5% (assumed 5 boons)
*Vital Striking 10% (assumed always on) - Modifiers total 1.4674275
*Bountiful Power 5% (assumed 5 boons)
*Vital Striking 10% (assumed always on)
*Enduring Damage 10% (assumed always on)
*Serrated Stones 5% (assumed always on)
*Stone Splinters 10% (we’re always <600 range) - Modifiers total 1.72569474
*Embers Might 5% (assumed always on)
*Burning Rage 5% (assumed always on)
*Bolt to the Heart 20% / 3 (only works 1/3 of the time)
*Bountiful Power 5% (assumed 5 boons)
*Vital Striking 10% (assumed always on)
*Enduring Damage 10% (assumed always on)
*Serrated Stones 5% (assumed always on)
*Stone Splinters 10% (we’re always <600 range)
I assumed 5 boons for bountiful power, could be higher/lower of course.
so in theory (and if my calculations are correct) the overall damage of just going for all modifiers is about 13% higher, though less fury/might will be possible, which would cut into this.
if you have read so far, did you notice any serious mistakes in the calculations?
(edited by Oranisagu.3706)