Selecting armor stats

Selecting armor stats

in Elementalist

Posted by: OneKlicKill.4285

OneKlicKill.4285

Hey everyone.

So I’ve been debating what armor to get as my first exotic set. I decided to do some math behind it to see how my overall damage is factored by different sets (beserk/ramp/knights). I created an excel sheet for factoring in the build and armor values. It pumps out the average damage an ability does(this is average over many uses so i could factor in crit damage) It also assumes that the conditions last the full duration (not removed/target dies). It can also be use to calculate all stat contributions (not just the 6 armor pieces) I figured I’d share it with you guys so if anyone is interested.

Obviously a lot of this is theoretical (also I’m not sure how up to date coefficients are but those are easily changed)

Anyway here is the link!

IT is currently just some of the main d/d abilities in the commonly used rotation but if enough people find it useful I might add in the rest of the abilities as well as a skill rotation damage calculator.

Let me know what ya thing (and if you find any mistakes)

Please skill/trait split and give control to the PvP team. Karl is fucking killing us

(edited by OneKlicKill.4285)

Selecting armor stats

in Elementalist

Posted by: Sabull.5670

Sabull.5670

link is to gw1 wiki

[TA]

Selecting armor stats

in Elementalist

Posted by: Puff Pure.8631

Puff Pure.8631

Lots of eles have substantial amounts of might, and lots of fury, are these factored in?

Also is it really fair to compare berserker’s (which offers minimal defensive stats) to rampagers or knights armour which actually have a bit more defence!

Selecting armor stats

in Elementalist

Posted by: OneKlicKill.4285

OneKlicKill.4285

Sorry about that, not sure what went wrong there. I have fixed the link

Please skill/trait split and give control to the PvP team. Karl is fucking killing us

Selecting armor stats

in Elementalist

Posted by: Sabull.5670

Sabull.5670

few things that are wrong/confusing/missing/could be improved in that table you can think about. Some of them might require quite abit of rewamping to get them implemented.

- Doesn’t have slots for jewellery stats unless you just put them in “external factors”. Foods, sigils and might stacks too. As those stats affect the value (how good) of the stats they can be key in optimizing.
- Don’t like word “base” in direct damage. As it implicates gw2 would use base damage system like many other mmos (defencemodifier*power + base damage), like gw2 has on the conditions. It’s “skill co-efficient”, k or c. And Average damage.
- Not quite sure about your direct damage formula in the actual calculations.
When I write it open I get
(($B$14+$C$14)$B$13$B33*( (1+$C$15+$B$15))/$B$20)
= (k
P*W/A)((1 + C)CD)

While it should be (assuming you after the Average damage per ability, not some “base”, that’s what makes most sense to me). Or do you mean something different?
(k*P*W/A)(1+C(CD-1))

I did check it a few times so I’m pretty sure you have a mistake there.
- This brings me to the derivates. Prolly the most useful thing in tables like these would be the derivates of the direct formula. To help think about stat upgrades and stat optimizing. So the value and partial derivates of (k*P*W/A)(1+C(CD-1)) -> dP, dC, dCD of P*(1+C*(CD-1)).
- Think you missing the base crit chance of 4%. So you could write C_avrg = (Perc – 832)/2100 + FuryMod*0.2.
- Modifiers missing from the table, (this is what requires most work if wanted to implement because you would have to do trats). So on every direct damage attack there would be modifier sum(M_target)prod(M_attacker)DDFORMULA.
- If nothing else, I really recommend is doing a rotation. That gives actual instant information (with the derivates). And is simple to do. Just calculate the total damage of standard dagger&dagger rotation like for example F3+F4+F2+F5 -> E2 -> W2 -> A1 A1 A1. Or condition style with staying in earth after the fire. CE can be added.
Make sure to split condition damage and direct in the sum, so you can add a ConditionMod (so you can add say, conditions are 0.5 effective because cleanses or death or stacks …. Or have them full 1, for like solo pve purposes). This allows you to actually compare say rampager vs berserker.
Ofc the total numbers at the bottom gives some idea, on daggers. But would not help on staff.

kittenloads of work? Yea it is, that’s where my willpower ended when I was making full, calculate everything, think about everything table.

[TA]

Selecting armor stats

in Elementalist

Posted by: Maximillian Greil.1965

Maximillian Greil.1965

I LOVE power > tough/vit gear. I run staff though.