So, I have a freshly-minted 80 engineer from level up tomes/scrolls, and started looking at builds. I found this:
http://www.dtguilds.com/forum/m/6563292/viewthread/15457607-dnt-engineer-build-127-patch
Now, my main is an elementalist, and I remember reading about the difference in DPS between full zerker and full celestial, also on DnTs forums, and that the takeaway was the full cele = 30% DPS drop.
Since Engies work a little different from Elies, I decided to run the numbers myself and see if the drop was quite so precipitous since engineers use more conditions and what-not. Also, since it seems like they’re making some changes to conditions to make them more viable in HoT stacks-wise I wanted to see how rosy the world could look if I was able to realistically utilize conditions.
For my calcs, I utilized the same build as the DnT one, except 6/6/2/0/0 instead of 6/6/0/0/2 for Energized Armor, because the 100-ish power the trait gives is better than the 100 Ferocity 2 points in Tools gives DPS wise (though I didn’t run the numbers with Static Discharge in the rotation so this could be off).
Other assumptions made: 25 vuln all the time, all exotic equipment, calculated both with 0 might/fury and 25 might/fury/damage banners. Runes are force and accuracy, and scholar at 70% uptime. Permanent burning from the Flamethrower, and permanent poison from the nades. 5 conditions all the time for Modified Ammo. If an ability ticks or has a variable multiplier, then whatever it’kittenting will be hit for all ticks/max damage (for blunderbuss/acid bomb). Obviously, this is idealized, but my hope is that the numbers I get will be roughly proportion to what I’ll get in practice.
Using the assumptions, I calculated the DPS from the rotation given in the build above. For funsies, I also calculated the standard error of the DPS, to see if there was a huge different in the randomness of the damage the builds did (on average about 66% of expected damage from one full rotation will fall within 1 standard error).
Final tally:
Full Assassin’s with zerker trinkets:
no buff ~ 10,190 DPS w/ SE 1320 (so 66% interval ~ 8,870-11,510 damage in a rotation)
full buff ~ 16540 DPS w/ SE 770 (15,770-17,310)
Full Celestial:
no buff ~ 8,680 DPS w/ SE 1000 (7,680-9,680)
full buff ~ 14,310 DPS w/SE 1090 (13,220-15,400)
Interestingly enough, Celestial does right at 85% damage of assassin’s/zerker, regardless of how much buffing is going on. Also, while the damage is more variable for Assassin’s gear without buff, it becomes much less random than cele with buffs (mainly because fury gives 100% crit chance, negating that source of variance)
That 15% drop in DPS is in exchange for about a third more HP and a quarter more Armor, plus a oh-why-the-hell-do-I-care amount more of healing power.
I’m thinking I’ll start working toward a celestial set for pugging…
(edited by Abnaxis.4593)