Anyone else have an interesting in running damage tests? In the pursuit of !!SCIENCE!! ? (Producing better damage)
Test notes:
-No gear/sigils/runes/gems equipped
-Steady weapon used
-Target Golem: Heavy (Always use heavy)
-Rounded to first decimal
Structure listing
<Log title>
Attunement Skillnumber – steadynoncritdamage ((damage from aoe/bounces)) [castingtime] <dps> ((aoe/bounce dps))
Staff NO SKILL
Fire 1 – 40 ((200>160>120>80)) [1s] 40 dps ((200>160>120>80 dps, 5-2 (Descending) people caught in aoe))
Water 1 – 14 [3/4s] 18.7~ dps
Air 1 – 31 ((88)) [3/4s] 41.3 dps ((117.3 dps))
Earth 1 – 23 [3/4s] 30.7 dps
Staff 30/30/10/0/0 NO TRAITS
[+300 Power +300 Precision +30% Crit dmg.]
Fire 1 – 53 ((265>212>159>106)) [1s] 53 dps ((265>212>159>106 dps 5-2 (Descending) people caught in aoe))
Water 1 – 18 [3/4s] 24 dps
Air 1 – 42 [3/4s] 56 dps ((116))
Earth 1 – 31 [3/4s] 41.3 dps
It’s currently just raw data, but major factors remain: boons/conditions (How much of an affect they have?), practical considerations etc. Once those can be taken accurately into account, we can craft the most optimal build.
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