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Old 08-22-2009, 10:16 AM  
My Math > Your Guess
 
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Default Maximizing DPS as a Raid Wizard II (TSO)

Maximizing DPS as a Raid Wizard II (TSO)

Note: This guide is meant to be an update to Daray's already fantastic DPS guide created in RoK. References will be made to that guide, to prevent repeating too much information.


The purpose is to shed light on how attributes affect a Wizard's DPS. Attribute increases come in a variety of ways ranging from Buffs, AAs, and gear. Hopefully this information will help answer the commonly asked questions concerning Wizards. As always, I'm open to suggestions and constructive criticism.
  • I. Buffs
    • a. Raid
    • b. Notable Self Buffs
    • c. Deities
  • II. Achievement Points (AA)
    • a. DPS
    • b. Alternate: Manaburn
  • III. DPS
    • a. Statistic Caps
    • b. Attributes
      • 1. Intelligence
      • 2. Cast Speed
      • 3. Base Damage
      • 4. Spell Damage
      • 5. Critical Chance
      • 6. Critical Bonus
      • 7. Reuse
      • 8. Spell Double Attack
      • 9. Summary
    • c. Spell Priorities
  • IV. Gear
    • a. Procs
    • b. List
I. Buffs


a. Raid


Priest
  • Templar
    • Blessings - Increases trigger percent chance by 20% relative to its base value.
    • Manacure - While this effect is active, when your ally casts hostile spells, your group has a chance to be cured of negative effects matching the resist type that your ally casts. Single ally.
    • Aegolism VI - Increase Max Health of group by 1.2k. (with Myth)
    • Divine Recovery - Increases casting speed (50%) and recovery speed (33%) for a 24s duration.
    • Sanctuary - Prevents the group from being affected by control effects for a 30s duration.
    • Shield Ally - Grants 60% chance of an additional avoid check based on the caster's avoidance. Single ally.
    • Holy Shield - Grants an ally immunity to hostile area effect abilities that do not directly target them for a 30s duration. Single ally.
  • Inquisitor
    • Act of War IV - An augmentation that grants the inquisitor's allies the chance to deal instant divine damage on their hostile spells and attacks.
    • Fanatical Devotion - A critical attack by the inquisitor will grant the inquisitor's group a chance to proc additional divine damage for a short duration.
    • Tenacity VI - An augmentation that increases the health pool (1,643) and DPS mod (65) of the inquisitor's group (if 4-set.)
    • Divine Recovery - Increases casting speed (50%) and recovery speed (33%) for a 24s duration.
    • Shield Ally - Grants 60% chance of an additional avoid check based on the caster's avoidance. Single ally.
    • Holy Shield - Grants an ally immunity to hostile area effect abilities that do not directly target them for a 30s duration. Single ally.
  • Mystic
    • Ritual of Alacrity - Increases the casting speed (33%), recovery speed (33%), and lowers reuse timers (33%) of an ally for a 30s duration. Single ally.
    • Ancestry - Increases the trigger percentage (3%) of all of target ally's spells. Single ally.
    • Spirit Tap - When a target takes damage, that damage is converted into a heal and power restore for the group for a 30s duration. (Myth Clickie)
  • Defiler
    • Ritual of Alacrity - Increases the casting speed (33%), recovery speed (33%), and lowers reuse timers (33%) of an ally for a 30s duration. Single ally.
  • Fury
    • Tortoise Shell - Prevents the group from AEs for a 30s duration. Stifles caster.
    • Lucidity VI - Increases INT (137) and max power (895).
  • Warden
    • Tortoise Shell - Prevents the group from AEs for a 30s duration. Stifles caster.
Scouts
  • Troubador
    • Upbeat Tempo - Increases cast speed (15%), reuse speed (10%), recovery speed (25%), and increases number of ticks in a spell by 1. Single ally.
    • Perfection of the Maestro II (Raid-wide w/ Myth) - On any successful spell this spell procs ~800dmg (+175dmg from 4set, +33% proc increase from 5set) from for a 20s duration.
    • Aria of Magic V - On a successful hostile spell this spell has a 30% chance to proc ~750dmg. Increases Base Damage by 10% (with Myth).
    • Allegro - Increases cast speed of group by 8%.
    • Don't Kill the Messenger - Increases Critical Chance by 12.5% (7.5% without AA spec).
    • Resonance - Increases Range of Spells by 5m.
    • Song of Magic VI - Increases Disruption, Subjugation, Ordination, Ministration, Aggression by 35 and Focus by 70.
    • Jester's Cap - Increases reuse speed by 40% (and increases Crit Bonus by 8% with the 5set) for a 30s duration. Immunity applies for 2m. Single ally.
    • Bladedance - Prevents AE for a 30s duration.
  • Dirge
    • Luck of the Dirge - Increases trigger percent chance of group by 20% relative to its base value.
    • Allegro - Increases cast speed of group by 8%.
    • Don't Kill the Messenger - Increases Critical Chance by 7.5%
  • Ranger/Assassin
    • No significant buffs.
  • Brigand/Swashbuckler
    • Thieving Essence - Increases spell damage and melee damage of group members by 123.
    • Beg for Mercy VI - When damaged, decrease Threat by 1,510 and Threat position by 1. 100% chance to have 54% of the damage intercepted. 3 triggers.
Mages
  • Warlock
    • Propagations - Increases trigger percent by 4 on all spells cast by the group.
    • Dark Pact VI - Increases Disruption, Subjugation, Ordination, Ministration, and Aggression by 38.
  • Illusionist
    • Time Compression - Improves casting speed (20%), reuse speed (10%), and recovery speed (40%). Single ally.
    • Synergism IV - On a successful hostile spell this spell has a 33% chance to proc ~750dmg and ~900 deaggro.
    • Peace of Mind - On any successful attack this spell will cause ~950dmg for a 20s duration.
    • Destructive Rampage -Improves the damage of professional spells and combat arts by 10%
    • Illuminate - Reduces the resistability of your spells by 50% for a 20s duration.
    • Flase of Brilliance V - Increases Focus, Disruption, Subjugation, Ministration, and Ordination of group by 75 for a 30s duration.
    • Savant - Group consumes 56% less power for a 30s duration.
    • Mana Cloak III - When target takes any damage increases power by 436 for a 30s duration.
    • Manaflow - Increases target's power by 10%
  • Coercer
    • Peace of Mind - On any successful attack this spell will cause ~950dmg for a 20s duration.
    • Peaceful Link - Decrease Hate Gain of target by 23%.
    • Manaflow - Increases target's power by 10%
    • Channel - Distributes the group members' total combined power evenly among all the group members
  • Conjuror
    • Shard of Essence - Increases power by 475. 3 charges.
  • Necromancer
    • Darkness Heart - Increases power by 104 instantly and every 4 seconds for a 20s duration.
Fighters
  • Guardian
    • Moderate IV - Decreases Hate Gain of target by 32%. Grants 48% chance of an additional avoid check. Single ally.
  • Berserker
    • Destructive Rage (Raid-wide) - Increases DPS (+18.9) and reuse (5%) of spells and combat arts.
  • Paladin
    • Amends III - Transfers 41% of target's current Threat to the caster.
    • Sigil of Heroism - Transfers 36% of the group's Threat to the caster.
  • Shadowknight
    • Unholy Strength VI (Raid-wide) - Increases STA (65) and base damage of spells (5%) of raid members.
    • Unholy Hunger VI - Increases cast speed (10%) and reuse (10%) with AAs. Melee proc for ~600dmg.
    • Death March - Increases INT (+159), DPS (+55), and cast speed (55%) and makes group immune to control effects for a 10s duration, and 10s for each kill after.
  • Monk
    • Calm Tranquility (Raid-wide) - Increases casting speed (9.6%) and attack speed (24) of the raid.
  • Bruiser
    • No significant buffs.
b. Notable Self Buffs
  • Summon Drake - Increases reuse speed of caster by 2.0%
  • Summon Animated Tome - Increases crit chance by 2.9%
  • Fiery Magma Infusion (Drink) - Increases damage done by spells and combat arts by 50 for a 30m duration.
  • Bruteflesh Reduction (Food) - Caster will Parry 2.2% of incoming attacks for a 30m duration.
  • Expert's Elixir of Second Sight (Potion) - Increases crit chance by 4.0% for a 15m duration.
  • Sathirian Scroll of Combat (Temporary Adornment) - Increases crit chance by 3.0% for a 30m duration.
  • Smoldering Scroll of Tactics (Temporary Adornment) - Increases spell damage of caster by 40 for a 15m duration.
  • Asphyxiating Sorcery (Clicky Proc) - Increases the chance of all procs (excluding items) by 25%. From Words of the Dread Exarch or Runed Guard of the Selnok.
  • Mounts
    • \aITEM -1666025669 1278023971:a mystic Order of Rime Icemare\/a (Rime Faction) - Increases casting speed (3%), max health (+150), and max power (+150)
    • \aITEM 358483998 -699725293:an Abyssal Carpet\/a (Collection Quest) - Increases base damage (1%), heal amount (1%), combat arts (1%), max health (+200), and max power (+200)
    • \aITEM -1515621778 -1742637707:Khast's Whistle\/a (Gynok Moltor) - Increases Spell Crit Chance (3%), Spell Crit Bonus (1%), and Max Power (200)
    • \aITEM 1086344497 1429137675:a lavaborn warg whistle\/a (Aiden) - Increases Spell Crit Bonus (1%), Heal Crit Bonus (1%), Melee Crit Bonus (1%), (Range Crit Bonus (1%)
    • Lv80 Guild Mount - Increases spell damage (+75) and Disruption (+7.0)
c. Deities
  • Anashti
    • Undying Fury (Miracle) - Increases spell/melee crit (25%), weapon flurry (20%), and spell double attack (33%) for a 25s duration.
    • Power From Beyond (Blessing) - Improves spell and combat art damage (10%) for a 10m duration. [Base Damage]
    • Hand of Death (Blessing) - On any successful attack proc 454 disease damage for a 10m duration.
  • Bertoxxulous
    • Bertoxxulous' Curse (Miracle) - Shapechanges caster, increases all spell damage (50%), increases the caster's effectiveness of worn armor vs disease damage (15%) for a 1m duration. [Base Damage]
    • Grim Aura (Blessing) - Increases all melee and spell damage (12.5%) for a 10m duration. [Base Damage]
  • Sol Ro
    • Incinerate (Miracle) - Inflicts massive heat damage on target if it is under 50% health.
    • Ro's Fury (Blessing) - On a successful hostile spell, inflicts extra heat damage on target
    • Inferno's Glory (Blessing) - Damage of all heat-based spells is increased by 10% and the power cost decreased by 10%

Last edited by Dextera; 08-23-2009 at 06:06 PM.
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Old 08-22-2009, 10:16 AM  
My Math > Your Guess
 
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Default Re: Maximizing DPS as a Raid Wizard II (TSO)

II. Achievement Points (AA)

a. DPS

Character Traits
Choose +2.5% HP, +4.0 STA, and whatever resists you’re lacking. Power % or regen is not useful in raids due to current power regen classes such as Chanters and, to a lesser extent, Bards.

Sorcerer Line (KOS)



From Daray's Guide:
  • The agility line is regarded as providing the largest boost to dps out of the 3 lines.
  • The wisdom line provides the second largest contribution to dps out of the three lines.
  • This leaves the strength line as contributing the least out of the three, although it is a marginal difference.
Note: Eventually as you progress, it'll get much easier to cap your Crit Chance and that you'll run heavily over the 116% mark. When this happens, feel free to spec out of the STR line, and into a more defensive (and skill increasing) line such as STA (4448).

Catalyst (STR) or Sagacity (WIS)? This question is easily answered. With people currently sitting at 90% - 100%+ raid buffed spell crit chance, Catalyst is useless.


Wizard Line (EoF)

  • In order to maximize your DPS, you pretty much have to spec very similar to this setup. The fire line increases the efficiency of a majority of your Fire spells, as well as reducing reuse and duration for some. The cold line increases efficiency of our AE spells, as well as greatly reducing duration (and thereby recast) of our Storming Tempest line. Our Frigid Gift+Iceshape combo brings increased DPS to our groups.
  • The remaining points were placed into Fusion to allow for less time jousting, and a less picky directional AE. (Missing a mob or two is no fun.)
Shadows (TSO)

  • The Shadow AAs are fairly straightforward and contain some of the larger DPS increasers. For example, all 3 end-line spells gained through this AA tree tend to be some of the most efficient spells in our arsenal.
  • One possible change would be moving 4 points from Ice Spears to a heat debuff on Immonation. However, I went the route of increased damage, instead of a debuff.
b. Alternate Spec: Manaburn (submitted by Enuki)

  • Some Wizards have gone the path of Manaburn, but I do no advise for a majority to take this route. TSO is AE heavy content, where Manaburn would be most beneficial in single target fights. The loss in both AE/Single target DPS does no warrent the large high hit in my opinion.
  • However, some have seen use out of it, so use whichever works for your own playstyle.
  • For more information on the Manaburn Spec, check out section 4 of Daray's Guide.

Last edited by Dextera; 08-23-2009 at 06:29 AM.
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Old 08-22-2009, 10:17 AM  
My Math > Your Guess
 
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Default Re: Maximizing DPS as a Raid Wizard II (TSO)

III. DPS
Even though example spell lists are given, the object of this thread is not to lay down a "spell order." It's meant to help players understand and create their own "spell priority" based on a given situation. Afterall, being good at this game only means you press the correct buttons at the correct time.

We'll be using five spells in the examples;
-Ice Comet, Base Dmg: 6486-12046 ; Average = 9266, Base Cast: 4s
-Fireball, Base Dmg: 2694-5003 ; Average = 3848.5, Base Cast: 3s
-Hailstorm, Base Dmg: 5811-10793 ; Average = 8302, Base Cast: 2s
-Fusion, Base Dmg: 9284-15474 ; Average = 12379, Base Cast: 5s
-Bewilderment, Base Dmg: 1185-2201 ; Average = 1693, Base Cast: 0.5s
-Assume: Capped INT, No Other Mods

I chose these specific five spells because they varied by in cast time, as well as damage spread, and make up a considerable portion of the top efficiency spells. They make good use of variables in a controlled test environment.

DPS, or efficiency, is;
(Total Average Damage)/(CastTime + Recovery)
---This is by far the most important formula to remember. It is how you determine what spell will bring you the most damage, over the shortest amount of time (which means a greater D.P.S.)---

Sony's current combat system calculates damage in the following;
Base Damage Calculation
Attribute Modifiers
Base Damage Multipliers
Normalized Damage (+Spell Dmg)
Critical Multiplier





a. Statistic Caps
  • Cast Speed - +100%. Which is 50% of the spell's base cast time.
  • Reuse Speed - +100%. Which is 50% of the spell's base recast.
  • Recovery Speed - +100%. Which is 50% of the 0.50s base.
  • Base Damage - +100%
  • Spell Damage - 50% of the spell's base damage, after INT and Base Damage mods.
  • Proc Rate - Base proc rate x2.
  • Critical Chance - Contested, which means the chance to crit is based on the opposing mob's level. Currently 116% is enough to hit Lv88 mobs. 2% per level above 80 should be sufficient.
  • Hate Gain - +/- 50%
  • Skills - 6.5 * Level = 520
  • Stats - (Level * 15) + 20 = 1220
b. Attributes

1. Intelligence

Dimishing Returns Curve

  • Intelligence is a diminishing returns statistic, meaning as you approach the hard cap, you'll receive less and less benefit.
  • Intelligence should not be factored into gear choices, because reaching the hard cap is very easy, even for the less-geared raider.
  • Even undercap, you'll be at nearly 98% of your dmg at 1000 INT.
2. Cast Speed

Cast Times are calculated;
Actual Cast Time = (Base - Reduction) / (1.0 + CastSpeedIncrease)
*Reductions are usually from AAs, i.e. Immolation's -0.5s

Cast Speed Reduction

  • As you can can see from the graph, the gain from +cast speed is non-linear. This means you'll gain more benefit going from 0-10% than you will going from 90-100%.
  • Longer cast times benefit more from +cast speed than shorter ones.
  • This can be applied throughout the classes. It is possible to compare the gain between Sorcs, Summoners, and Enchanters. The amount of benefit gained is directly related to their base cast timers, not soley on their self buffed cast haste.
How does this affect my DPS?

Cast Speed's DPS Gain

  • This graph shoes the change in DPS for the five spells tested, as the cast speed is increased. It is hard to discern the non-linear nature, let's move into DPS growth graph.
Cast Speed's DPS Growth
  • This graph is merely the line graphing the change in DPS compared to the original amount.
  • It is far easier to read, and by looking at it, you can see that the slower spells grow at a larger rate than the fast casting spells.
  • In summary, cast time is a multiplier of your DPS, and related different than the other mods which affect total damage (the top of the DPS equation.) The benefit of cast is directly dependent on how high/low you are on the cast curve and the base cast time of the spell. Slower spells will gain more relative benefit (through a larger multiplier) than those with naturally short base cast times. In essence, the cast haste gives the slower spell's DPS a chance to "catch up" with the faster spells through a larger DPS growth.
  • Another important point, is that proc rates are determined by your base cast times. With a faster cast haste you'll proc more often. In fact, if you manage to cap yourself, you'll proc nearly twice the displayed procs per minute on a displayed item or spells.
3. Base Damage
Base Damage is calculated;

MinDmg = BaseMinDmg * (1.0 + BaseIncrease%)
MaxDmg = BaseMaxDmg * (1.0 + BaseIncrease%)




Base Damage DPS Growth


  • Base is linear in growth. Going from 0-10% Base will net the same gain as going from 90-100%.
  • Note: While the damage gained is larger for spells with more damage, the overall DPS gain for each spell remains the same. And even though growth is linear, the DPS spread that seperates each spell increases. This will be explained further.
How does this affect my DPS?


Base Damage DPS Increase


  • DPS growth is linear for each spell, however that means that larger damaging spells benefit more from the increase in base.
  • Notice how the slopes of some spells appear steeper than other spells. This directly corresponds with their ranking in terms of DPS efficiency according to the assumed stats. The more effiicient spell's DPS is rising in proportion to the other spells.
  • In summary, Base is linear. You'll gain the same relative benefit for each point increase, which is approximately 1% DPS for every 1% Base. Larger spread spells will be more affected, but the DPS proportions between the spells stay the same, i.e. Ball of Fire stays in direct ~41% proportion to Hailstorm's DPS.

4. Spell Damage


Spell damage is a static amount of damage added onto your spells. If the spell is a DoT, the added dmg is front loaded (meaning it'll add extra damage to the first 'tick' or hit.) If the spell is an AE, the spell damage will be divided by the number of targets, up to a maximum of three. Spell damage caps at 50% of the individual spells base damage, after attribute (INT) and +Base Damage modifiers.



Spell Damage is calculated;
NewDmg = OldDmg + SpellDmg (Up to it's Cap)
AE spells gain ActualSpellDmg = DisplayedSpellDmg/#ofTargets (up to a maximum of 3).



Spell Damage DPS Growth



  • Spell Damage growth is linear. However, this does not mean the same rules apply as Base Damage.
Spell Damage DPS Increase


  • This graph returns a very interesting result. The overlapping of DPS lines shows the point where the player's spell order is changing. The added spell damage is making Bewilderment more efficient than other spells, and thereby moving up in the spell priorities.
  • From this, you can see that the spell damage is affecting each spell equally. No one category of spell is benefitting more relative to the other spells. While the smaller damage spells have a larger growth, this only means they'll cap faster.
  • In summary, I would consider spell damage one of the weaker stats that a Wizard can gain. While it is still beneficial, it requires quite a bit to make much of a difference and other statistics provide a larger increase in DPS. I generally see 1% Crit = 30-50 Spell Damage.
5. Critical Damage
Here comes one of the more difficult systems of SoE. The critical system.

Critical Damage is calculated;
1. Roll = RNG(Min to Max)
1a. Crit Check
2. Dmg = Roll * CritMultiplier
3. If Dmg < Max+1 then Dmg = Max+1

This means that RNG weighting must occur for some spells, because any rolls that are <Max+1 will get rounded up. This becomes null, however, once your Crit Multiplier raises your spells "floor" damage to above Max+1 on any crit.


Critical Damage DPS Growth
  • Crit is linear. You'll gain the same benefit from 1%-2% as you will from 99%-100%.
  • Anomoly: Fusion's Crit Growth (slope) is different than the others, why? Well if you look at the Min:Max ratio, you'll notice that Fusion's Min is approximately 60% of its Max. The other spells tested have a ratio of ~54%. This may seem to be bad, but as you'll see later with Crit Bonus, the lower spread helps Fusion. Daray's guide goes into this a little bit.
How does this affect my DPS?


Critical Chance DPS Increase
  • In summary, crit is linear. You'll gain the same benefit from 1%-2% as you will from 99%-100%. You're gaining about 0.4% DPS per 1% crit.
  • Keep in mind that these calculations also apply to buff procs. So the actual added DPS rises (slightly) as proc buffs are added.
6. Critical Bonus
Critical Bonus is applied whenever a spell criticals. The default critical multiplier is 1.30. A spell must crit for the critical multiplier to be used.

At high enough levels, it'll effectively raise the damage floor (min damage) on spells. Crit Bonus can act as a pseudo base increase.


Critical Bonus is calculated;


The same as Criticals, but it the critical multiplier is increased.



Critical Bonus Growth

  • Critical Bonus is non-linear in growth, as displayed by the graph. It functions differently than Cast Haste, because the growth doesn't start to increase until you gain more.
  • I also placed Ice Comet on the graph at a Critical Rate of 50% and 25%. As long the crit rate is effectively halved, so is the output from the Crit Bonus. Therefore, in order to fully use any Crit Bonus, capped crit is needed.
Critical Bonus DPS Increase

  • This graph is another example of how an increasing attribute can modify a spell list.
  • Also, the spread between efficiencies of the spells increases as Critical Bonus is added.
7. Reuse
Honestly, reuse is a conundrum. I don't focus any of my gear choices around it, and I let buffs from other classes improve my reuse. Refer to the buffs section for any specific buffs. Reuse is similar to cast speed's non-linear graph shape. It is obviously beneficial, but I wouldn't sacrifice any of the other available mods for it (concerning gear). Don't let this influence your decision when picking reuse bonuses in AAs, much of the time these bonuses are in the form of reduction by seconds (not percent.) Choose these. But for gear, use this stat as a tiebreaker.



Reuse is calculated;


Reuse = [Base / (1.0 + ReuseIncrease)] - Reduction


*Note that this is different than Cast Speed




8. Spell Double Attack (courtest of Daray's Guide)

There are a few things to know about spell double attacks:
  • A spell double attack is applied immediately after the spell that triggered it lands.
  • All spell double attacks are applied without a second cast period (with the exception of Rays of Distintegration).
  • A spell double attack can crit. The chance to crit is calculated independently from the spell that triggered the double attack.
  • A spell double attack gains exactly the same benefit from base damage modifiers.
  • A spell double attack does not benefit from any +spell damage that you have.
  • A spell double attack can not proc spell or item procs.
  • A spell double attack on a dot spell only reapplies the dot, so you only get the benefit of the initial hit twice (not any subsequent ticks).
Currently, the only item in the game with the spell double attack effect, is the wizard mythical epic (Dragon's Marrow).



9. Summary
Well, we talked about the different stats available to a Wizard and I hope it opened a few doors that help better understand how they affect your DPS. As a final step, I'm going to plot an average of each statistic for the 3 spells on a graph. For each stat, it's assuming that no other stats are active.



Average Spell DPS Growth


  • As you can see from the different graphs, each statistic modifies each spell differently. Keep in mind that an increased statistic does not translate to a uniform increase among all spells.
Average DPS Growth by Statistic
  • This graph closely mirrors my priority in terms of gear, etc. However, this is meant to be a general guideline in terms of priority. This should help create a rough guideline on what will benefit your character the most. (Keep in mind that Crit Bonus is assuming capped Crit).
  • Since each of the curves affect one another, full determination of equivalency would be extremely time consuming and probably extremely boring for anyone but the most curious.
  • Also, don't consider this graph to suggest "choose base over everything." Think of it more as a ratio, rather than a strict rule.
  • Again I can't stress enough the point that this is a rough suggestion list on gear priority, but I'm hoping that the previous explanations of attributes helped shed light on how they work in your favor and will lead to wiser gear choices.
c. Spell Priorities


Neither spell priorities nor spell efficiencies are static. In fact, they’re very dynamic in nature and the priorities of each spell change based on the player’s statistics.



These spell priorities are based on my own calculations concerning all of the implied statistics. I am not opposed to posting priorities for odd stat specs, etc as long as I know what the stats are. These also come with equivalencies based on the current stat setup.



How did I calculate equivalencies?


Sectional of the Spreadsheet I Use (with test stats)
  • I use a spreadsheet to closely simulate the combat system, in a relative context. I do not take into account debuffs, primarily because we cannot control which debuffs (outside of ours) are landing on the mob. As Einstein said, “Make everything as simple as possible, but not simpler.”
  • After totaling the efficiency for each spell. I have two numbers at my disposal for comparison, raw DPS average and weighted DPS average. For a weighted average, I weight these spells in accordance with their contribution to my overall DPS (i.e. the % of the pie they occupy.) This gives me a weighted average for spells. The raw average is simply the average of every spell's combined DPS. Changing the modifiers will change the weighted average and the raw average. From this weighted average, I'm able to gauge the increase/decrease in DPS. The weighted average gauges smaller modifier changes better, while the raw average is more suited to gauge much larger swings in mods. (This method is very similar to Daray's method.)
  • Basically, I find ratios within the weighted average line graphs (including intersections.) This allows general equivalencies to be determined.
  • Without the use of a spreadsheet determining all of this would be extremely difficult with the variety of mods available in-game and their non-linear nature.
Note: All are assumed to have the DPS AA setup, or near the equivalent.

Example 1

  • Spell Damage: 940, Crit: 100%, Cast 92.4%, Recovery 40%, Base Damage 59.4%, Crit Bonus 41%
  • +1% Crit = +51 Spell Damage = +1.3% Cast Speed = +0.8 Base = +0.85 Crit Bonus
Example 2
  • Spell Damage: 750, Crit: 80%, Cast 70%, Recovery 40%, Base Damage 34%, Crit Bonus 21%
  • 2-Set + SoH Robe
  • +1% Crit = +38 Spell Damage = +1.05% Cast Speed = +0.65% Base = +0.85% Bonus
Example 3
  • Spell Damage: 700, Crit 70%, Cast 50%, Recovery 40%, Base Damage 20%, Crit Bonus 10%
  • +1% Crit = +31 Spell Damage = +0.80% Cast Speed = +0.50% Base = +0.90% Bonus
These equivalencies very closely resemble the Average DPS Growth by Statistic graph.

Last edited by Dextera; 08-24-2009 at 07:25 PM.
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Old 08-22-2009, 10:18 AM  
My Math > Your Guess
 
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Default Re: Maximizing DPS as a Raid Wizard II (TSO)

IV. Gear
a. Procs
Procs are normalized off 3s (2.5 cast + 0.5 recovery). This means that regardless of the base cast timer, the chance to proc is the same for both fast and slow casters. However, the normalization is based off of base cast times. Therefore the person with the most haste, will proc more. Each proc also has a chance to proc on each mob in an AE encounter, so keep that in mind.

Temporary Mod Increase Procs

Want to figure out how much, on average, a temporary proc will give you?
  • If you want to factor in Cast Haste, multiply the procs per minute (PPM) as such; PPM * (1 + CastHaste%). This will give you a new PPMs based on your cast haste.
  • Take the PPM and multiply it by the duration, divide the answer by 60. Multiply that answer by the proc amount (obviously not surpassing the displayed amount). That is the average amount added by the proc.
  • Obviously PPM mods and cast haste modify this result. (And keep in mind the caps!)



Example: Dark Mail Gauntlets – 1.8ppm * 15s = 27s / 60 = 0.45 * 5.0% = 2.25% Average Increase to Cast Speed and Base Damage. (Don’t forget cast haste increases PPM.)



Damage Procs

Want to measure how much approximate DPS an item with a damage proc will give you?
  • If you want to factor in Cast Haste, multiply the procs per minute (PPM) as such; PPM * (1 + CastHaste%). This will give you a new PPMs based on your cast haste.
  • Take the PPM and multiply it by the average damage [(Min+Max)/2] of the proc. Divide the answer by 60.
  • The result is the DPS of the proc. Due to debuffs, the parsed DPS will range from 2-3x the calculated.
b. Gear List
**Note: Please keep in mind that this list is not static. Situationally, gear can move up or down your own list according to your current statistics. This list is a rough guide to gear, not a given.**


Also, the general concensus would be that our set bonuses should be taken over a majority of the gear choices. In my experience (where I had access to the HoDD and T3 Gloves), only the 4-set bonus can even be considered expendable. The 2, 5 and 6-sets are a must.
  • Head
    • \aITEM 1875060386 1736289128:Channeled Hood of Ethereal Energy\/a - Xebnok/Tyrannus the Dark (Tomb of the Mad Crusader/Ykesha's Inner Stronghold)
    • \aITEM 1386293886 53803786:Hood of Dark Dealings\/a - Master P'Tasa (Shard of Hate)
    • \aITEM -1756537795 422291595:Hood of the Lightning Rider\/a - Gozak (Munzok's Material Bastion)
    • \aITEM -2106489077 -569307869:Ethermage's Flamespun Hood\/a - Khost Alur (Ward of Elements)
    • \aITEM 551815934 -1700281172:Elucidated Manaweave Hood\/a - T2 Shard Armor
  • Arms
    • \aITEM 858983809 645082712:Channeled Sleeves of Ethereal Energy\/a - Mynzak/Zarrakon (Palace of the Ancient One/Zarrakon's Abyssal Chamber)
    • \aITEM 803149698 2146406262 -1594030217:Ethermage's Flamespun Mantle\/a - Aiden (Ward of Elements)
    • \aITEM -2075245733 1176570892:Mantle of the Void-Caller\/a - Tythus (Palace of the Ancient One)
  • Chest
    • \aITEM 1687672842 1486648307:Ancient Robe of the Disciple\/a - Evil Avatars
    • \aITEM 1311278388 1184237822:Channeled Robe of Ethereal Energy\/a - Anashti/Ykesha (Palace of the Ancient One/Ykesha's Inner Stronghold)
    • \aITEM -13558581 1342507013 334757281:Arcane Robe of Hatred\/a - Kpul D'vngur (Shard of Hate)
    • \aITEM 1804891598 1755237285:Threaded Void Robe of Distraction\/a - Pentaclypse (Palace of the Ancient One)
    • \aITEM 958572696 -964881966:Robe of Dark Power\/a - Hoshkar (Veeshan's Peak)
    • \aITEM -530622962 -2144996587:Shiny Metallic Robe\/a - Heritage Quest
    • \aITEM 2138865195 589100035:Ethermage's Flamespun Robe\/a - Digg (Ward of Elements)
  • Forearms
    • \aITEM -1940871704 -1260101864:Channeled Cuffs of Ethereal Energy\/a - Xythus Twins/Senior Loyalist Tilas (Palace of the Ancient One/Tomb of the Mad Crusader)
    • \aITEM 1129405889 -588595794:Necrotic Wrist Wrappings\/a - Wilhelm (Necrotic Asylum)
  • Hands
    • \aITEM 1101373989 -865436038:Dark Mail Gauntlets\/a - Heritage Quest
    • \aITEM -386249402 -1194666574 1296389494:Ethermage's Flamespun Gloves\/a - Gelidus Ventus (Ward of Elements)
    • \aITEM 1849804427 -1865814082:Channeled Gloves of Ethereal Energy\/a - Switchmaster/Strange Stalker (Palace of the Ancient One/Ykesha's Inner Stronghold)
  • Legs
    • \aITEM -587436943 -733814341:Channeled Legs of Ethereal Energy\/a - Gynok Moltor/Field General (Tomb of the Mad Crusader/Ykesha's Inner Stronghold)
    • \aITEM 773408106 -1868538150 1791062163:Pantaloons of Nexus Disruption\/a - Phara Dar (Veeshan's Peak)
    • \aITEM 170361339 -642132968 -1582497053:Pantaloons of Temporal Foresight\/a - Woushi (Emerald Halls)
  • Feet
    • \aITEM 811878644 -1938616972 -1219270072:Channeled Slippers of Ethereal Energy\/a - Thet-em-aua/Kaltuk (Tomb of the Mad Crusader/Ykesha's Inner Stronghold)
    • \aITEM 51080634 -407371585:Slippers of Nexus Disruption\/a - Veeshan's Peak
    • \aITEM 1689465898 -88363437 215392375:Vine-wrapped Boots\/a - Emerald Halls Craftable
  • Cloak
    • \aITEM 99704869 100485346:Drape of the Void-Touched\/a - Maldormous Exeter (Palace of Ferzhul)
    • \aITEM -554613541 1040310960:Cloak of Woven Silk\/a - The Harbinger of Absolution (Throne of New Tunaria)
    • \aITEM -1529539410 298848546:Mystical Drape of Najena\/a - Aiden (Ward of Elements)
  • Waist
    • \aITEM -158818192 -1875782652:Belt of the Desolate One\/a - Anashti (Palace of the Ancient One)
    • \aITEM -813627010 -451705217:Moldered Flesh Wrap\/a - Xebnok (Tomb of the Mad Crusader)
    • \aITEM -287751671 1889557559:Sash of the Volcanic Throne\/a - Trakanon (Trakanon's Lair)
    • \aITEM -810243348 -687881973:Blazing Swiftash Shadow Sash\/a - Gelidus Ventus (Ward of Elements)
    • \aITEM 1301016814 -164492989:Sash of the Crimson Hand\/a - Miragul's Phylactery Blue Shinies
  • Neck
    • \aITEM -1609625936 -1932342764:Necklace of the Plague\/a - Evil Avatars
    • \aITEM -1296654864 -198550402 276435228:Bloodthirsty Choker\/a - Terror (Shard of Fear)
    • \aITEM -643360218 -1609760535:Drakota Fang Necklace\/a - Magmadin (Najena's Hollow Tower)
    • \aITEM 1429723276 -373253671:Wilhelm's Stylish Choker\/a - Wilhelm (Necrotic Asylum)
  • Ear
    • \aITEM -1858013698 -1465189978:Ykeshan Hoop of the Pestilence\/a - Kultak the Cruel (Ykesha's Inner Stronghold)
    • \aITEM -121443830 1708620293:Darkened Jewel of Poisonous Fire\/a - Tyrannus the Dark (Ykesha's Inner Stronghold)
    • \aITEM 1369371583 1316397331 -708292975:Talisman of the Ethernauts\/a - TSO Relic Collection
    • \aITEM -2143234342 1884469741:Hoop of Deadly Destruction\/a - Gynok Moltor (Tomb of the Mad Crusader)
    • \aITEM 71102731 -1529421120:Earring of Hollowed Darkness\/a - Switchmaster (Palace of the Ancient One)
    • \aITEM 574110859 1407268343:Imbued Earring of Flowing Magma\/a - Imperator Ignus (Ward of Elements)
  • Finger
    • \aITEM -1120403262 -2083210168 -1068508401:Ring of Blood and Rage\/a - Gynok Moltor (Tomb of the Mad Crusader)
    • \aITEM 1742204660 -2090443436 446707001:Najena's Ring of Readiness\/a - Reformed Magmolemus (Najena's Hollow Tower)
    • \aITEM -54379439 -923393270:Eye Mounted Ring\/a - Senior Loyalist Tilas (Tomb of the Mad Crusader)
    • \aITEM 455618629 1381698270 1717562248:Negative Energy Channeler\/a - Qunard Ashenclaw (Veeshan's Peak)
    • \aITEM -373528028 -489742003 -1798589975:Forgotten Ring of Souls\/a - Ferzhul (Palace of Ferzhul)
  • Wrist
    • \aITEM 481230584 -827271023 -1174645855:Bangle of Portals\/a - Maldormous Exeter (Palace of Ferzhul)
    • \aITEM -137096903 1694766449 1384561760:Gruuper's Bangle of Incineration\/a - Gruuper Goo (Guk: Outer Stronghold)
    • \aITEM -1788946603 484155110:Bracelet of the Trickster\/a - Neutral Avatars
    • \aITEM 1398291589 -800950344:Dark-Metal Ingot\/a - Xythus Twins (Palace of the Ancient One)
  • Charm
    • \aITEM 1770687408 1604501921:Charm of Bertoxxulous\/a - Avatar of Disease
    • \aITEM 1909680275 -1854690900:Charm of Innoruuk\/a - Avatar of Hate
    • \aITEM -2018684583 -1760024861:Charm of Cazic Thule\/a - Avatar of Fear
    • \aITEM -1789520988 2021698216:Wicked Wand of Malice\/a - Sisters (Shard of Hate)
    • \aITEM -6330411 -349800201:Void-Soaked Peacock Feathers\/a - Valdoartus Varsoon (Palace of Ferzhul)
    • \aITEM 835047042 1044179888:Death Chimes\/a - Kpul D'Vngur (Shard of Hate)
    • \aITEM -1055470574 -1186617072:Stone of the Void\/a - Executor Zynos (Anchor of Bazzul)
    • \aITEM 787683361 -232369864:Shard of Hate\/a - Kpul D'Vngur (Shard of Hate)
  • Secondary
    • \aITEM -426636637 196026891:Symbol of Arcane Mastery\/a - Neutral Avatars
    • \aITEM -879661432 -1038638506:Dark Orb of the Mind\/a - Contested Mayong (Castle Mistmoore)
    • \aITEM 109110412 -80698446:Gem of Emptiness\/a - Sir Rouland (Kurns Tower x2)
    • \aITEM 791715318 -455793414 652318108:Dagger of the Ethernaut Magus\/a - TSO Signature Quest
    • \aITEM 1240008577 -854648921 1077415915:Void-Touched Symbol of Calling\/a - Abstalius (Palace of the Ancient One)
    • \aITEM -1157721601 -1495941620 -1288726123:Wand of Elemental Knowledge\/a - Codexicon (Crucible)
    • \aITEM -1700236124 -599538637 -1820754738:Eye of Innoruuk\/a - Master P'Tasa (Shard of Hate)
  • Primary
    • \aITEM -1556439464 1176896923 -1268519431:Dragon's Marrow\/a - Mythical
    • \aITEM 335135119 256208155:Wand of Crystalized Plasma\/a - The Hemogoblin (Estate of Unrest)
    • \aITEM -1311819234 1176896923:Dragon's Marrow\/a - Epic
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Old 08-22-2009, 10:53 AM  
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Default Re: Maximizing DPS as a Raid Wizard II (TSO)

DEUS FOR WIZ MOD IN 09!
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Old 08-22-2009, 10:59 AM  
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Default Re: Maximizing DPS as a Raid Wizard II (TSO)

Been working on this before Dakkota announced his quitting tbh. Figured nobody has stepped up to write one, so I did. Btw, I wouldn't want that title imo ffs tbh lulz irl.

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Old 08-22-2009, 11:09 AM  
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Default Re: Maximizing DPS as a Raid Wizard II (TSO)

+1 vote for anyone who isn't Dakkota!
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Old 08-22-2009, 11:12 AM  
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Default Re: Maximizing DPS as a Raid Wizard II (TSO)

Don't get a hard-on - the person I picked will delete just as much retarded shit =p. Damn every game I play I generate this animosity...I must do something right.
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Old 08-22-2009, 11:19 AM  
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Default Re: Maximizing DPS as a Raid Wizard II (TSO)

Good stuff.
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Old 08-22-2009, 12:24 PM  
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Quote:
Originally Posted by Dextera View Post
Been working on this before Dakkota announced his quitting tbh. Figured nobody has stepped up to write one, so I did. Btw, I wouldn't want that title imo ffs tbh lulz irl.

STONESTRONG FOR WIZ MOD IN '09
I would accept the job sir, the wizard boards could have so much more drama than they currently do.


I wish I could get this traffic on the pally boards tbh
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