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Thread: Definitive Research on Best PvM Doc Weapons Thread

  1. #1

    Definitive Research on Best PvM Doc Weapons Thread

    NB: This post has been edited to reflect the most recent data and assumptions. Please see rest of the thread for more information.

    NB: Update -- Added the Level 175 Doctor chart; please see thread for more information.


    Intro

    Eylen's recent work with max skills numbers via emulator is a fantastic foundation to build a research project on determining what the best Doc D-DoT is purely in terms of damage output. I've taken the liberty of making all kinds of irresponsible assumptions and unsupported suppositions in undertaking this study in the hopes that cooler heads and wiser views would correct any of my mistakes and add insights.

    And yes, lest we forget, let us remind ourselves once again that our damage comes from teammates and DoT's. We are healers first and foremost; damage is secondary. We do not kill; we outlast. We are strictly discussing our fourth option here.

    Assumptions

    I've made a number of assumptions in undertaking this analysis. I've had to draw on my personal experiences which are in no way representative, but by imposing the same bias across the board, I hope to show that relatively speaking, one weapon is in fact superior to another.

    - The base stats are from the Solitus Doc @ Level 210 that Eylen sketched out.
    - I have taken into account only easily available buffs (e.g., Extreme Prejudice, Brutal Thug, etc.) and a 145 Wrangle in determining how high a base skill can be raised.
    - And then, in lieu of undertaking a detailed study a la Disquat to determine how much each skill can be buffed, I just added +110 to the Eylen Base + Buffs number. I reasoned that my 210 soli doc was able to twink on a ql205 Kyr Axe, which is roughly 110 over the Eylen + Buffs number. So all other weapons could probably be twinked by 110 (if not more) to determine highest QL equippable.
    - In looking at implants for weaponskills, I have assumed that all Doctors would be using Symbiants in the Eye, Head, Chest, Left Arm, and Waist.
    - I have further assumed that all Doctors would naturally prioritize nanoskills, including MC, over weaponskills, and that where Nanodelta conflicts with a weapon skill, a Doc would prioritize Nanodelta.
    - Implants were assumed to be ql200.
    - In running damage simulation, I have assumed 900 in Fling/Fast Attack, 800 in Brawl/Burst/Sneak/All others, 4% crit chance, and 800 in inits. This is approximately close to where Eylen's numbers come out. Obviously, items exist that buff these figures -- and I hope others will pick up where I leave off and add such details. All duration was set to 120 secs vs. 30k AC's. No damage-add items were put into the picture.
    - New Stuff: I have also run a High-Crit setup, which assumes 8% from VE, 8% from MoP, and native 3% for a total of 19% crit chance, but reduces inits to 400.
    - As is normal with damage simulators, the mob evades were not taken into account. Low AR may mean a number of misses which should skew results somewhat.

    Results of the Study: Current as of 11/19/05

    Due to space, I have removed the notes; please see the rest of the thread for detailed discussions.


    Level 210 Doctor, Solitus
    Low Crits Chart: 4% Crits, 800 Inits, 30K AC’s, AR as below, Burst/Sneak/Brawl: 800, Fling/Fast Attack: 900

    Skill --------------- AR --- EQUIP --- Weapon --------------- Damage --------- Norm ---- Spec ---- Total -- Dualwield

    1HB ---------------- 1126 -- 1448 ---- 220 Hammer 112 ------- 222-319 (222) -- 52860 --- 10089 --– 62949 -- 80567
    1HE (Axe) ---------- 1126 -- 1361 ---- 205 Axe 240 ---------- 190-226 (190) -- 45240 --- 12716 --- 57956 -- 73034
    1HE (Gelid) -------- 1126 -- 1362 ---- Gelid Blade ---------- 184-409 (89) --- 42960 --- .8592 --- 56160 -- 72015*
    Piercing (Rapier) -- 1085 -- 1362 ---- 205 Rapier ----------- 189-231 (231) -- 45300 --- 12080 --- 57380 -- 72478
    Piercing (PE) ------ 1085 -- 1362 ---- 220 PE --------------- 175-425 (425) -- 42780 --- .4278 --- 47058 -- 62939**
    Shotgun (Kyr) ------ 1021 -- 1361 ---- 205 Shotgun ---------- 139-351 (351) -- 32640 --- .4896 --- 37536 -- n/a
    Shotgun (Maw) ------ 1021 -- 1361 ---- Maw of Abyss --------- 184-503 (2) ---- 35316 --- .2616 --- 37932 -- n/a
    2HB ---------------- .974 -- 1338 ---- 200 Sledge 74 -------- 253-369 (253) -- 54240 --- .7584 --- 61824 -- n/a
    2HE (Kyr) ---------- .974 -- 1251 ---- 190 Sword 112 -------- 241-312 (241) -- 51660 --- .9909 --- 61569 -- n/a
    2HE (FBR) ---------- .974 -- 1251 ---- Frost-bound Reaper --- 386-386 (0) ---- 79560 --- ....0 --- 79650 -- n/a
    Grenade ------------ .974 -- 1372 ---- 205 Grenade ---------- 169-383 (169) -- 34510 --- .3570 --- 38080 -- n/a
    Bow ---------------- .950 -- 1142 ---- 240 Double Nimbus ---- 324-326 (82) --- 43160 --- ....0 --- 43160 -- n/a
    Pistol (Kyr) ------- .950 -- 1522 ---- 225 Pistol Type 4 ---- 169-249 (169) -- 34680 --- 11676 --- 46356 -- 67163***
    Pistol (Flux) ------ .950 -- 1522 ---- 275 Flux ------------- 276-276 (369) -- 35352 --- .2946 --- 38298 -- 50081
    Melee Energy (SOD) - .950 -- 1252 ---- Sword of Dusk/Dawn --- 250-750 (1) ---- 50640 --- ....0 --- 50640 -- 67518****
    Melee Energy (Kyr) - .950 -- 1252 ---- 190 E-Hammer 112 ----- 211-258 (211) -- 44400 --- 14000 --- 58400 -- 73199
    MG/SMG ------------- .950 -- 1251 ---- 190 Kyr SMG type 5 --- 157-252 (172) -- 32509 --- 20434 --- 52943 -- n/a
    Heavy Weapons ------ .950 -- 1141 ---- 220 MBC -------------- 180-270 (270) -- 38640 --- 39488 --- 78128 -- n/a
    Assault Rifle ------ .950 -- 1142 ---- 140 JAME ------------- 175-450 (15) --- 34987 --- 14196 --- 49183 -- n/a



    The full notes are after the High Crits chart, which follows. Now, the High Crits data:


    210 Doctor, Solitus
    High Crits Chart: 19% Crits, 400 Inits, 30K AC’s, AR as below, Burst/Sneak/Brawl: 800, Fling/Fast Attack: 900

    Skill --------------- AR --- EQUIP --- Weapon --------------- Damage --------- Norm ---- Spec ---- Total ---- Dualwield

    1HB ---------------- 1126 -- 1448 ---- 220 Hammer 112 ------- 222-319 (222) -- 60480 --- 11232 --– 71712 ---- 91870
    1HE (Axe) ---------- 1126 -- 1361 ---- 205 Axe 240 ---------- 190-226 (190) -- 51780 --- 14242 --- 66022 ---- 83280
    1HE (Gelid) -------- 1126 -- 1362 ---- Gelid Blade ---------- 184-409 (89) --- 45960 --- .9192 --- 59760 ---- 76614*
    Piercing (Rapier) -- 1085 -- 1362 ---- 205 Rapier ----------- 189-231 (231) -- 53220 --- 14192 --- 67412 ---- 85150
    Piercing (PE) ------ 1085 -- 1362 ---- 220 PE --------------- 175-425 (425) -- 55100 --- .5700 --- 50439 ---- 77841**
    Shotgun (Kyr) ------ 1021 -- 1361 ---- 205 Shotgun ---------- 139-351 (351) -- 43860 --- .6579 --- 50439 ---- n/a
    Shotgun (Maw) ------ 1021 -- 1361 ---- Maw of Abyss --------- 184-503 (2) ---- 27510 --- .2620 --- 30130 ---- n/a
    2HB ---------------- .974 -- 1338 ---- 200 Sledge 74 -------- 253-369 (253) -- 59972 --- .8364 --- 68336 ---- n/a
    2HE (Kyr) ---------- .974 -- 1251 ---- 190 Sword 112 -------- 241-312 (241) -- 59100 --- 11025 --- 70125 ---- n/a
    2HE (FBR) ---------- .974 -- 1251 ---- Frost-bound Reaper --- 386-386 (0) ---- 79560 --- ....0 --- 79560 ---- n/a
    Grenade ------------ .974 -- 1372 ---- 205 Grenade ---------- 169-383 (169) -- 34731 --- .3405 --- 38136 ---- n/a
    Bow ---------------- .950 -- 1142 ---- 240 Double Nimbus ---- 324-326 (82) --- 36927 --- ....0 --- 36927 ---- n/a
    Pistol (Kyr) ------- .950 -- 1522 ---- 225 Pistol Type 4 ---- 169-249 (169) -- 39720 --- 22268 --- 61988 ---- 85819***
    Pistol (Flux) ------ .950 -- 1522 ---- 275 Flux ------------- 276-276 (369) -- 26887 --- .3507 --- 30394 ---- 39335
    Melee Energy (SOD) - .950 -- 1252 ---- Sword of Dusk/Dawn --- 250-750 (1) ---- 43095 --- ....0 --- 43095 ---- 57459****
    Melee Energy (Kyr) - .950 -- 1252 ---- 190 E-Hammer 112 ----- 211-258 (211) -- 50820 --- 15712 --- 66532 ---- 83470
    MG/SMG ------------- .950 -- 1251 ---- 190 Kyr SMG type 5 --- 157-252 (172) -- 37229 --- 21554 --- 58783 ---- n/a
    Heavy Weapons ------ .950 -- 1141 ---- 220 MBC -------------- 180-270 (270) -- 46860 --- 41680 --- 88540 ---- n/a
    Assault Rifle ------ .950 -- 1142 ---- 140 JAME ------------- 175-450 (15) --- 30600 --- 14238 --- 44838 ---- n/a



    Notes

    * - Gelid Damage reflects the 960 nuke proc, calculated as .08 x 960 x 60 for a single weapon, and .08 x 960 x 80 for dual Gelids. Many thanks to Thales for catching that error, which turned out to be significant.

    ** - Piercing Evil is Right-Hand only. To calculate dual-wield damage, I assumed that a QL 205 Energy Rapier w/o the 992 upgrade would go in the offhand. I then calculated the dual-wield damage by assuming 40 hits from the PE and 40 hits from the Rapier, then adding the specials from the PE. I.E., Dual Wield = .66 x PE damage + .66 x Rapier damage + PE Specials.

    *** - The Kyr'Ozch Pistol dual-wield numbers were figured assuming that an equal QL Type 1 Pistol would be put in the offhand to add Fling. That dual-wield number then represents having both Burst and Fling as a pistol user. I.E., Dual Wield = 1.66 * Regular Damage + Burst specials + Fling Specials. This is a more expensive setup, and harder to do, but I felt it more accurately reflected the best setup for dual Kyr pistols.

    **** - Note that the SoD dual-wield # represents dual-wielding two SoD's. The number will be different (and likely higher) if a Sod is dual-wielded with an Energy Hammer Type 112.

    In addition, I removed the consideration for a Kyr SMG type 12, as Fullauto damage is not really taken into account in the simulator, and it isn't clear at all that Doctors could get a decent Fullauto skill. If anyone has experience with Fullauto as a Doc, please let us know.

    For lowbies: Level 175 doc Chart:


    Level 175 Doctor, Solitus
    Low Crits Chart: 4% Crits, 600 Inits, 30K AC’s, AR as below, Burst/Sneak/Brawl/Etc.: 600, Fling/Fast Attack: 650

    Skill -------------- AR --- EQUIP -- Weapon -------------- Damage --------- Norm --- Spec -- Total -- Dualwield

    1HB ---------------- 848 -- 1117 --- 165 Hammer 112 ------ 169-247 (169) -- 32880 -- 5743 -- 38623 -- 49582
    1HE (Axe) ---------- 849 -- 1031 --- 160 Axe 240 --------- 151-180 (151) -- 29400 -- 6749 -- 36149 -- 45948
    1HE (Gelid) -- Not Doable
    Piercing (Rapier) -- 807 -- 1031 --- 160 Rapier 992 ------ 154-188 (188) -- 29280 -- 7320 -- 36600 -- 46359
    2HB ---------------- 756 -- .980 --- 150 Sledge 74 ------- 192-292 (192) -- 34620 -- 4821 -- 39441 -- n/a
    2HE (Kyr) ---------- 756 -- .980 --- 150 Sword 112 ------- 192-252 (192) -- 34620 -- 5975 -- 40595 -- n/a
    2HE (FBR) -- Not Doable
    Melee Energy (SOD) -- Not Doable
    Melee Energy (Kyr) - 694 -- .981 --- 145 E-Hammer 112 ---- 164-200 (164) -- 28020 -- 8364 -- 36384 -- 45723
    Grenade ------------ 736 -- 1101 --- 165 Grenade --------- 139-318 (139) -- 23838 -- 2055 -- 25893 -- n/a
    Heavy Weapons (MBC) -- Not Doable
    Bow ---------------- 740 -- .931 --- 190 Double Nimbus --- 260-264 (67) --- 26964 -- ...0 -- 26964 -- n/a
    Pistol (Kyr) ------- 639 -- 1191 --- 170 Pistol Type 4 --- 130-192 (130) -- 21060 -- 5070 -- 26130 -- 38414*
    Pistol (Flux) ------ 639 -- 1191 --- 260 Flux ------------ 251-252 (339) -- 20610 -- 2061 -- 22671 -- 29540*
    Pistol (CDR) ------- 639 -- 1191 --- Custom Desert Reet -- .65-143 (162) -- 10974 -- 4902 -- 15876 -- 19534
    MG/SMG ------------- 694 -- .981 --- 150 Kyr SMG type 5 -- 124-204 (124) -- 20827 -- 8968 -- 29795 -- n/a
    Shotgun (Kyr) ------ 744 -- 1031 --- 155 Kyr Shotgun ----- 108-272 (272) -- 20400 -- 2720 -- 23120 -- n/a
    Shotgun (Maw) ------ 744 -- 1031 --- Maw of Abyss -------- 184-503 (2) ---- 22618 -- 2104 -- 24722 -- n/a
    A. Rifle (JAME) ---- 644 -- .971 --- 140 JAME ------------ 175-450 (15) --- 27081 -- 8238 -- 35319 -- n/a
    A. Rifle (Kyr) ----- 644 -- .971 --- 145 Kyr Carbine 13 -- 121-240 (121) -- 19411 -- 3870 -- 23281 -- n/a (Plus FullAuto)


    /bio
    Last edited by Biochemyst; Nov 19th, 2004 at 21:05:19. Reason: Letting people know of refinements in numbers.
    Biochemyst, TL7 Eternalist with Scalpels
    Sombris, TL5 spoiled-brat Shade
    Agoniste, TL 6 Adventurer with gimpy gear

    Originally posted by Agamundos
    The point of AO is to make hecklers extinct, its a never-ending battle.

  2. #2
    Awesome chart, very useful information.

    I for myself tested maw, eqb, fbr and now dual-melee energy hammers on my 209 nm doc.
    Personally i would say that fbr deals really a lot of damage, but we have to take into account that if we wanna deal absolute maximum dmg (chaintripledotting +maybe debuffs/heals) we dont hit all that often. A lot of hits/minute are getting lost due to casting.
    In my experience slow but hard hitting weapons like eqb *could* -depending on the situation- deal a lot more dmg that i.e. very fast weapons like dual gelids.
    I decided to go dual SoD/Alien melee energy hammer now, just because i like the style and dualing these weapons produces ok´ish dmg and interrupts nukes every now and then.
    But -as you already mentioned- weapons are our D-Dot, and we are dealing 80%+ of our dmg 207+ with dots/nukes, so it doesnt really matter if we could (under ideal circumstances) do 10% more or less dmg with another weapon, its more a style-question which weapon to choose pvm for a doc imo...

  3. #3
    I estimate i spend about 20-22 seconds casting dot´s and heals in 30 seconds so i dont get many regular shots/swings off in a set 30 seconds.
    I´d say mbc is far far FAR superior to anything else that doesnt have 4 "free" shots every 8-10 seconds in specials since those arent affected by my castcycles.
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  4. #4
    I use MBC and QL255 implants, including eye. You only loose out on bright int and some add all defense (from the important skills). Probably have a little more nano delta too.

  5. #5
    I'm just curious why people are so obsessed with doing damage on a doc. We're made to outlast, not kill. I'm happy with my current setup and I don't plan on changing it anytime soon. That is very good research for those that are interested in that though.
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  6. #6
    I think the gelid is the best doc weapon,easy to equip and with the nuke proc it gets better...its 1/1 aswell...
    And Piercing evil isnt doc wearable as far as i know....Only shade


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  7. #7
    Great info! When it takes me 5+ Minutes to solo green bosses, I like to shave off every few seconds I can!

  8. #8
    I think the most powerful damage setup would be dual Sword of Dawn/Dusk; Im dual-wielding SoD/Kyr'Ozch Energy Hammer atm, and the damage output is simply amazing.
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  9. #9
    Quote Originally Posted by Regidoc
    I'm just curious why people are so obsessed with doing damage on a doc. We're made to outlast, not kill. I'm happy with my current setup and I don't plan on changing it anytime soon. That is very good research for those that are interested in that though.

    Outlasting is good, but if you want to solo effectively, especially in the higher playfields, you need to be able to dish out as well as sustain. What's the point in outlasting a mob, when your damage is so low that it takes you 30 min to kill something?
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  10. #10
    This was an amazing post - thanks for putting it together!

    I am resetting nano doctorate into specialist healer and use pensive+pillow at them moment WTB more alien perks and communication relay :x

    I will consider MBC when I get close to 220 I think.
    Last edited by Erxi; Nov 12th, 2004 at 16:34:47.

  11. #11
    First, thank you for any comments.

    Second, when every third post on the Doc Forums is "What weapon should I use?" or "Best Doc PvM Weapon???" or "Doc Weapons For Trox Doc", I think it's safe to say that we're obsessed with weapons as a profession.

    The reason is that apart from weapons, there really isn't much to discuss about Doctor profession. You never hear questions like, "What heal should I use?" because the answer is "The Best You Can". You don't get questions like "What symbiant is best?" because we're limited to Support. There's no discussion of which DOT to use -- just use the highest you can cast. The one area where there are no clear answers is weapon choice.

    The objective of this research is to put all such question to an end -- or at the very least, let all those who ask such questions what the "best" Doc weapons are in terms of damage output. I think it would be a valuable resource.

    Third, as to "Great info! When it takes me 5+ Minutes to solo green bosses, I like to shave off every few seconds I can!" this is entirely true. However, because our fights take so long (took me nearly 15 mins the other day to solo an Inferno Dragon), every little bit adds up to rather tremendous damage. An extra 100 pts per hit (every 2 secs) adds up to 45000 extra damage over the course of 15 mins. This is not insignificant.

    Fourth, as to MBC being the best because of specials, this may very well be true. But there is no easy way to represent these "free attacks" except perhaps by looking at the Specials damage only, which would be a distortion. By that logic, any weapon with FullAuto would be the best for Doctors. While I admit that the specials play an important role in the Doc damage calculation, I have to wonder how to take account of it.

    Fifth, while Tcha's observation that SoD and Energy Hammer is awesome is valuable, the numbers simply don't work out that way assuming min-damage of SL. On RK, SoD might simply own due to the high max damage. But on SL, it is OD'ed by a number of configurations.

    Finally, once we do further research, we may be able to make a couple of lists: Best For Damage, Best Solo Weapon, Best RK, Most Flexible, etc. and put to rest all the questions about Doc damage.

    /bio
    Biochemyst, TL7 Eternalist with Scalpels
    Sombris, TL5 spoiled-brat Shade
    Agoniste, TL 6 Adventurer with gimpy gear

    Originally posted by Agamundos
    The point of AO is to make hecklers extinct, its a never-ending battle.

  12. #12
    Quote Originally Posted by Matrixninjah
    I think the gelid is the best doc weapon,easy to equip and with the nuke proc it gets better...its 1/1 aswell...
    And Piercing evil isnt doc wearable as far as i know....Only shade


    Matrix
    Piercing Evil is not Shade-only. It just can't be dual-wielded (right hand only).

    Gelids are very very fine weapons. Probably the best before TL7. But once again, the numbers are hard to dispute.

    /bio
    Biochemyst, TL7 Eternalist with Scalpels
    Sombris, TL5 spoiled-brat Shade
    Agoniste, TL 6 Adventurer with gimpy gear

    Originally posted by Agamundos
    The point of AO is to make hecklers extinct, its a never-ending battle.

  13. #13
    Quote Originally Posted by Biochemyst
    Piercing Evil is not Shade-only. It just can't be dual-wielded (right hand only).

    Gelids are very very fine weapons. Probably the best before TL7. But once again, the numbers are hard to dispute.

    /bio
    Damage sim doesn't take into account the gelid proc nuke. That adds quite a bit of damage over time. Definately enough to OD an FBR.

    A Doc using Gelids next to a 220 FBR User will OD anyone and everyone. Every time.

    Consider my min-damage @ 840/hit and an occasional 960 damage proc nuke. Add that up and it's 1800 damage in a single hit. I regularly do 3-4 procs in a row. Add dots on top of that and it's hard to keep agro off of me unless the enf is mongoing (and I still end up stealing it back, if he isn't doing his job).

    Gelids are a lot more powerful then your table shows. To bad the damage sim can't take the proc into account.
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  14. #14
    I think there is a way to take Gelid procs into account.

    Each gelid has a 8% chance per hit to proc the 960 nuke. Dual wielded, this goes to 16%. So if we assume that 16% of hits will also generate a 960pt nuke, here's how it would come out.

    In 120 secs, with an attack cycle of 1/1 (2 secs), you attack 60 times. Dual-wielded, you're up to 90 times (roughly). Without taking Procs into account, we have the old number above:


    1HE (Gelid) -------- 1106 -- 1368 ---- Gelid Blade --------- 184-409 (89) --- 51552 ----- 67018


    With procs, 8% of 60 hits proc and 16% of 90 hits would proc resulting in another 960 per hit. That works out to 4608 and 13824 respectively (the latter is much higher as it doubles the chance of proc, and adds another 30 hits) or:


    1HE (Gelid) -------- 1106 -- 1368 ---- Gelid Blade --------- 184-409 (89) --- 56160 ----- 80842


    Let's see how that stacks up then. I've also adjusted the dual-wield bonus as looking at Gelid procs shows that it's not really 30% but 1/3 or 33.33%. With those changes:


    Skill -------------- Base -- Buffed -- Weapon -------------- Damage --------- Dam.Sim --- Dualwield

    1HB ---------------- 1106 -- 1455 ---- 215 Hammer 112 ------ 218-313 (218) -- 61845 ----- 82460
    1HE (Axe) ---------- 1106 -- 1368 ---- 205 Axe 240 --------- 190-226 (190) -- 57956 ----- 77274
    1HE (Gelid) -------- 1106 -- 1368 ---- Gelid Blade --------- 184-409 (89) --- 56160 ----- 82560
    Piercing (Rapier) -- 1065 -- 1327 ---- 199 Rapier ---------- 189-231 (231) -- 55176 ----- 73568
    Piercing (PE) ------ 1065 -- 1327 ---- 220 PE -------------- 175-425 (425) -- 47058 ----- n/a
    Shotgun (Kyr) ------ 1001 -- 1263 ---- 185 Shotgun --------- 127-319 (319) -- 34224 ----- n/a
    Shotgun (Maw) ------ 1001 -- 1263 ---- Maw of Abyss -------- 184-503 (2) ---- 34662 ----- n/a
    2HB ---------------- .954 -- 1303 ---- 195 Sledge 74 ------- 247-362 (247) -- 60570 ----- n/a
    2HE (Kyr) ---------- .954 -- 1216 ---- 180 Sword 112 ------- 229-297 (229) -- 58602 ----- n/a
    2HE (FBR) ---------- .954 -- 1216 ---- Frost-bound Reaper -- 386-386 (0) ---- 79560 ----- n/a
    Grenade ------------ .934 -- 1316 ---- 199 Grenade --------- 164-374 (164) -- 36928 ----- n/a
    Bow ---------------- .898 -- 1160 ---- 240 Double Nimbus --- 324-326 (82) --- 39923 ----- n/a
    Pistol (Kyr) ------- .897 -- 1319 ---- 199 Pistol Type 4 --- 151-222 (151) -- 44439 ----- 59252
    Pistol (Flux) ------ .897 -- 1319 ---- 260 Flux ------------ 261-262 (351) -- 32580 ----- 43440
    Melee Energy (SOD) - .892 -- 1154 ---- Sword of Dusk/Dawn -- 250-750 (1) ---- 49140 ----- 65520
    Melee Energy (Kyr) - .892 -- 1154 ---- 175 E-Hammer 112 ---- 195-239 (195) -- 52776 ----- 70368
    MG/SMG ------------- .891 -- 1153 ---- 175 Kyr SMG type 5 -- 145-234 (159) -- 47462 ----- n/a
    Heavy Weapons ------ .823 -- 1085 ---- 220 MBC ------------- 180-270 (270) -- 71900 ----- n/a


    As Elucidate points out, once procs are taken into account, Gelids do appear to be tops in damage, but only if dual-wielded. That's an interesting finding -- gotta love research!

    So the new Damage Order:

    1. - Dual Gelids (Must be both Gelids)
    2. - Dual Kyr'Ozch Hammers
    3. - FBR
    4. - Dual Kyr'Ozch Axes
    5. - 220 Massive Bolt Charger

    More refinements and more research! I know there have to be mistakes and more facts overlooked here.

    /bio
    Biochemyst, TL7 Eternalist with Scalpels
    Sombris, TL5 spoiled-brat Shade
    Agoniste, TL 6 Adventurer with gimpy gear

    Originally posted by Agamundos
    The point of AO is to make hecklers extinct, its a never-ending battle.

  15. #15
    After I posted, I realized why I felt my dual Kyr Axes were OD'ing my gelids. I have a high crit setup (+11% scope). I'll run some numbers with a high crit setup (let's say at least a 250 scope for +8, MoP for +8, and the "natural' 3%) and see how that comes out. MBC might do a LOT better and the FBR a LOT worse.

    /bio
    Biochemyst, TL7 Eternalist with Scalpels
    Sombris, TL5 spoiled-brat Shade
    Agoniste, TL 6 Adventurer with gimpy gear

    Originally posted by Agamundos
    The point of AO is to make hecklers extinct, its a never-ending battle.

  16. #16
    I'm a 220 mbc user and my dmg output is insane,

    I do wear a rbp, dchest, 15% llts, 2 4gem rad dmg bracers, when soloing ill wear a ring of something extra, and usually wear a ring of power physics +28 rad dmg. (ill wear my hhab when pulling)

    and i burst every 9seconds, and fling every 7,
    i have about 200 range init with the -neg from my scope (but it has no -nano init like a VE), but the mbc is 1/1 and im full off so im still attacking 1/1

    and the stuff you 'loose' from going with an imp in your eye instead of a symbie, isnt that much really. i have more MC, and the PM i loose i get back from the +60 PM that the mbc adds.

    Im almost always full off, cast heals'n'dots faster this way. in a team i loose all of +48dmg from my rings when i wear the +10 and an iq ring ><
    Last edited by Thrice; Nov 12th, 2004 at 18:47:57.
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    Once apon a time: Gasltymonkey, Healthybob

  17. #17
    This is a great analysis. And I have heard for a while that dual gelids are the way to go. Im sure I could get them on now if I wanted. But what about tower battles?

    Gelids would be useless for that.

    Are there enough IPs to go around for gelids (PvM) and say an Ithaca (PvP)? It sounds like not.

    Do docs have to sacrifice in this area? Either be really good pvm and just a healer at pvp or kinda weak in both?

    (I know. Kinda hijacked the thread... sorry. )

    Thanks.
    Maybe you can only be young once, but you can be immature forever.

  18. #18
    Hehe Thrice, I know firsthand how insane your damage output is.

    But here's the thing -- you have top of the line gear which would affect damage across the board (except for the scope). The baseline numbers are baseline numbers; if you add all your gear on top of it, it's entirely possible that you would do even more damage going with some other weapon.

    Which is why I don't take +dam add into account; if there's a reason why certain +dam add should be taken into account (for example, there's no jobe cluster for +cold damage) then perhaps we should take that into account.

    I'm still figuring out how to take the specials into proper account. It's not clear how that should be done.

    I think the next refinement would contemplate people using max temp imps (at least) to get on the best weapon possible. I'm using that +110 swag as a kind of a replacement. Anyone have a thought as to what would be a fair appropriate figure to apply across the board?

    Eventually, we'll get to the answers.

    /bio
    Biochemyst, TL7 Eternalist with Scalpels
    Sombris, TL5 spoiled-brat Shade
    Agoniste, TL 6 Adventurer with gimpy gear

    Originally posted by Agamundos
    The point of AO is to make hecklers extinct, its a never-ending battle.

  19. #19
    Quote Originally Posted by Biochemyst
    With procs, 8% of 60 hits proc and 16% of 90 hits would proc resulting in another 960 per hit. That works out to 4608 and 13824 respectively (the latter is much higher as it doubles the chance of proc, and adds another 30 hits) or:
    Maximum number of hits/minute is 40/minute, I believe.

    80 in 120 seconds.
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  20. #20
    Quote Originally Posted by Elucidate
    Maximum number of hits/minute is 40/minute, I believe.

    80 in 120 seconds.
    Correct.

    Its tricky to figure out what max damage is.

    At 217 I find myself in cast mode most of the time. Dot dot dot heal heal ubt.

    Really the only way to make a good estimate is on a mob like Afreet or a 250 heckler like Syros and use DD to report results. Weapon damage, dot damage, etc.

    On a huge hp mob, you'll be healing, dotting, hitting specials, etc over a long enough period of time to make the damage results reproduciible..

    Actually, maybe a guardian would be a better example, since they don't use debuffs.
    LVL 220 Vanguard Out to pasture
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