4th job Single Target DPS
Last updated: June 29, 2009
Last updated: June 29, 2009
Excel Spreadsheet (click me)
Cygnus version
The spreadsheet is in .xls format, compatible with Excel 97 or newer, and some other programs I don't know much about. There are a few things of interest. There are three sheets, an analysis sheet, a base damage sheet, and a %dps sheet. On the analysis sheet, you can change variables such as whether to include SE and SI, what element the boss is weak to, whether to include skills like Concentrate. On the other two sheets, there isn't much to see other than where the numbers came from. Edit them if you notice something wrong or would like to experiment with different scenarios that I haven't provided.
A screenie:
4th job Single Target DPS
Version 1.5 is out.
Version 1.5 changes:
1. Included all KMST 1.2.190 skill changes (5 second Snipe atm). MW 30 included even though it's currently impossible to obtain, I'm assuming we'll get that shortly.
Version 1.4 changes:
1. Equip quality is now something you can control. Everything is balanced based on equal scrolling, but you can pick from predefined settings or choose your own. The custom equip box is between the sandbox and the toolbox/info box.
2. Cannon speed corrected
3. Snipe merged to 199k Snipe only
4. Some interface changes
Version 1.3 changes:
1. Added a sandbox on the bottom, to save those who wanted to do their own calculations the trouble of making a whole new sheet. Some examples of what you can do are on there. Also unlocked all the stats on the other pages so you can play with different equips and levels as a basis for comparison. Decided against unlocking everything because I don't want the sheets modified.
2. Added Rage and Hex of the Beholder.
3. Changed the magic damage formula.
4. Fixed Ifrit. I had it listed at 270 Basic Attack instead of 300.
4. Minor interface adjustments.
Version 1.2 changes:
1. Fixed the issue with Paladin attack speeds and Elemental charges.
2. Added Archmages and Bishops. Archmages come in 130 LUKless wand and 163 LUK wand flavors, and Bishops come in Doomsday Staff and Maple Wisdom Staff flavors. Yummy.
3. More playing with the interface. Somehow managed to get everything added without stretching the page horizontally at all.
Version 1.1 changes:
1. Fixed calculation errors with Sacrifice and Assassinate.
2. Fixed AP errors with archers and Buccaneers.
3. Removed Barrage + DU. Three reasons:
- It trailed Barrage + DS by a small margin no matter what the stats were
- I fail to see a situation in which DU would be preferred to DS, given its range
- I needed to make room for a future addition of a combo involving Energy attacks.
4. Added summons for archers. Need a minimum damage formula for Corsairs.
5. Since Paladins are no longer the only class to use elemental attacks, I changed how the elemental stuff works. All the elements are listed in the >>toolbox<<, and you can change elemental affinity for each element on an individual basis. Elemental charge for Paladins selects the most powerful elemental charge based on the numbers you feed it.
6. Lots of interface changes. I hope the new look is better.
Version 1.0 changes from "beta"
1. Added 10 ATT to both archer classes to account for Expertise/Boost.
2. Added Enrage and Concentrate.
3. Added Defense.
4. Added Elemental charges for Paladins.
Enjoy!
Introduction
Devil's DPS Thread was a good compilation of data on the single target DPS of different classes. However, in the end, there were too many errors, most resulting from the over-simplification of damage formulas, and there was an overall sense of bias in the party damage calculations.
Commonly Asked Questions
(I will add any questions asked in this thread)
What is a DPS calculation, and what is its point?
All classes are not created equal. A DPS calculation for MapleStory typically answers the question, "How much damage per second would each class deal to monster X at level X with these (listed) equips?" In this thread, the monster is a green snail with 2 billion HP and a boss flag, and the characters are level 200 with perfect stats and using common GMS fully 60%ed equips, and a level 120 weapon and level 100 armor for their class. By answering this question, we get a much better idea of what the answer is to a much more important question, which is, "Which classes deal the most damage at bosses?". The numbers provided for damage will differ from actual results by quite a lot, but the overall ranking should not change much. The equips of the individual player should also not change the overall order significantly.
What do you mean by "standard GMS fully 60%ed equips?"
In GMS, most high level characters with a decent amount of funding use a set of common class equips that are superior to their class equips. They are as follows.
15/15/15/15 Zakum Helmet (clean)
15 att Stormcaster gloves
2 att, 5 dex Facestompers
22/22/22/22 Horntail Pendant
2 att, 10 (mainstat) Pink adventurer Cape
7 mag, 10 int Purple Adventurer Cape
10 dex earrings
10 luk earrings
10 mag, 5 int earrings
For the other equipment slots, equips are chosen from this list to maximize damage.
Sword (1h) - 122 att, 7 str
Sword (2h) - 124 att, 7 str
Axe (1h) - 122 att, 7 str
Axe (2h) - 126 att, 7 str
Blunt (1h) - 122 att, 7 str
Blunt (2h) - 126 att, 7 str
Crossheider - 14 att, 12 str
Spear - 126 att, 7 str
Polearm - 126 att, 7 str
Bow - 119 att
Crossbow - 122 att
Claw - 68 att
Ilbis - +27 att
Luk Dagger - 117 att, 7 luk
Str Dagger - 119 att, 7 luk
Seclusion Wristguard - 14 att, 7 str, 1 luk
Dragon Khanjar - 29 att, 7 str, 2 luk
Knuckle - 96 att, 7 str
Gun - 96 att
Eternal bullets - +20 att
Esther shield - 14 mag 8 int
Blue/Black Neos/Lucida set - 23 str, 16 dex, 5 acc
Blue Arzuna/Armis - 4 str, 26 dex
Red Katinas/Katte - 3 dex, 27 luk
Red Duke (1) - 27 str, 3 dex
Red Duke (2) - 7 str, 23 dex
Mage equips are a little more complicated.
LUKless:
Staff - 159 mag 2 stat* 7 int
Maple Wisdom Staff - 94 mag 8 int
Anakamoon/Anakarune - 25 int 1 luk
Black Pennance - 5 mag 8 int
Yellow Snowshoes - 3 int
LUK AM:
Staff - 192 mag 3 stat* 7 int
Blue Varuna/Bazura - 26 int 4 luk
Purple Ciara - 5 mag 9 int 4 luk
Dark Varr Shoes - 4 int 2 luk
*assume int F/P, luk I/L
LUK Bishop:
Doomsday Staff - 132 mat 7 int
Enigmatic/Enigma - 26 int 2 luk
Dark Lorin - 5 mag 9 int 1 luk
Brown Lapiz Sandals - 1 mag 3 int 1 luk
Instead of all equips being clean, or perfect, a medium of all 60%s passed is used. This is enough to represent that the fact that scrolling does not benefit every class equally, but not enough that the effect of scrolling overpowers the base stats of the equipment.
And perfect stats?
All characters will have just enough of their secondary stats (if any) without MW20 to equip their level 120 Timeless weapon, and 4 base points in the stats that don't affect their damage, with every other stat point in their mainstat. Warriors hit the 999 stat cap, so remaining points are put into dex, even if it does not help their damage significantly.
Base stats:
All Warriors - 999 str, 23 dex
Bowmaster - 84 str, 938 dex
Marksman - 79 str, 943 dex
Thief (sin/luk dit) - 4 str, 115 dex, 907 luk
Thief (str dit) - 38 str, 115 dex, 873 luk
Buccaneer - 957 str, 65 dex
Corsair - 76 str, 946 dex
LUKless Magicians - 999 int, 23 luk
LUK AM - 904 int, 118 luk
LUK Bishop - 981 int, 41 luk
Equipped stats + 20 MW:
2h Warriors - 19+weapon att, 1175 str, 93 dex
1h Warriors - 155 att, 1182 str, 93 dex
Bowmaster - 138 att, 133 str, 1119 dex
Marksman - 141 att, 127 str, 1125 dex
Night Lord - 114 att, 1081 luk
Shadower (luk) - 150 att, 48 str, 171 dex, 1089 luk
Shadower (str) - 166 att, 85 str, 171 dex, 1053 luk
Buccaneer - 115 att, 1133 str, 126 dex
Corsair - 135 att, 127 str, 1125 dex
LUKless A/M - 1396(+2) mag, 1201(+2) int 63(+2) luk (+10%/+25%)
LUK AM - 1331(+3) mag, 1100(+3) int 173(+3) luk (+10%/+25%)
LUKless Bishop - 1332 mag, 1202 int, 63 luk (+0%)
LUK Bishop - 1365 mag, 1170 int 86 luk (+0%)
Why is it so important to use the exact formulae for all DPS?
Assuming that the boss is a snail with 2 billion HP creates a margin of error. Assuming that all players can perform their attack combos perfectly creates a margin of error. Assuming that all equipment is scrolled equally creates a margin of error. By the time we get to the finalized number for DPS, there is potential for the numbers to be way off. Using the exact formulae for damage minimizes the chance that our numbers are way off.
Why didn't you use Maple Shields in your calculation? And lunchboxes? Snowboards? ...
I didn't include event items because:
1. They aren't all obtainable for everyone.
2. They break class balance. Many lunchboxes are being scrolled with 10% GM scrolls. That may make the specific character stonger, but the purpose of this thread is to compare the intrinsic strengths of each character. This can obviously be pulled in different directions by whatever is released in GMS.
3. If I include event items that exist right now, I have to update every time an event item that beats the current standards comes out. If in March we get some earrings that give 5 attack, but are untradeable, and only come from a specific event, I have to reconfigure the data to work with that item. By leaving things standard, the data lasts longer.
Is class A has higher DPS than class B, does that mean class A is better?
NO. It means on average, class A does more damage than class B to a boss snail at level 200. This data says nothing about the overall worth of the class, nor does it apply to training situations at all.