Quote: Originally Posted by chaose5
at May 11, 2011 1:23 am
Quote: Originally Posted by dragon431
at May 11, 2011 12:42 amIf you take dmg per CD as dps, then the highest dps skill is normal attack........ so conclusion is u don need to learn any skill.
If there is a skill that need channeling for 10s, but the CD is only 1s, how do u calculate the dps???
Btw, what the skill coefficient for normal attack?
I have read somewhere before that it is 0.5.
For normal attack, the casting time = the cooldown = 1 sec.
Let say for example, i have 3700 m.att, 70% dark.
The DPS for my normal att = 3700*0.5 / 1 = 1850
The DPS for gravity ball lv9 = (3700*2.59+1998)*1.70/8 * 1.2= 2953
The DPS for microhole lv8 = 3* (3700*2.53+1420)*1.70/17*1.2 = 3882
Normal attack is definitely not the highest dps skill, but it is one of the highest for sure (even if the coefficient for normal attack = 1, microhole still beat it ^_^)
So normal attack for mage is still very efficient versus apo for example, which require constant moving around.
However, the conclusion that says you don't nid any skill since normal attack is very high dps is severely flawed. it is only stated by those who don't understand the real meaning for doing all these calculation.
Normal attack lack the range and AOE.
For example, how to you expect to clear the claws of apo by using normal attack in a short time.
So another definition of DPS should also include the total damage per target * number of target. Here, number of target for normal attack = 1 for mages
On the contrary, the number of target for any skills can be easily 5~10, which magnify the real dps by freaking alot, more than cover the long cooldown of other skills.
That's why i said, there is no perfect definition for DPS. It is more important to know to interpret the definition and how do you apply them.
The skill ability to freeze / knockdown / stun /reduce ice resist etc further increase your DPS indirectly, even if it is versus single target.
Damage / casting is more suitable when you are under time acceleration (which can be considered as a special case). Here casting time almost equal to or more than the cooldown. This case is similar to the hypothetical example u mention: cd = 1sec, casttime = 10sec. So meaning by using this definition, you will be able to pick the best skill to cast during time acceleration.
Damage / cooldown is the damage output you get by assuming that you cast the skill right away when it is cd, which is the more general case in real game play. This is preferred in alot of other calcuation done by players over the first definition for 2 reasons:
1. Easy to quantify the cooldown. (just read of the skill description)
2. Casting time << cooldown for most skills.
Erm..... normal attack casting time is 0.75s. CD is 0s. This is one of a skill that CD is lower than the casting time. Another skill is kick. If ur kick has CD same as ur casting time, then if u take a crest with 50% faster casting time, then ur casting time will be 50% for ur CD, which is not true in the real case. It is because kick has no CD, therefore when u kick 50% faster, u nvr see a CD gap for ur kick.
If u define dps = dmg / CD, it could be infinity for normal attack and kick. Therefore u do not need to learn other skill because with normal attack u can 1 hit K.O. anything. Is that true? Of course not.
Even if u take its casting time as its CD value, I dunno the coefficient of normal attack. If it is 1, then the dps = 3700 / 0.75 *1.25 (for crit) = 6166.67 (2 times of ur graviti ball). Even if the coefficient is 0.5, the dps of it also higher than ur graviti ball and even higher than ur 3 imba balls when u don hv such a large and immobile boss to let ur all 3 balls deal full dmg to it.
However, when u calculate the dps of ur graviti ball by taking dmg / casting time, u can have 20k over, much higher than the normal attack. Therefore, u cannot build ur skill based on dmg/CD, it will make u think that normal attack is the highest dps skill. The conclusion drawn not to learn any skill is not a scientific statement instead it is a a joke and let ppl think that definitely could not be true and will not merely rely on dps to build the skill. We should consider dmg/casting time also and other factors mentioned by u like AOE, disabling effect and etc.
However CD is also an important factor. There are 2 cases when u have to consider dmg / CD.
Case 1. U don have enough skills to cast before ur 1st skill finish CD.
Case 2. The boss HP is very long and u need more than 30 rounds of skill set (let say u repeat a same skill set). Then the HP taken down due to a particular skill is roughly dmg/CD.