- Targets1
- Item Level445
- Encounter TypeMax
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- 1Balance DruidView Breakdown41,580 DPS
- 2Affliction WarlockView Breakdown40,994 DPS
- 3Demonology WarlockView Breakdown40,223 DPS
- 4Frost MageView Breakdown40,106 DPS
- 5Marksmanship HunterView Breakdown40,037 DPS
- 6Arcane MageView Breakdown39,539 DPS
- 7Destruction WarlockView Breakdown38,970 DPS
- 8Survival HunterView Breakdown38,718 DPS
- 9Assassination RogueView Breakdown38,649 DPS
- 10Elemental ShamanView Breakdown38,041 DPS
- 11Shadow PriestView Breakdown38,027 DPS
- 12Enhancement ShamanView Breakdown37,353 DPS
- 13Unholy Death KnightView Breakdown37,137 DPS
- 14Havoc Demon HunterView Breakdown37,030 DPS
- 15Fury WarriorView Breakdown37,001 DPS
- 16Subtlety RogueView Breakdown36,637 DPS
- 17Retribution PaladinView Breakdown36,442 DPS
- 18Beast Mastery HunterView Breakdown36,364 DPS
- 19Windwalker MonkView Breakdown35,964 DPS
- 20Feral DruidView Breakdown35,543 DPS
- 21Arms WarriorView Breakdown35,224 DPS
- 22Fire MageView Breakdown34,631 DPS
- 23Outlaw RogueView Breakdown34,533 DPS
- 24Frost Death KnightView Breakdown34,145 DPS
DPS Rankings Overview
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These rankings are created using SimulationCraft, a program that is highly tested and trusted for simulating in-game encounters with characters.
We use SimulationCraft because simulators permit a high degree of control by allowing us to use specific talents, rotations, gear, possible boss mechanics, etc. to arrive at repeatable results that can be compared across specs and time. Also, simulators allow us to average out results from thousands of fights to get a feel for how a spec performs all of the time and not in one amazing fight.
If you are curious to learn about the simulation fight encounters of Max and Real, we recommend to read our past articles that describe them in Part I and Part II.
We use SimulationCraft because simulators permit a high degree of control by allowing us to use specific talents, rotations, gear, possible boss mechanics, etc. to arrive at repeatable results that can be compared across specs and time. Also, simulators allow us to average out results from thousands of fights to get a feel for how a spec performs all of the time and not in one amazing fight.
If you are curious to learn about the simulation fight encounters of Max and Real, we recommend to read our past articles that describe them in Part I and Part II.
Common Questions
The damage meters for my boss fights look very different than these rankings. Why?
There are any number of reasons why in-game results will differ from simulated (or log based) results. A few common differences include the following.
There are any number of reasons why in-game results will differ from simulated (or log based) results. A few common differences include the following.
- Fight Length: Dungeons and LFR raids often have shorter fight durations which can result in much higher DPS as the value of DPS cooldowns is greatly increased in short fights.
- Multiple Targets: The current DPS rankings offer strictly single-target and splash-AoE (1 main target+2). There are scenarios in-game where there are a lot more targets which can allow for much more aggressive AoE.
- Player Variables: Skill, latency, gear, a lucky string of crits, etc. can all significantly impact in-game DPS. Rankings can help represent general trends, but they’ll rarely predict the outcome of a specific encounter with all its unique factors.
How do these rankings compare to other sources that use raid logs to show spec comparisons?
Raid log sites offer a perspective on how some of top players are performing with each spec. These rankings can be helpful to understand how specs are faring in the current raid tier and often reveal unexpected synergies between specific specs and boss encounters. However, log based sites are subject to their own data problems including players who artificially boost their DPS by employing technical or social exploits, changes in popularity of specs, uneven sample sizes, and generally unrepeatable or uncontrolled results.
While simulators allow us to get a feel for how a spec performs all of the time through averaging out thousands of fight results, it is important to note that simulators are generally weak when modeling specific fights in a raid tier, and additionally they rely on data that is as good as the theorycrafting community is able to produce.
Overall, no single DPS ranking is perfect and they should all be considered when evaluating specs. Simulators and log based solutions both offer value to the WoW community.
Raid log sites offer a perspective on how some of top players are performing with each spec. These rankings can be helpful to understand how specs are faring in the current raid tier and often reveal unexpected synergies between specific specs and boss encounters. However, log based sites are subject to their own data problems including players who artificially boost their DPS by employing technical or social exploits, changes in popularity of specs, uneven sample sizes, and generally unrepeatable or uncontrolled results.
While simulators allow us to get a feel for how a spec performs all of the time through averaging out thousands of fight results, it is important to note that simulators are generally weak when modeling specific fights in a raid tier, and additionally they rely on data that is as good as the theorycrafting community is able to produce.
Overall, no single DPS ranking is perfect and they should all be considered when evaluating specs. Simulators and log based solutions both offer value to the WoW community.
Hello everyone!
In this post, we discuss whether [Dmg] or [CrtD] is the better weapon modifier for DPS runs. Besides answering this question for high end ISA runs, we also explain which parameter affect the performance of both modifier and under which conditions one is better than the other. [Dmg] outperforms [CrtD] for short high end ISA runs. We also recommend it, as it might be the more future-proof option considering future powercreep.
Approach
First, we want to show which parameters affect the [Dmg] and [CrtD] modifier and then explain which conditions have to be true that one modifier is better than the other. The following calculation applies to both ground and space combat. https://ameblo.jp/halgpertapip1983/entry-12640633589.html.
For that, we take a look how the damage is calculated:
For that, we take a look how the damage is calculated:
All base damage buffs are summed up and also all bonus damage buffs are summed up separately. Both sums are then multiplied with each other and with the product of all final multipliers. This means that base and bonus damage buffs are additive whereas final multiplier are multiplicative.
The [Dmg] modifier is a 1.03 final multiplier and [CrtD] is a 0.2 (20%) bonus damage buff applied on a critical hit. In the following, (c_h) refers to the critical hit chance, (c_d) the critical severity and (d_s), (d_b), (d_f) to base, bonus and final damage respectively. The average damage of a weapon including critical hits can be calculated as follows:
(mathcal{D}(c_h, c_d, d_s, d_b, d_f) = c_h((1+d_s)(1+d_b+c_d)*d_f) + (1-c_h)((1+d_s)(1+d_b)d_f) tag{1}) Using term 1, we can directly compare [Dmg] and [CrtD]. [Dmg] leads to a higher average damage than [CrtD] (=: [Dmg] (succ) [CrtD] ) if and only if
where (N) is the number of modifiers to compare. Written out, the inequation looks as follows.
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(c_hd_f(1+d_s)(1+d_b+c_d+0.2N) + (1-c_h)(1+d_s)(1+d_b)d_f )
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which can be reduced by dividing both terms by (d_f(1+d_s)) (because (d_f > 0), (d_s geq 0)) and applying further transformations ((N > 0), (c_h > 0)):
( (1 + c_hc_d + d_b)/c_h > (0.2N) / (1.03^N -1) tag{2})
Hence, [Dmg] is better than [CrtD] if the inequation 2 is evaluated as true. From this inequation, we can see that the critical chance, critical severity and bonus damage buffs determine whether [Dmg] increases the average damage more than [CrtD] or not. Base damage buffs and other final multipliers (besides the [Dmg] itself) are irrelevant for this comparison.
In the next step, we want to find an upper bound for [CrtD], at which it is safe to say that [Dmg] is superior. Since the performance of critical severity depends on the critical chance, the best case scenario for [CrtD] is a critical chance of 100%. This way we can find out, at which point [Dmg] is better than [CrtD] regardless of the critical chance. Setting the critical chance (c_h) to 100% for the inequation 2 yields:
( (1 + c_hc_d + d_b)/c_h > (0.2N) / (1.03^N -1) tag{2})
Hence, [Dmg] is better than [CrtD] if the inequation 2 is evaluated as true. From this inequation, we can see that the critical chance, critical severity and bonus damage buffs determine whether [Dmg] increases the average damage more than [CrtD] or not. Base damage buffs and other final multipliers (besides the [Dmg] itself) are irrelevant for this comparison.
In the next step, we want to find an upper bound for [CrtD], at which it is safe to say that [Dmg] is superior. Since the performance of critical severity depends on the critical chance, the best case scenario for [CrtD] is a critical chance of 100%. This way we can find out, at which point [Dmg] is better than [CrtD] regardless of the critical chance. Setting the critical chance (c_h) to 100% for the inequation 2 yields:
Mac miller watching movies download. The right side is a constant value (f_N-1) depending on the number of modifiers (N) to compare. Approximate values of this threshold for different (Nin{1,2,3,4}) are shown in the following table.
N | 1 | 2 | 3 | 4 |
(f_N-1) | 566.7% | 556.8% | 547% | 537.4% |
As an example, [Dmg]x4 leads to a higher average damage than [CrtD]x4 regardless of the critical chance, if the sum of the critical severity and bonus damage buffs are greater than ~537.4%.
There are cases, where a player cannot reach this threshold or is unable to maintain it. If the sum of bonus damage buffs and critical severity is less than this threshold, there exists a critical chance (c_h < 100%) where [CrtD] outperforms [Dmg]. To investigate this, we look into different scenarios.
There are cases, where a player cannot reach this threshold or is unable to maintain it. If the sum of bonus damage buffs and critical severity is less than this threshold, there exists a critical chance (c_h < 100%) where [CrtD] outperforms [Dmg]. To investigate this, we look into different scenarios.
Example Scenario: Minimal Buffs
In this scenario, we consider damage enhancements of a typical space DPS build that are permanent throughout a PvE. Higher critical severity and bonus damage favor [Dmg], so we need to know the minimum value for both that are always guaranteed.
Critical Severity:
Critical Severity:
- +50% Base
- +40% Skills
- +20% Advanced Targeting Systems
- +20% 4x SROs (at least, Vanguards might have more)
- +15% Colony Deflector (at 100% hull)
- +16% Tactical Fleet III
- +30% Endeavor
- +13.1% Tachyokinetic Converter
- +26.2% Bioneural Infusion Circuits
- +4% Fleet Boost
- +20% Epic weapon modifier
which is a total of 254.3% critical severity.
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Figure 1 shows the relation between bonus damage and critical chance for the given critical severity of 254.3%. The green area represents the range in which [Dmg] is better than [CrtD] and the white area the range where [CrtD] is better than [Dmg]. This figure also shows that more bonus damage favors [Dmg]. In this case, a sum of 283.1% bonus damage buffs is required for [Dmg] (succ) [CrtD] regardless of the critical chance. Software to remove rundll32 from power mac.
Example Scenario: ISA
With the formula provided in the last section, [Dmg] (succ) [CrtD] can be answered for any case by simply entering the critical chance, critical severity and bonus damage of a build. But since most bonus damage buffs come from active abilities, the available bonus damage buffs heavily depend on their usage and uptime. For example, high end ISA runs can be completed in under 30 seconds. Therefore short duration abilities like Go Down Fighting have a high uptime due to the shortness of such runs. We also know that the critical chance can exceed 80% in those runs. First, we look at permanent bonus damage increases:
- +40% Tactical Fleet III
- +7.5% Improved * Training
- +10% Fleet Coordinator
- +9.5% Controlled Countermeasurements
- +10% Emergency Power to Weapons I (up to 16.6 for rank 3)
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Most bonus damage increases come from abilities, so we have to count them in dynamically. To name some important buffs:
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- +50% Go Down Fighting
- +20-50% Narrow Sensor Bands
- +40% Dynamic Power Redistributor
- +25% Domino (semi-permanent)
- +49.8% Alpha
- +30% Mixed Armaments Synergy I
For ~30s ISA runs, we can a assume a 100% uptime from the sides to the end for Alpha, Dynamic and Domino, which is another 114 bonus damage. Pop art app for mac. Furthermore, Alpha provides an additional ~50% critical severity when it’s active. Scattering field and frenzy provide additional 67% bonus damage.
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Figure 2 shows the same relation as Figure 1 for a high end ISA run with a critical severity of 304.1%. The red marker shows the minimum number of bonus damage for the entire ISA after the initial wave. The bonus damage is even higher when using additional buffs like Narrow Sensor Bands and Mixed Armaments Synergy. In this case, [Dmg] outperforms [CrtD] regardless of the critical chance.
Conclusions
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- [Dmg] vs [CrtD] depends on the critical chance, critical severity and bonus damage. Base damage increases and other final multipliers (besides the [Dmg] itself) are irrelevant.
- For high end ISA runs, [Dmg] is better than [CrtD].
- [Dmg]x4 is better than [CrtD]x4 if the sum of bonus damage and critical severity is greater than 537.4% (or 547% for three mods, 556.8% for two mods and 566.7% for one mod).
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