Avg DPS - Adding Elemental Damage
When dealing with Avg DPS it would be amiss to not discuss the effect of elemental damage (Poison, Divine, Shadow, Fire Ice) when it applies to weapons. Assuming one doesn't miss and the elemental attack is not resisted, additional elemental damage can increase the Avg DPS significantly.
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What gets applied?
Assuming a weapon attack does not miss and the elemental damage is not resisted; consider the following list:
- + Poison Damage per Second to Weapon Attack
- + Damage per Second to Poison Attacks
- + % to all Poison Damage
- and the following Toxic Talent buff:
- Rank 15
- Increases all Poison Damage by 558 damage per second for 30 seconds.
- 80 second cool down
- Item #1: + Poison Damage per Second to Weapon Attack
- This is pretty self-explanatory. Every time an attack is made Poison Damage is added.
- Item #2: + Damage per Second to Poison Attacks
- This requires some clarification. The common mistake is that is is automatically added to weapon DPS.
- It is not.
- For this damage to be applied a Poison Attack has to be made, either by a Poison Skill or with Item #1.
- Simply having items with this type of bonus by itself will not add to the weapon attack.
- This requires some clarification. The common mistake is that is is automatically added to weapon DPS.
- Item #3: + % to all Poison Damage
- This implies that there is a %bonus is applied only if Poison Damage occurs. Again, for it to apply, Item #1 or a Poison Skill must be applying Poison Damage.
- Item #4: "...increases all Poison Damage by 558 DPS..."
- Similar to Item #3 this bonus Poison DPS is only applied if Item #1 or a Poison Skill are applying Poison Damage.
- There is also the consideration that the Toxic Talent Self Buff is only some of the time.
To summarize, you need Item #1 to make all the others add to the Avg DPS of a weapon!
Effect of Adding Elemental Damage to Avg DPS
Compared to some of the other bonus types, this is simply an addition to Avg DPS.
The single elemental damage added to any weapon attack, be it a single weapon or a dual wieled weapons, may vary with speed, but the overall Elemental DPS will remain the same. It does not matter if the bonuses appears on worn items, wielded items or even on only one wielded item of a dual wield situation.
What does matter, is that the conditions in the previous section are satisified.
Basically,
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| Where: | ||||||||
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| or, when considering buffs like Toxic Talent: | ||||||||
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| And substituting appropriate Fire, Ice, Divine, Shadow, Poison for "Element" |
The Buffs equation basically says that during continuous buff operation:
- For 30 out of 80 seconds, the buff damage counts and for 50 out of 80 seconds, the buff damage does not count.
- Based on an 80 second cool down and a 30 second buff duration.
Example - Dual Wield, Avg DPS (Elemental)
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- First, calculate Avg DPS:
| Avg DPS = |
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| Avg DPS = | 4802 DPS |
- Second, look for "...to Weapon Attack" and eliminate elements without this phrase:
- + 48 Divine Damage per Second to Weapon Attack
- + 22 Damage per Second to Divine Attacks
- Divine Ascendancy: Rank 15, +558 Divine Damage per Second
- + 2% to all Divine Damage
- ---
- + 63 Ice Damage per Second to Weapon Attack
- Chilling Touch: Rank 9, +341 Ice Damage per Second
- ---
- + 85 Shadow Damage per Second to Weapon Attack
- The Poison stats listed do not apply.
- Elements with Buffs use equation [8B].
- Elements without Buffs use equation [8A].
| [ 8A Shadow ] = |
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| [ 8A Shadow ] = | 85 DPS | |||||||
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| [ 8B Divine ] = |
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| = |
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| = |
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| [ 8B Divine ] = | 285 DPS | |||||||
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| [ 8B Ice ] = |
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| = |
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| = |
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| [ 8B Ice ] = | 191 DPS | |||||||
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- And finally, add them all up:
| Avg DPS (Elemental) = | Avg DPS + [ 8A Shadow ] + [ 8B Divine ] + [ 8B Ice ] |
| = | 4802 + 85 +285 + 191 |
| Avg DPS (Elemental) = | 5363 DPS |
Rounding Errors
Fractional numbers in Dungeon Runners are represented as 8-bit fractions in logic calculations. There is a possibility that the calculations shown may not exactly match what will be displayed on the the Character Sheet.
There is an additional possibility that attack speeds may be (further) rounded due to animation and frame rate considerations.
See: Rounding Errors for more detailed information and sample calculation.