It's an Excel file direct download. The file is virus free. There is a macro in the workbook, but you don't have to enable it if you don't want to.
Mage spell damage and DPS spreadsheet
Formulas do not work properly in OpenOffice. If someone wants to modify the lookups and share it, feel free, but otherwise the spreadsheet will be Excel only.

Adjust your level, pick out which bonus attributes you've obtained (allocation is automatic, magic capped first then critical chance), select your staff and gear (currently lists all staves in game and any gear that boosts DPS, generally in order of largest boost to smallest) and your relevant passive talents. Beneath you'll see average damage for all your spells (assuming no enemy weakness) and staff DPS including increased attack speed bonuses.
Results
What I found is that crit chance and crit damage are the best ways to increase your overall damage output late game. Unlike individual +element%, they increase damage from all sources. Focusing on one element at the expense of other elements is punishing because of the diminished returns you see when increasing elements that already have a large bonus. Furthermore, there are not enough spells of any one element to spam where you could exclusively boost one element at the expense of the others. On the other hand, some spells are simply more useful and/or powerful than others, and thus specifically pumping those elements may confer a viable benefit.
Staves
For spell damage
The best staff in the game from around level 24 onward is a tie between Malcolm's Honor and The Hawke's Key buffed with crit damage. Hawke's Key beats Malcolm's Honor handily while autoattacking, so it has the edge overall. As you decrease in the level, these two staves get relatively weaker and the other static level uniques get stronger. Around level 23, they become around equal to The Final Thought with a RoD, at 22 equal to The Final Thought with a PLR, and at 19 to the Torch of Falon'din with a RoD & PLR.
For staff DPS
The best staff is the one that your enemy is weak against. The best staves are:
Fire - Torch of Falon'din (RoD & PLR or RoS)
Cold - Cold-Blooded
Electricity - Eye of the Storm (PLR), 2nd place The Hawke's Key
Nature - The Final Thought (RoD or PLR)
Spirit - Malcolm's Honor
Of these staves, the Torch of Falon'din comes away with the best auto attack DPS on the strength of the big +fire% modifier you can accumulate with all your skills and gear.
End game Armor
The best and second best pieces for DPS in the end game may surpise you.
Chest - The best is the 140g Robes of Unblemished Cleanliness in Act 3. However, the free Stalker's Boar Hides in Act 1 is only ~15% worse on fire/cold/elec/nature, and 5% better on Spirit/Physical damage!
Boots - Zoey's Battered Horde Kickers found in Act 2 during Fool's Gold for free
Gloves - Bloody Butcher's Gloves, found in Act 1during Sharp Little Pinpricks for free
Helm - Apostate's Mask at level 17. Before 17, or without the Mage pack, Cap of the Antivan Kings in Act 1 for 6g
Belt - Seven Deadly Cinch in Act 3 for 24g. The best until then is Bloodstained Girdle, found in Firele's floor in Legacy. Without Legacy, Enchanted Silverite Belt is best through Act 1, then Belt of Primevals in Act 2.
Amulet - Four Fingered Eddy's Lucky Talisman in Act 3 for 108g. Smite found for free in Legacy will likely outperform it in spirit damage, and electricity damage less likely. Without Legacy, the free Dura's Blue Flame is likely to be best from Act 1.
Ring - The Graven Circle in Vinmark Chasm in Legacy is potentially the best. Puzzle Ring of the Black Fox in Act 2 for 88g is likely the best until your geared up. Without Legacy, Etched Ring of the Twins in Act 2 for 84g is next best. The more +fire and +elec you have, the less potent Ring of the Ferryman becomes. It is useful until you have RoUC and the passive talents.
Modifié par thendcomes, 26 août 2011 - 03:30 .





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