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Mage spell damage and DPS spreadsheet (includes most gear in-game)


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#1
thendcomes

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This was originally intended just to get a final answer on what is the best staff in the game, but it turned out to be a more all-encompassing tool for gearing up your mage.

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.

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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 .


#2
thendcomes

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Since this is my first time using google docs, can someone please verify if you're able to download and modify it as you like?

Google docs blows

Modifié par thendcomes, 08 août 2011 - 03:29 .


#3
mr_afk

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hm i may be doing it wrong, but you can't edit it from the web-browser (view only) and once it's downloaded all your fancy VLOOKUP coding isn't working- #NAME? pops up instead.

maybe it's cos I'm using a mac though (although compatibility issues aren't really that common nowadays)

I suppose you could consider simply uploading the excel file up (using something like mediafire). or figure out how to change your googledoc from read only

Looks good though!

#4
ClassyUnicorn

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I had the same issue when downloaded. I just went into the name manager and created the following names to fix it

Attribute_points
=Attributes!$A$1:$C$11

Gear
=Gear!$B$21:$N$49

Level
='DPS Calc'!$B$1

Passives
=Gear!$B$13:$N$18

Staves
=Gear!$B$1:$N$11

Modifié par ClassyUnicorn, 08 août 2011 - 04:48 .


#5
ripstrawberry

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I get the same errors as mr_afk when I tried to download it and save it as excel. T_T

#6
thendcomes

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I just made the file a direct Excel download.

Google docs doesn't support users editing it without the ability to save it, which wouldn't work. I couldn't have anonymous666 saving over the spreadsheet and potentially breaking it for others. The workaround would be to protect the calculations on separate sheets and put all the inputs on an unprotected sheet, but then you'd be going back and forth between sheets. Google docs doesn't play very well with excel file formats, particularly defined ranges and data validation lists, so the experiment was a failure.

Modifié par thendcomes, 08 août 2011 - 03:30 .


#7
Apophis2412

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How do you open the file?

It just says:
Sorry, we are unable to retrieve this document.

Modifié par Apophis2412, 08 août 2011 - 04:32 .


#8
thendcomes

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Sorry. Should be working now. Excel 2010 doesn't play well with older versions.

#9
AreleX

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good **** buddy

#10
Darchon_

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I found some errors in the spreadsheet.

Easy ones first:
- Horror is not really 40x staff damage is it. It comes out to 4.5x every second, but the spell never lasts for 10 seconds. Did you average it out somehow?
- Firestorm is not 17x
- Fireball and Firestorm used to be 1.35 and 1.7, as of the last patch they are now something like 2.2 and 2.4
- Tempest is not 6.6, it's 0.66 I think. Every 2 or 4 seconds

Now for the real problem:

My plan was to find out whether Final Thought was better with PLR or RoD. I would just use TFT, nothing else, and compare the increased auto-attack, to the loss in spell power spreak out over 100 second. I pretty quickly ran into problems because it claimed that the RoD gave a higher auto-attack value. Which I am 99% certain is wrong

So I removed everything (set as level 1, no extra attribute points, no masteries, no gear etc) and then equipped the Final Thought with a RoD: 89 DPS, with a PLR: 83 DPS. So I looked deeper into the spreadsheet and noticed something odd:

Somehow I have +14% crit chance and 0 Magic. I should actually have 0% crit chance and 14 Magic (or 5% crit chance if there really is a lower limit)
Could you explain what the second modifier column (L35-L43) is, and why L36 (crit chance modifier) has any bearing on L35 (magic modifier) Also, L35 is negative for some reason, giving me the 0 magic.

I think this was how you allocated your attribute points (magic followed by dex followed by cun) but it seems to be breaking down somewhere. I would suggest that you allow your users to input their stats themselves. Remove the Avernus/Elixir/Tome stuff and just leave blanks for Mag/Dex/Cun

#11
thendcomes

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Darchon_ wrote...
Easy ones first: 
- Horror is not really 40x staff damage is it. It comes out to 4.5x every second, but the spell never lasts for 10 seconds. Did you average it out somehow?
- Firestorm is not 17x
- Fireball and Firestorm used to be 1.35 and 1.7, as of the last patch they are now something like 2.2 and 2.4
- Tempest is not 6.6, it's 0.66 I think. Every 2 or 4 seconds


First, thanks so much for the feedback. I was definitely hoping to get some peer review to fine tune the calculations.

Horror should actually say 45. I understand it's reduced to 80% of that on Hard and 70% of that on NM, and the duration is further reduced by the magic resistance of the enemy. However, it goes beyond the scope of the spreadsheet to start accounting for all of that. I will insert a comment on the cell so readers won't be confused.

The numbers for Fireball and Firestorm were according to the wiki, which clearly weren't updated. When I looked in my game, it appeared that Fireball was 2.25x base damage and Firestorm was 1.8x+0.6x base, so I'll update. The number for Firestorm describes the full damage of the spell if every fireball hits, which will now be 2.4 times 10 = 24.

Again, with Tempest I'm assuming it's upgrade and the multiplier is for the full damage of the spell. Ten hits at 0.66x base damage per strike is a total of 6.6x base.

Darchon_ wrote...
My plan was to find out whether Final Thought was better with PLR or RoD. I would just use TFT, nothing else, and compare the increased auto-attack, to the loss in spell power spreak out over 100 second. I pretty quickly ran into problems because it claimed that the RoD gave a higher auto-attack value. Which I am 99% certain is wrong


I see how this was confusing. Row 49 had a staff attack value before the PLR bonus, then the line on 51 applied it. There's no real reason to show the first line aside from easing the formulas, so I'll combine the two steps for the user.

Darchon_ wrote...
So I removed everything (set as level 1, no extra attribute points, no masteries, no gear etc) and then equipped the Final Thought with a RoD: 89 DPS, with a PLR: 83 DPS. So I looked deeper into the spreadsheet and noticed something odd:

Somehow I have +14% crit chance and 0 Magic. I should actually have 0% crit chance and 14 Magic (or 5% crit chance if there really is a lower limit)
Could you explain what the second modifier column (L35-L43) is, and why L36 (crit chance modifier) has any bearing on L35 (magic modifier) Also, L35 is negative for some reason, giving me the 0 magic.


That was just bad coding. The formulas are designed to cap out magic first, then dex, then crit damage. Also, I was not including 3 base magic and 1 base cunning that a mage gets. I fixed the formulas so hopefully they work now.

Darchon_ wrote...
I think this was how you allocated your attribute points (magic followed by dex followed by cun) but it seems to be breaking down somewhere. I would suggest that you allow your users to input their stats themselves. Remove the Avernus/Elixir/Tome stuff and just leave blanks for Mag/Dex/Cun


There's really nothing stopping anyone from hardcoding their own numbers. If the formulas are working, it would save people the trouble of figuring out how many points to allocate into each stat.

#12
thendcomes

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AreleX wrote...

good **** buddy


Thanks dude.

#13
ClassyUnicorn

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Just one minor thing I noticed. You have the values for the generic spirit and nature boots in the wrong columns

#14
rumination888

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thendcomes wrote...

Horror should actually say 45. I understand it's reduced to 80% of that on Hard and 70% of that on NM, and the duration is further reduced by the magic resistance of the enemy. However, it goes beyond the scope of the spreadsheet to start accounting for all of that. I will insert a comment on the cell so readers won't be confused.


Horror is actually 0.9x base damage every 2s. 4.5x total.

Also, Horror's damage is independant of its control effect. So you don't need to write any comments about duration. Horror's damage ticks five times, regardless of difficulty and resistances.Only its control effect is reduced by difficulty. (same with Crushing Prison)

#15
ripstrawberry

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excellent work dude! ^_^ Very useful.

#16
thendcomes

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rumination888 wrote...
Horror is actually 0.9x base damage every 2s. 4.5x total.

Also, Horror's damage is independant of its control effect. So you don't need to write any comments about duration. Horror's damage ticks five times, regardless of difficulty and resistances.Only its control effect is reduced by difficulty. (same with Crushing Prison)


Haven't seen you around here in a while. Thanks man, that makes a lot more sense lol. Just goes to show how often I've used it.

classyUnicorn wrote...

Just one minor thing I noticed. You have the values for the generic spirit and nature boots in the wrong columns

Noted and fixed, thanks man.

Modifié par thendcomes, 09 août 2011 - 03:01 .


#17
thendcomes

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Has anyone taken a look at the actual damage formula for spells and staff DPS? That's the bread and butter of the whole spreadsheet and above all that needs to be right.

#18
ripstrawberry

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Why are the torpor bonus attributes only +4? Aren't they supposed to be 6?

#19
thendcomes

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I had it at +6, but it just didn't tie up to what my characters +skills were. In the spreadsheet, I originally missed the +2 attributes you get from the Special Deliveries chest, so I added that in and subtracted 2 from Torpor. The wiki says it's 6, but I had no way to confirm. I could just go in and do it later today to make sure.

#20
ripstrawberry

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I can confirm that it's +6. ^_^

#21
thendcomes

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Cool. Fixed and updated, thanks man.

#22
ripstrawberry

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no prob. I'll try to peruse it more over the weekend and see if there's any other tweakings that need to be done if i have time.

#23
Dirhyn

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Just an FYI. using google docs, if you wanna modify a view only document, just make a copy of it, then modify the copy.

#24
Fallstar

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Bumping a very informative thread.

#25
Wiseman4380

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Very nice. Feel alot better about stubbornly wearing Stalker Boar armor throughout the majority of the game