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Tzad

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  1. Hi Community, while I have read quite a bit of discussion regarding highest possible damage per second, I haven't found anything regarding the highest possible crit. This could be a spell or weapon hit. The highest possible flat number, not highest average, ignoring all DPS considerations. (Not including bugged interactions - like Cipher/Monk currently) This ignores all immunitys and armor. There is a always a DT 0 villager to blow up. (Though including a flat DT could be interesting.) I will lay out my assumptions feel free to correct me: I. Race) The only 4 Races one could consider are: Aumaua/Dwarf (highest possible Mig) +6% Damage over baseline. Human (flat Mig Bonus + Racial) +3% over baseline +15% passive Death Godlike (Racial) +20% -> Highest potential damage bonus is either Human or Death Godlike. Godlike lose the Helmslot though and with that on the +4 Str helmet which should put humans slightly ahead. II. Items) Relevant stats could be: Weapon - Base Damage - Might Bonus - Annihilating - Lash (- Procs?) For casters this is easy. The new 2h mace gives the highest flat might bonus and would be the certain choice. For melee Firebrand (due to higher base dmg + Annihilating, and still decent Damaging 3 (45% dmg)) should be the highest at cost of the glove slot. If the mythic Mace proc is a separate instance of damage, I think St. Rumbalds (Lash / Superb / Slaying [You can't fit legendary in there can you?]) due to Annihilating should be the highest. Relevant range weapons (Arquebus) have high base but negativ crit Damage. Still nothing goes over Arquebus (Legendary / Lash / Slaying). Non-Weapon - Crit damage - Might Bonus - DT Reduction - Flanking Damage - Melee/Range/Magic Damage Percent (-Procs? They don't get added to the total, do they? They are a separate instance of damage). I don't have the full picture here to be fair. - Crit damage can be gained in the glove slot and the helm slot (Helm slot means missing out on 1 potential might though -Helm +3Might Ring) - Might +3 is common enough, +4 only helm slot - DT Reduction is only gloves (Vambraces / - 3DT) - Flanking bonus can be gained in the Boot slot (10% or was it 20%?) - Melee and Magic Damage Percent is only the glove slot. Range could be Cape or Glove slot. III. Buffs) External buffs don't vary for the classes, as such won't make a difference. This also requires survival 18 for +30 flanking Damage (but all classes can reach that with buffs). If somehow has a full list... IV. Talents (excluding Class talents) - Bloody Slaughter - 2h Weapon Style (+15%) - 25% dmg Talents (Beast Slayer etc.+25%) - Elemental Magic (Scion of Flame etc. +20%) - Vulnerable Attack / Penetrating Shot (-5DT) (+ Quest Talents, Gift of the Machine et.al.) Melee gets 15% more damage over range, and -5% damage but 5 DT bypass over (elemental) mages. V. Class Rogues get the highest physical damage bonus: - Reckless Assault (+20%, only Melee) - Deathblows (+100%) - Improved Finishing Blow (+?%) While Wizard get the highest base damage spells: - Ninagauth's Killing Bolt (70 Raw, while this is tied with the buffed Cipher - this doesn't have a damage range) - Crushing Doom (?) - Delayed Fireball (50-65 + Scion of Flame) Question: So what has the potential for the biggest burst? I'm at a loss. I was thinking that it had to be rogue due to the 200%+ they get in class alone. But due how everything scales additively I was now thinking that nothing can top Wizard due to no crit malus on spells and insanely high base values. Since Might values around 50 (+120%) buffed should be possible I can't see anything going over that. Has anyone ever done the math? I would love to pick your brains on this. My wager would be that it's wizard >> flamebrand rogue > arquebus rogue. (I will try to look into some numbers myself when I get the time)
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