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)