overtyped
05-12-2020, 11:14 AM
I thought i'd help out a little bit. If you are ever trying to balance a class, or a new class you can easily calculate whether or not it will be overpowered or underpowered.
For example here's nature dot cow. I wouldn't say it's the tipy top at the high end, but it's up there. Unarmed can't even do 1/3 of this dps fully modded. I didn't look into unarmed fully though, because it was depressing to look at! many other classes also suffer, but it's not my job to find which selection of skills is optimal in a class :P I didn't find it hard to see what's best, it's just very tedious.
ka46xqf0 - gorgonexplorer
These 3 skills are the only viable set in this particular class to maximize damage, while keeping the 2 support skills and combat refresh(using a combat refresh from another class is fine instead, but there isn't much gain in replacing it with a damaging combat skill, at least for cow) and not going over the 4 mod limit for class mods. This does not include special equipment bonuses such as +10% cow damage.
80% indirect nature dmg
80% base cow
----bash: 332 crushing: 15sec cd/ signature debuff
Signature Debuffs deal +80 damage and restore 96 Armor to you after a 10-second delay(chest)
Cow Bash Damage +65%(legs)
Cow Bash Damage +65%(ring)
-210% total-
-412 dmg total
=1,277.2
----clobbering hoof: 288 crushing: 10 sec cd/ nice attack
Clobbering Hoof Damage +52% (head)
Clobbering Hoof attacks have a 50% chance to deal +102% damage(51%)(head)
Nice Attacks deal +40 damage and cause the target's next Rage Attack to deal -25% damage (debuff cannot stack with itself)(head)
Clobbering Hoof Damage +52%(chest)
Clobbering Hoof deals +45% damage and taunts +400(feet)
Nice Attacks deal +64 damage and hasten your current Combat Refresh delay by 1 second(off hand)
-280% total-
-392 dmg total-
=1,489.6
----deadly emission: 309 nature: 15 sec cd//-2
Deadly Emission Damage +80 and Reuse Timer -1 second(chest)
Deadly Emission Damage +38%(legs)
Deadly Emission Damage +80 and Reuse Timer -1 second(feet)
Deadly Emission Damage +38%(ring)
20% racial ring
-176% total-
-469 dmg-
=1,294.44
620 nature over 10
440 nature over 10
560 nature over 10
= 1,620
= 2,916 over 10 seconds altogether
=if druid too +80%(4,212)
For example here's nature dot cow. I wouldn't say it's the tipy top at the high end, but it's up there. Unarmed can't even do 1/3 of this dps fully modded. I didn't look into unarmed fully though, because it was depressing to look at! many other classes also suffer, but it's not my job to find which selection of skills is optimal in a class :P I didn't find it hard to see what's best, it's just very tedious.
ka46xqf0 - gorgonexplorer
These 3 skills are the only viable set in this particular class to maximize damage, while keeping the 2 support skills and combat refresh(using a combat refresh from another class is fine instead, but there isn't much gain in replacing it with a damaging combat skill, at least for cow) and not going over the 4 mod limit for class mods. This does not include special equipment bonuses such as +10% cow damage.
80% indirect nature dmg
80% base cow
----bash: 332 crushing: 15sec cd/ signature debuff
Signature Debuffs deal +80 damage and restore 96 Armor to you after a 10-second delay(chest)
Cow Bash Damage +65%(legs)
Cow Bash Damage +65%(ring)
-210% total-
-412 dmg total
=1,277.2
----clobbering hoof: 288 crushing: 10 sec cd/ nice attack
Clobbering Hoof Damage +52% (head)
Clobbering Hoof attacks have a 50% chance to deal +102% damage(51%)(head)
Nice Attacks deal +40 damage and cause the target's next Rage Attack to deal -25% damage (debuff cannot stack with itself)(head)
Clobbering Hoof Damage +52%(chest)
Clobbering Hoof deals +45% damage and taunts +400(feet)
Nice Attacks deal +64 damage and hasten your current Combat Refresh delay by 1 second(off hand)
-280% total-
-392 dmg total-
=1,489.6
----deadly emission: 309 nature: 15 sec cd//-2
Deadly Emission Damage +80 and Reuse Timer -1 second(chest)
Deadly Emission Damage +38%(legs)
Deadly Emission Damage +80 and Reuse Timer -1 second(feet)
Deadly Emission Damage +38%(ring)
20% racial ring
-176% total-
-469 dmg-
=1,294.44
620 nature over 10
440 nature over 10
560 nature over 10
= 1,620
= 2,916 over 10 seconds altogether
=if druid too +80%(4,212)