F O E C L E A V E R
Ranger DPS is horrible (end-game), here are 2 different proofs:
1. (subjective) Almost everyone I know has parked their rangers
2. (objective) Rangers to-hit = no power attack + misses
Do your numbers again (ps: this applies to rogues, monks, etc, as well)
Fighters = #1, Barbarians = #2, Everything Else = Crowd Control or Useless
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
Things that if Turbine went all EXTREME PREJUDICE™ on, would actually make the game fun again.:
- Giving us the racial PrE’s we were promised, before rolling out DDOStore™ Enhancement Trees.
- One loot system to rule them all. (Including Cannith Crafting, and Named Loot.)
- Fixing the Cannith Challenges so that they can be 6 starred without incredible luck or store bought items.
- Adjusting Challenge XP so that they're worth running more than once.
If one bases ones conclusions of ones own gameplay experience one might come to conclusions such as:
*Ranged characters have bad damage output
*Ranged characters pull aggro and die
*Ranged is generally bad
That might blind people to the situations where ranged shines, namely short bursts and or sufficient mobs and imp.prec.
Given a moderately skilled player a caster or ranged char can kite without much danger of getting hurt. Kiting characters stacks well with kiting characters.
This combined makes ranged quite potent when you have multiple casters/ranged chars, all being sufficiently twinked and skilled, and zerg past a sufficient amount of mobs before starting to kill.
How funny, I just finished working out this build
Not typical I know, very much an end-game I-have-too-much-spare-time build.
Min2 Heavy Picks
Evil, non acid immune, 0 fort target
*Ignore the dice calcs for the totals. The "X to Y" should be correct.
Last edited by kyebosh; 09-03-2010 at 08:56 PM.
We don't include IPS, Dogma, or non-existant targets because MAX DPS (i.e. the characters that make that much effort to achieve) is only important for End-Game Elite/Epic content named bosses + a handful of others (since that's what those characters run) and those things don't apply there.
Last edited by stockwizard5; 09-05-2010 at 11:05 AM.
your all wrong a warchanter brings most dps to raids :P
A. It's easier to calc that way
B. It's easier to understand
C. It's the way end game used to be
A. In order to properly model fights against trash mobs you would have to account for the placement and probable movement patterns of all mobs, extensive information needed. Also you would at the least have to take party composition into account and prefereably damage output/hp of mobs not to mention deviations from optimality and the impact of tactics/playstyle, basic addition and multiplication would not be sufficient.
C. This character has 500DPS, this other character has 450DPS is easy for anyone to use for comparison. Splitting it up into different sources means that the person reading needs to be familiar enough with both game content, game mechanics and maths to be able to evaluate the one character scenario. Doing multi dimensional comparisons is somewhat hard and difficult to illustrate.
B. Static raid boss beatdown was previouosly the only situation where DPS was of any great importance. Killing bosses composed a minor amount of time in running quests and trash was trash. Currently the situations where DPS is important is not limited to raidbosses as you yourself admit. In epics the bosses of regular quests can be bothersome and the trash doesn't instantly die as soon as they get within casting range. It's no longer limited to static fights, thus the relative advantage of ranged is increased. Killing insane hp trash can compose a noticeable proportion of time in quest, thus IPS can be of great importance. I would at least imagine that gathering some 10-20 mobs for IPS twinked out MS performed by multiple rangers would result in some spectacular DPS...
Also; from m-w.com
Definition of DOGMA
a : something held as an established opinion; especially : a definite authoritative tenet b : a code of such tenets <pedagogical dogma> c : a point of view or tenet put forth as authoritative without adequate grounds
: a doctrine or body of doctrines concerning faith or morals formally stated and authoritatively proclaimed by a church
Something that is definitely used to a large extent, both in MAX DPS calcs and in your post
That the world is flat is a perfectly adequate model for most people, most of the time.
The strength of this game, is shown in debates like this.
The fact is.........there is no clear class/build that is the overall "Best DPS"
DPS numbers are so subjective and situational, that it lets a multitude of different builds and classes each shine at different times.
If there was one clear "Best DPS," then every raid would be 11 of them and a healer.
It is kind of amusing though, that more talk wasn't focused on Sorc's.....no other class comes remotely close to the amount of damage a capped, geared Sorc can put out.
Again, situationally (and relatively briefly).....but if you want to say "Highest DPS Possible," there are no higher numbers.
The sustainable dps arguement might be made against them, but alot of non-sustainable numbers(haste boosts, power surges, smites) are figured into other classes dps numbers...so again, its all very subjective.
As someone said before, if you want to get technical, War Chanter bards bring the most DPS to any table for a quest.
If you want to really bring the BIGGEST DPS numbers to the table, it would be dark monks using windstance an dropping 1500 to 2500 with Touch of Death. Monks with Void 4 can drop super high HP epic mobs in one shot as well.
So I think the over all thread is talking about sustained DPS not just single target big numbers.
I think I have seen a huge influx of monk players lately, all going dark just about.
TOD = Tower of Despair or Touch of Death
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