Shijin is now correctly accounting for OA2/3. I need also to fix previous simulations because it was badly calculting fstr.
Well, I'll be the first to admit, I don't have the math skill to run my own simulation, or to check Pchan's.
But... as was mentioned here:
Playing with a spreadsheet, this I can do! ^^;
So, let's verify DRG, using the setup mentioned in the DRG post.
Using the latest of Motenten's DRG spreadsheets, with newly added AM3 support(includes that recent pDIF cap correction on WS crits).
Buff/mob/conditions are the same as stated here:
DRG gear:
This is with jumps and meditate turned off. I went with /SAM as I believe it's the best choice for a Ryunohige DRG
Pchan's result: DRG 670 dps(Edit:new value 762)
Motenten's sheet: DRG 762 dps
And
So MNK: 725 dps
Like I said, I'm not math savvy, So I dunno where this difference stems from. I've gone over every buff/setting/gear slot several time looking for anything different. If you can find any further issues in the spreadsheet, I'm sure Motenten wouldn't mind fixing them. And I'd like it to be as accurate as possible.
Now I dunno if that MNK gear represents an Ideal MNK, or a decent one. But I can certainly say, that the DRG sets shown are not optimal for a Ryunohige DRG.
Let's try my gear sets.
Spoiler: show
Same conditions as before, including no jumps/meditate.
DRG: 809 dps
Better. Now, even my gear isn't optimal, just very good. And when you consider the target mob, and the lack of a COR, some of my previous optimal gear, isn't anymore. So let's make a few adjustments for that. And add a few pieces I don't have.
Starting from my sets, use these pieces
Spoiler: show
DRG: 885 dps
Now, if we truly wish to estimate the benefit of AM3 for DRG... We MUST use JUMPS! I can imagine that modeling jumps is probably a pain in the ass. But... A DRG that's not using jumps... is an idiot. Does a war use berserk? Does a MNK use Impetus? Why are we looking at DRG's AM3 dps, without considering its signature move? Jumps benefit immensely from AM3. A high TP return attack JA, suddenly gains massive multi-hit... XD
So, using these jump sets:
Spoiler: show
Post jump(using spirit/soul, wyvern present) our new DPS is....
DRG: 953 dps
Jumps are a big deal for DRG. <,<
There is one final aspect of AM3's benefits that hasn't even been mentioned yet. And it should be, to fully estimate the impact of AM3 in the given situation.
DRGs have Wyverns. And they get AM3 too.
AM3 benefits a wyvern in two ways. Directly, as he receives the multi-hit effect himself. And indirectly, via the increase in the DRG's ws frequency, causing a greater number of elemental breaths to fire.
But... LOLwyverns.. right?
Nope. Recall, the mob in question is not a major NM or HNM. It's a trash mob. A wyvern will have no trouble hitting it, and for decent dmg(for a pet). Breaths won't resist, and a mob like this shouldn't have breath dmg-.
So, we're looking at a high multi-hit pet(whom I can spirit link haste/marches/minuet to. And has food via lancer body) rapid firing 400'ish dmg breaths every time the DRG WS's. Which is quite frequently, btw.
The dps gain from this, would not be miniscule, I feel. Sadly, I have neither the means nor the skill to actually calculate the dps of an AM3, Ryunohige, DRG's wyvern.
So.
DRG: 953 +???(wyvern) dps.
Oh.. Right. DRG w/meditate:965
Hmm, and I never added angon, but whatever.
EDIT: Found a mistake. Had march bonus set to 4 instead of 5. Rechecked and corrected dps values.
I won't be answering because 1) his AM3 implementation is new so susceptible to have bugs still, and 2) crit pdif didn't cap at 3.0 for 2 handed DD so far on WS so it's quite a big deal 3) mine is still susceptible to have bugs though I tend to compare both spreadsheet value and my values and they are nearly identical for normal use (out of am3, mnk, pup at least). When I find a difference I dig in my code and his code to find the issues and that's how I found that he is overestimating Ukko's war by a substancial amount for instance - it's probably the case for all 2handed DDs using crit WS on which DRG mythic heavily relies.
1) Certainly, there may be bugs in the AM3 workings. I was kinda hoping you'd investigate.
2) He already corrected that issue, and I downloaded the new version and used that for my comparisons(I also stated this in my post)
3) Well, I appear to have a difference for you to look into, should you wish to do so.
I corrected the fstr bugs. Also the total str calculation were especially on WS, and a slight bug in drakesbane too was found. So right now I have DRG at 762 dps.
I found a mistake I made in the settings for my comparisons. I had march bonus set to +4 instead of +5. Resulting in very slightly uncapped magic haste. Going to recheck and edit in corrected dps values.
btw, the dps for the set you're using for drg, w/o jumps/meditate, comes out to 762 now. That matches your new drg value rather neatly, doesn't it?
Edit: Values in other post now corrected
If you cap attack somehow you can probably beat war during restraint. Motententen's SS give similar output to mine, it's not surprising even though I don't understand what he uses for oa2/3 values. Another difference is that I use exact pdif values while he uses cratio which in theory favors a bit crit at capped ratio.
Well, I'm certainly not capping atk in this scenario. Even using my ideal sets I'm 149 atk short in tp gear, and 198 short for drakes. Assuming I'm reading the data page right anyway.
I'd need a COR to cap atk, even on a weak mob like this. If I get a decent chaos roll(+25%), then I cap both ws and tp. Pushes DPS up to 1035 using ideal sets and jumps. The original setup caps TP, but not ws, and moves up to 878 dps.
This is why I'm glad I get 3 minuets and chaos roll in all my zerg events. Gives me a fighting chance to compete with other high-end DD.
For drg lovers I have relic at 492 dps which mean the idiots that designed DRG need to stop doing video games. Probably less than a vere pup.
So, time for SE to buff DRG? XD
Is that using stardiver? Using the original gearsets + 99 Gungnir and Stardiver I'm getting 491.898. Mind you, that's before adding ODD.
99Gungnir
Original gearset
Stardiver+ODD(20%) 531
Changing gears sets to What looked Ideal on short notice:
Spoiler: show
New DPS: 572
Adding Jumps
Sets:
Spoiler: show
Post Jumps: 607 dps.
Hmm, even after optimizing gear and adding jumps, kinda meh. Poor Gungnir.
Adding Chaos roll: 655.
And that does cap atk.
Kinda sucks that it seems to take the best/hardest to get possible DRG weapon just to be competitive with other high end DD.
Do Herja!
I used drakesbane but I probably should have done stardiver.
Ignoring the fact that it's DRG for a moment, Gungnir seems like a complete waste of time if you have access to Odin V2. Even on harder content, DRG's accuracy is the least of its concerns, so the extra 30 acc doesn't seem terribly beneficial.
Problem is SE intentionally made DRG's damage weaker than other DDs since it has a pet(which on weaker content, hits for 100-120ish with 350 damage breaths) but on harder content hits for 30-50ish with 100 damage breaths. The concept of DRG probably had it so that DRG's weapon skills and normal hits were weaker than a Warrior or Dark knight's due to no berserk or last resort but the wyverns auto attacks were meant to compensate(they have about 280 delay so they roughly hit twice between one of our swings) and the 300ish damage on breaths were supposed to indirectly increase our WS damage. I think SE wrongly overestimated the Wyvern's contribution to DRG's damage and figured if you add the Wyvern's DPS with the DRG's it would be competitive. On lower content this is entirely true(in NNI my wyvern was hitting for 120ish a hit) but not the case due to pet attack and level correction as well as mobs having ridiculous Breath damage taken% on higher content.
This is what my wyvern manages in Mul. From a 6 mul parse. And this is with spirit linking frequently to buff.
Average breath dmg... 22. I'd get more outta the lil bastard if he'd shut his mouth and melee. The long JA delay on breaths kill his melee dps. And the breaths do crap.Code:Damage Summary Player Total Dmg Damage % Melee Dmg Range Dmg Abil. Dmg WSkill Dmg Spell Dmg Other Dmg Absorbed Dmg Lumiere 24662 0.46 % 18908 0 5754 0 0 0 0 Melee Damage Player Melee Dmg Abs'd.Dmg Net Dmg Melee % Hit/Miss M.HR % M.Acc % M.Low/Hi M+0.Avg M-0.Avg Lumiere 18908 0 18908 76.67 % 278/85 76.58 % 77.13 % 0/129 67.09 67.84 Ability Damage Player Abil. Dmg Abs'd.Dmg Net Dmg Abil. % Hit/Miss A.Acc % A.Low/Hi A.Avg Lumiere 5754 0 5754 23.33 % 252/0 100.00 % 0/383 22.83 - Flame Breath 3227 0 3227 56.08 % 113/0 100.00 % 0/383 28.56 - Frost Breath 1536 0 1536 26.69 % 95/0 100.00 % 1/127 16.17 - Lightning Breath 991 0 991 17.22 % 44/0 100.00 % 4/149 22.52
Whatever SE may have originally intended for the wyvern to do dmg wise.. he ain't doing a damn thing in endgame content. The only reason anyone bothers to keep the thing out and alive is for spirit/soul jump enhancements and the occasional restoring breath.
SE's response would be "Merit Strafe lol"
But seriously you know shit is bad when 22,000 damage is less than 0.5% of total damage. On paper that sounds like a lot of damage over time but in reality it's nothing. If you multiplied that damage by 10x it still would be pretty meh.
==Edit==
Didn't realize you wrote 6 Mul's...damn nevermind ._.
This is why my goon is retired =(