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Thread: Dark Knight Zerg Math     submit to reddit submit to twitter

  1. #1
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    Dark Knight Zerg Math

    This is the result of too much free time.

    Anyone who has DRK might be interested in reading this. It basically gives a run down of zerging damage.

    ALL OF THE DATA ASSUMES YOU HAVE CAPPED MAGIC HASTE (2x Soul Voice March + Haste) Which will give you 224/512 = 43.75% Haste.

    Some stuff to keep in mind: These values are mathematically calculated, and will not correspond to actual values 1:1, but they should overall give a grasp of "In a perfect situation" to help you figure out what the best option for gear is to use in a zerg.

    It covers Kraken Club, Bahamut's Zaghnal, Fortitude Axe, Rune Chopper, Ridill, Mercurial Kris

    http://tubbers.livejournal.com/7576.html

    This file will allow you to check your own zerg damage based on pDIF, HP, and Haste %


    How to interpret the final 3 graphs:
    There is a min-max range depending on two major factors: Equipment haste, and pDIF, the lower line is the minimum damage possible assuming all hits connect within the 30 seconds. Simply choose the weapon (They are color coded) and your Zerg HP, and based on what you think your pDIF will be you can get a very good estimate of the damage based on those two lines.

    Hopefully you'll find it helpful if you are a DRK. It's pretty wall-o-text so beware.

    Cliffnotes:
    Need SV Dual March + Haste + Hasso + Desperate Blows (3 Merits)
    Best Zerg Weapon (Assuming Homam Hands, Legs, Feet, Swift Belt, Walahra Turban):*
    2500+ HP = Kraken Club
    2100-2500 = Too close to measure absolutely.
    1800-2100 HP = If you have SV Dual Minuets, Rune Chopper, otherwise Kraken Club.
    1800+ HP 25% Haste Equipment (Dusk Gloves +1 and Speed Belt needed) = Kraken Club
    *Not exact values just eyeball estimates

    Edit: Fixed link

  2. #2
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    Re: Dark Knight Zerg Math

    Not Found
    The requested URL /7576.htm was not found on this server.

    Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.

    Edit: Ah, whoops, gotta add an 'l' at the end of that URL.

  3. #3
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    Re: Dark Knight Zerg Math

    Accidentally deleted the 'l' on .html, link should be working correctly now.

  4. #4
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    Re: Dark Knight Zerg Math

    Hm. Poor man's kraken gear setup and reference for kraken gear setup. Useful info, I like it.

  5. #5
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    Re: Dark Knight Zerg Math

    Interesting to note

    Kclub (1hander)'s accuracy on big shit is hard pressed to get anywhere near 95%

    Persay kclub has 80% acc

    Non-optimal Gear:
    80% of 90swings is 72 swings (being generous)

    base dmg: 792
    souleater dmg: 14,400
    Total: 15,192

    Rune Chopper: 11,550 + 5082 = 16632 PLUS a Steel Cyclone for over 1k you can tack on

    Note: i assume Rc has 100%, since I don't believe Kclub will do 80%.....


    Without Dusk+1 hands or Speed Belt, I'd still use Rune Chopper tbh

    Using Rune, a drk is able to kill a Ul'yovra in 25sec -ish easily, unless you get charmed

  6. #6
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    Re: Dark Knight Zerg Math

    95% accuracy is the tops you can get on anything.

  7. #7
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    Re: Dark Knight Zerg Math

    Quote Originally Posted by Rije
    Interesting to note

    Kclub (1hander)'s accuracy on big shit is hard pressed to get anywhere near 95%

    Persay kclub has 80% acc

    Non-optimal Gear:
    80% of 90swings is 72 swings (being generous)

    base dmg: 792
    souleater dmg: 14,400
    Total: 15,192

    Rune Chopper: 11,550 + 5082 = 16632 PLUS a Steel Cyclone for over 1k you can tack on

    Note: i assume Rc has 100%, since I don't believe Kclub will do 80%.....


    Without Dusk+1 hands or Speed Belt, I'd still use Rune Chopper tbh

    Using Rune, a drk is able to kill a Ul'yovra in 25sec -ish easily, unless you get charmed
    Generally when we zerg stuff, we have 6x SV songs (March x 2, Minuet x 2, Madrigal x 2) + Feint. That's +96 Accuracy from the Madrigals and -50% evasion from Feint. That more or less ensures 95% Accuracy with any melee weapon, but you are more or less correct. The closer you get to an average setup, rather than a perfect one, the Rune Chopper really shines.

  8. #8
    RIDE ARMOR
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    Re: Dark Knight Zerg Math

    Yeah I know 95% is the max you can get

    Kclub would indeed be better if you had a bahamut v2 or Kirin style zerg where you swap bards out
    But for things like Salvage, if you clear all your equipment, where one bard maybe 2 is max..
    Adding in a body boost

    Rune Chopper does indeed shine

    Throw in a revitalizer and yeah...

    But Rc is 150k.... Kclub is mirrions

    You take your pic lol

  9. #9
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    Re: Dark Knight Zerg Math

    Really good info, pretty much mirrors what I've found.

    Only question I have is for 2h weapons you only show an option of 5% DA increase, brutal while using sword strap. Have you tried calculating in a pole strap's added 2%? Would it improve damage overall more than a sword strap would?

  10. #10
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    Re: Dark Knight Zerg Math

    Does the time for this only run 30 seconds (IE end of Desperate blows + Blood Weapon) for each weapon? Souleater technically runs 60, and the 1 handers could make up damage if cure bombed.

    But that is very interesting regarding rune chopper....

    edit: NVM, you said 30 seconds. Impressive.

    I may have to merit Desperate blows and see that thing in action.

  11. #11
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    Re: Dark Knight Zerg Math

    Quote Originally Posted by Tulun
    I may have to merit Desperate blows and see that thing in action.
    I recently did that

    It's totally worth it. It's the pure sex.

  12. #12
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    Re: Dark Knight Zerg Math

    I think this is awesome Rune Chopper sales up 300%.

  13. #13
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    Re: Dark Knight Zerg Math

    I guess my second question would be, is the maths correct, for anyone who knows about that sort of thing

    It really depresses me my M-kris parses so blasted low on this spectrum.

  14. #14
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    Re: Dark Knight Zerg Math

    Too bad capping pDif with Rune Chopper, even at 999 att (with barely any str+) is so hard, so Rune Chopper numbers in reality aren't as good as they seem to be compared to KC.

    RC > KC at 1900 HP? I don't quite think so. I do RC, and usually i average over 10k on 30s with SV everything, and thats about my HP a bit less, a bit more, depends on how Drain II goes off (needs more HP rings).

    So just for anyone looking at these graphs fopr first time, don't get so blown up by those numbers, those are mostly perfect conditions for RC, while they arent for KC (4.5 hits avg vs RC capped pDif? How is that fair comparation?).

  15. #15
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    Re: Dark Knight Zerg Math

    Im a little skeptical on this test. Just the way it was put together it seemed like the testers were leaning towards anti-KC or at least alternative being just as good. I noticed a few mistakes in the math as well, so I won't take it at full value as is right now.
    Needs a bit more testing I think.

  16. #16
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    Re: Dark Knight Zerg Math

    from other tests, I find it hard to believe Rune will outdo KC in any case. Only 1 thing that could outperform a KC and that's Apoc WS switch to BZ.

  17. #17
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    Re: Dark Knight Zerg Math

    Wasn't it shown that Blitz Ring Haste+1% out does BQR Ring's HP+75 when under capped magic Haste with good Haste equipment?

  18. #18
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    Re: Dark Knight Zerg Math

    Well, yeah if you cap pdiff
    but you'll essentially hit for 88+ on anything that isn't L85

    Essentially, you can solo a ul'yovra, because you can hit an ul'yovra for 100-150....
    Crit for 420ish including SE damage
    and essentially do 20k over 30seconds if you dont get paralyzed/charmed/stunned

    Edit @ Starr:

    Yes 75 hp over 60 swings only gives you rougly 600 more damage
    1% haste will out do it, as the closer you get to haste cap, the more effectiveness you see out of it

    93.75% haste for Rc -- 31.5 delay --- 57.14 swings over 30sec
    92.75% haste for Rc -- 36.54 delay --- 49.26 swings over 30sec

  19. #19
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    Re: Dark Knight Zerg Math

    I'm gonna stick with my /nin and KC as I enjoy not getting raped by aoe. There are some fights where if you go /sam you will get smashed. And yes I know stuff will be chainspell stunned but there's always stuff that gets through.

  20. #20
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    Re: Dark Knight Zerg Math

    Also keep in mind with Rune Chopper zerg
    Your healing yourself for 400~600 every second
    Unless something one shots you, you wont get killed

    Another thing, the big thing that hurts Rc zerg is if something has a stun aoe, paralyze, or *gasp* charm
    But its closely parsed to kclub... and of course not 100 billion dollars

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