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Old 09-13-2022, 10:32 AM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by PlsNoBan [You must be logged in to view images. Log in or Register.]
There is more than enough safety and utility in this group. You seem to think it stacks infinitely and it does not. You also acknowledge it by saying bringing 3 clerics is silly but your love for shaman is so deep that you refuse to believe that just maybe this group doesn't need utility and safety that the group already has a sufficient amount of. The only thing to be gained in this group setup is DPS. Even a marginal gain is better than no gain.
Safety does stack. Having 2 healers means multiple people can be healed at the same time. Having a dedicated slower in the Shaman allows the Enchanters to focus on keeping their pets in check to minimize DPS loss from Charm Breaks.

The 4 Cleric example is not relevant because nobody has argued for 4 clerics. It goes against my DPS breakpoint argument, because that group wouldn't hit the necessary breakpoint to kill efficiently at that point.

The flaw with the idea that DPS stacks infinitely is DPS is an exponential function. Every time you double DPS, your returns will halve. So yes, you could do 800 DPS to a mob with 8000 HP, and it would die in 10 seconds. But the difference between 800 DPS and 700 DPS is 1.4 seconds. You are never going to get another spawn in a single session by saving 1.4 seconds, and the damage saved by killing it 1.4 seconds faster could easily be healed by the Shaman.

This is why only stacking DPS isn't the best idea when trying to maximize a group composition. You want enough DPS to maximize your kills per hour, and everything else goes into safety and maximizing camp options. I would much rather have more camp options than an extra 30 seconds AFK time when in-between mob cycles. At the end of the day the Enchanter/Enchanter/Cleric/Shaman and Enchanter/Enchanter/Cleric/Mage groups are killing the same number of mobs per hour.
Last edited by DeathsSilkyMist; 09-13-2022 at 10:35 AM..
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