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  #1  
Old 08-15-2023, 02:45 PM
Jimjam Jimjam is online now
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Originally Posted by Toxigen [You must be logged in to view images. Log in or Register.]
No matter how small the DPS increase is, its still better than INT.

Add in the extra weight carry and its a no brainer.
It’s not just about your dps increasing kills/hour. As has been shown some camps the biggest limit is the respawn timer.

What I’ve perceived dps useful for is making each individual fight a little shorter and safer. The longer a fight goes on the more chances the opponent has to spike, getting you low health and forcing you to do an extra tap, spend quaff a pot or whatever.
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Old 08-15-2023, 02:49 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
It’s not just about your dps increasing kills/hour. As has been shown some camps the biggest limit is the respawn timer.

What I’ve found dps useful for is making each individual fight a little shorter and safer. The longer a fight goes on the more chances the opponent has to spike, getting you low health and forcing you to do an extra tap, spend quaff a pot or whatever.
I agree that more DPS can save you a bit more HP/Mana per kill. However, it is not wise to fight a mob that is going to get you down to 10% life and/or mana on average. You generally fight mobs that are already easy enough to where a few seconds of fighting either way is not going to put you in danger.

If 5 extra seconds of fighting is extremely dangerous, that probably means you are fighting a mob that is too difficult to begin with. The difference between 20 DPS and 21 DPS on Travis Two Tone is 2 seconds.

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Originally Posted by Lune [You must be logged in to view images. Log in or Register.]
Any % of DPS boost is always going to give you more kills per hour, unless you are artificially limiting your kills per hour by camping a single spawn, which is a hilariously braindead scenario on which to base the utility of STR-- especially, for your point, because INT is 100% useless in that scenario.

"Hey guys, killing this bard that only spawns every 6 minutes faster, only saves you a a little time every hour!"... meanwhile every single knight who is grouping or actively and consistently playing their character is seeing the full bonus and doing 5-10% more damage which, as both I and troxx have said, is whopping.
I also already showed you what the maximum bonus from the extra DPS would give you. If you have 20 DPS, you are getting a 0.8 DPS increase from the 4% boost. Assuming you are auto attacking non-stop for an hour straight, you will get 3600 x 0.8 = 2880 extra damage per hour. Absolute best results are going to be 3 kills per hour when fighting mobs with similar stats as Travis Two Tone, who basically has 900 HP. You would agree that it is not normal to be auto attacking for an hour straight, so the reality is you are getting less than 3 kills per hour. It is probably more like 1-2 kills per hour, assuming you are XPing in a highly efficient manner. This really isn't going to be noticeable for most players.

I have also shown you examples of where you get 0 kills per hour, because respawn rates are a real factor in the game. They are not artificial. Different camps have different DPS thresholds that result in diminishing returns.
Last edited by DeathsSilkyMist; 08-15-2023 at 02:56 PM..
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Old 08-15-2023, 03:02 PM
Lune Lune is offline
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Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
I agree that more DPS can save you a bit more HP/Mana per kill. However, it is not wise to fight a mob that is going to get you down to 10% life and/or mana on average. You generally fight mobs that are already easy enough to where a few seconds of fighting either way is not going to put you in danger.

If 5 extra seconds of fighting is extremely dangerous, that probably means you are fighting a mob that is too difficult to begin with. The difference between 20 DPS and 21 DPS on Travis Two Tone is 2 seconds.



I also already showed you what the maximum bonus from the extra DPS would give you. If you have 20 DPS, you are getting a 0.8 DPS increase from the 4% boost. Assuming you are auto attacking non-stop for an hour straight, you will get 3600 x 0.8 = 2880 extra damage per hour. Absolute best results are going to be 3 kills per hour when fighting mobs with similar stats as Travis Two Tone, who basically has 900 HP. You would agree that it is not normal to be auto attacking for an hour straight, so the reality is you are getting less than 3 kills per hour. It is probably more like 1-2 kills per hour, assuming you are XPing in a highly efficient manner. This really isn't going to be noticeable for most players.

I have also shown you examples of where you get 0 kills per hour, because respawn rates are a real factor in the game. They are not artificial. Different camps have different DPS thresholds that result in diminishing returns.
By only looking at kills per hour for a static spawn you're, again, ignoring the implications for sustain in the other 99% of EQ content.

You are cherry-picking only the scenarios where the usefulness of DPS is more marginal, but in all of those scenarios, INT is completely useless. So it really doesn't help your point. While ignoring the other 95% of the game where 5% difference in DPS is huge. Not only are you unable to see the forest for the trees, you can't even see the fucking trees.

"Hey guys, I only kill Travis Two-Tone a little bit faster, therefore strength useless"
Last edited by Lune; 08-15-2023 at 03:04 PM..
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