BaiterOfZergs wrote: »I don’t think the list is the same for no cp, cp definitely changes things.
StaticWave wrote: »
Yes, I'm making a claim that Nightblades achieve a higher Onslaught than any other class. I'd figured you'd want the numbers, so here's a more detailed post. It's going to be long, so if you skip any part then it's on you.
First, let's look at all the class passives and skills that maximizes damage of each stamina class, while ignoring CP passives that could potentially boost damage, such as Exploiter, and skills that increase penetration since Onslaught ignores resistance. Also ignore Minor Berserk, because it is accessible by all classes. We only want passives/buffs that only a few classes can have.
Nightblade:
1/ Master Assassin - Increases your weapon damage by 10% while in stealth
2/ Ambush - Afflicts Minor Vulnerability on your target, increasing their damage taken by 8%
3/ Hemorrhage - Increases your critical damage by 10%
Sorcerer:
1/ Energized - Increases your physical damage by 5%
2/ Amplitude - Increases your damage done against enemies by 1% for every 10% current health they have, up to 10% at 100% health
3/ Expert Mage - Increases your weapon damage by 2% per Sorcerer ability slotted
4/ Bound Armaments - Increases your max stamina by 8% while slotted
Templar:
1/ Piercing Spear - Increases your critical damage by 10%
2/ Balanced Warrior - Increases your weapon damage by 6%
Warden:
1/ Growing Swarm - Afflicts Minor Vulnerability on your target, increasing their damage taken by 8%
2/ Advanced Species - Increases your damage done by 2% for each Animal Companion ability slotted
Necromancer:
1/ Agony Totem - Afflicts Minor Vulnerability on your target, increasing their damage taken by 8%
2/ Detonating Siphon - Increases your damage done by 3% while slotted
Dragonknight:
1/ Mountain's Blessing - Gain Major Brutality, increasing your weapon damage by 10%
2/ Stone Giant - Increases damage taken by 45 for each stack of Stagger, up to 135 damage
Now that we've listed every single damage amplifier for each class, let's calculate how the tooltip would look. For demonstration purposes, let's assume we are using Fury + Briarheart, 5 medium 2 heavy, all impenetrable, all max stam glyphs, all infused jewelries, nirnhoned 2 handed weapon front bar, infused weapon damage glyph back bar, warrior mundus, orc race, and lava foot soup food on each class. Also assume that classes that have passives amplifying weapon damage by slotting a class skill will be slotting 5 class skills on their bar. Thus, the maximum WD and stamina for each of these classes will be:
Nightblade:
6910 WD and 34965 stamina
Sorcerer:
6910 WD and 37221 stamina
Templar:
6720 WD and 34965 stamina
Warden:
6434 WD and 34965 stamina
Necromancer:
6434 WD and 34965 stamina
Dragonknight:
6910 WD and 34695 stamina
To keep things simpler, let's ignore CPs that boost tooltip value such as Mighty and Master At Arms. Factor in every passive and skills that increases damage done, the Onslaught tooltip for each class will be:
Nightblade:
19570 damage
Sorcerer:
22818 damage
Templar:
19074 damage
Warden:
20384 damage
Necromancer:
19087 damage
Dragonknight:
19570 damage
From this list, we can see that at base damage, Sorcerer has the highest tooltip. However, we must also factor in critical damage tooltip. The base critical damage multiplier is 50%, and Nightblade and Templar get an extra 10%. Assuming that our target has zero critical resistance, then our new tooltip values will be:
Nightblade:
31312 damage
Sorcerer:
34227 damage
Templar:
30518.4 damage
Warden:
30576 damage
Necromancer:
28630.5 damage
Dragonknight:
29355 damage
Sorcerer still has the highest tooltip, but we have not taken into account of Minor Vulnerability, which increases damage taken by your target. This requires using this formula:
DamageTaken = (1 + CP.DamageTaken)*(1 + Skill.DamageTaken)*(1 + Buff.DamageTaken)*(1 + Item.DamageTaken)*(1 + Set.DamageTaken) + Buff.Vulnerability - 1
Since Battle Spirit reduces a target''s damage taken by 50%, the actual Onslaught tooltip will be halved. Factor in Minor Vulnerability however, a target affected by this debuff will take 42% less damage instead of 50%. In other words, Minor Vulnerability makes an affected target take 58% of the base damage instead of 50%.
DamageTaken = (1 + 0)*(1 + 0)*(1 - 0.5)*(1 + 0)*(1 + 0) + 0.08 - 1 = -0.42 or -42% damage taken
Thus, our new tooltip will be:
Nightblade:
18160.96 damage
Sorcerer:
17113.5 damage
Templar:
15259.2 damage
Warden:
17734.08 damage
Necromancer:
16605.69 damage
Dragonknight:
14677.5 damage
What do we take from these calculations? Well, against a full Health target, Sorcerer's onslaught does the most critical damage, but when you factor in Minor Vulnerability, Nightblade comes out on top. Keep in mind, we're using an unrealistic skill setup by having Sorcerer and Warden slot 5 class skills on their bar to maximize their damage. If we use a practical setup for both classes, which involves using 2 weapon skills for Sorcerer and Warden, then their Onslaught tooltip would be 16803 and 17089.41, respectively. Hence, the ranking for these tooltips should be:
Without Minor Vulnerability:
Sorcerer > Nightblade > Templar > Warden > Dragonknight > Necromancer
With Minor Vulnerability:
Nightblade > Warden > Sorcerer > Necromancer > Templar > Dragonknight
Minor vulnerability is incredibly strong, and when combined with a Nightblade's passives, you can slot any ultimate in the game and have your Nightblade deal unparalleled damage. We haven't even take into account of Spectral Bow and Surprise Attack, which also benefit tremendously from this debuff. That's why NB currently has the best burst in the game. If we use the WD and stamina stats above, a Warden using Sub Assault + Onslaught will only do a total of 30707.52 damage, compared to 36632.35 damage of a Nightblade's Onslaught from stealth + Spectral Bow (Spectral Bow loses the 10% weapon damage after using Onslaught because the player is no longer in stealth).
If you've made it this far, then I expect you to not have anymore questions.
Cheers
EDIT: I intentionally left out Minor Berserk from the calculations because as of current patch, all classes can access that buff. A Warden can either choose to use Camo Hunter or Bird of Prey, and that will slightly alter the final tooltip, but not significantly
MentalxHammer wrote: »My mag necro is one of my strongest classes solo, there are a lot of skills that should be avoided. Maybe you're building yours incorrectly.
In fact mag necro is one of the few classes that can reliably turn and solo a group of 4 players and sweep them all with one ult.
Still set on the list as is?
I think it’s safe to say magsorc is the only S tier for solo this patch.
Still set on the list as is?
I think it’s safe to say magsorc is the only S tier for solo this patch.
Still set on the list as is?
I think it’s safe to say magsorc is the only S tier for solo this patch.
MentalxHammer wrote: »I need to disagree with stamden as S tier for solo play. I do agree that it performs well for open world, and is great for packing up groups of unorganized players; my disagreement stems from the fact that in high tier duels stam warden falls short, as their burst combo is predictable and easily countered. An S tier solo play class must also be an S tier dueling class.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Ragnarock41 wrote: »
Stamden's 1v1 has been greatly improved this patch. And your last sentence is just completely wrong because you think of solo play as killing everyone in your path, which is not how you do it.. An immobile class has to be an S tier duelist to be an S tier open world class, however a class with the option to escape from fights doesn't have to be a dueling god.
Despite this fact stamblade and magsorc are not bad dueling classes, they're just not the best.
I'd like to know how does magblades get to A in 6+ groups from B to 6- groups?
You should remove the small/large categories and just talk solo and group utility.
Crossed specs aren't so needed in 8+ groups since the number itself does the job and you also have enough ppl dedicated to each task, even tanks sometimes.
Anyway, good job for the visual😊
You make a good point.
Adding to that. The NB goes from S in solo to B in small groups (2-6 players) then back up to A in large groups. The logic that could support such differences is lost on me.