Kamis, 08 Agustus 2013

Dragon Nest Acrobat – Analysis on Acrobat’s Damaging Skills

3.    Analysis on Acrobat’s Damaging Skills
(WARNING : Wall of text below!)
Before we discuss further about which skill is a better damaging skill for Acrobat, let us look into the concept of “Damage Overtime” (Often referred to as “Damage per Second”/DPS) which can be described based on “Execution Time” (I will abbreviate it as ET) or “Cooldown Time” (I will abbreviate it as CT).
3.1.  ET and CT Concept
Most of damaging skills has their own damage output executed over some time (Execution Time) with a certain off-period (Cooldown Time). Graphically, we can draw a damaging skill in terms of damage versus time, and it will look approximately like this :

DPS of damaging skills can be viewed based on damage per execution time and/or damage per cooldown time. The former concept is similar to burst damage, the lesser the execution time the more you deal quick burst of damage to your enemies. Meanwhile, the latter indicates the rate of actual damage output.
Although they have the same dimension, that is damage/second, they are different in nature and application. However, both of them will affect the overall goodness of a DPS skill, so we need some indicator which can consider both damage per execution time and damage per cooldown time to compare one damaging skill to the others.
Let’s call this DPS indicator as K.
I will skip the details now as how I arrived at the formula to determine K. Instead, I will explain the details at the Appendix section. This is the formula of DPS indicator K that I have derived :
K = [DMG(CT-ET)]/[(CT*CT)]
DMG : Skill damage output (We will calculate this by using the formula provided in the next section)
CT : Cooldown timee3C/strong>
ET : Execution time
Note that this indicator does not apply for skills with no cooldown time and/or skills with its cooldown time being the same as its execution time as this kind of skills have different damage versus time graph. Spin Kick is one example.
K itself is not the actual overall DPS of a skill, but rather an indicator to compare one damaging skill to the others in terms of DPS. However, take no4e that I am not a Mathematician and this formula may not be that reliable.
3.2.  Skill Damage Formula and Skill Coefficient
amage output of a damaging skill can be calculated as :
Skill Damage = 1.25 * Skill Coeff * (%Amp * M.Att + Add. Dmg) * (1+% Elemental Att)* (1- % Elemental Resist) * (% Aditional Damage)
Since I want to use this formula to calculate the actual damage output of Acrobat’s damaging skills, we need to replace Magic Attack to Physical Attack (Except for Magic Arrow which uses Magic Attack as well) and remove Elemental Attack and Elemental Resist from the formula as we are dealing with neutral element attack. Moreover, in order to determine the damage output to calculate damage indicator K later, I will assume that no Skill Plate will be used. Thus, Additional Damage multiplier will only be affected by Final Damage only. The final formula I will use to determine damage indicator K will be like this :
Skill Damage = 1.25 * Skill Coeff * (%Amp * P.Att + Add. Dmg) * (% Aditional Damage from Final Damage)
Take note that this is the damage output from critical hit which is why we have 1.25 multiplier factor there and why there is no Defence/Magic Defence in the formula as critical will ignore all Defence/Magic Defence.
Now, the problem is how to determine Skill Coefficient. For me, I obtained Skill Coefficient value through experiments from fighting Level 40 bosses in Boss Rush and some monsters in Level 32-40 dungeon. I will give you all these values in the next section, but do note that all of those values are just approximation and they might not be accurate. For more details on how I arrived at those values, look at Appendix section.
3.3.  Damage Indicator List for Acrobat’s Damaging Skills
I will not include skills with no cooldown time and/or skills with its cooldown time being the same as its execution time (See Section 3.1. for more details). In this case, I will exclude Spin Kick only from the list. While High Spin Kick and Double Somersault Kick have no cooldown time as well, both of them must be chained from other skills, so I will assume their cooldown time to be the same as their  previous performed skills (In this case Low Spin Kick and Somersault Kick). In addition, I will assume that all skills are at the highest level achieveable in Level 40 cap.
To determine total skill damage based on the skill damage formula from previous section, I will take P.Att of 3500, M.Att of 1750, and 0% Additional Damage for simplicity. After that we can directly substitute skill damage value into the formula for calculating damage indicator K.
Below, I will tell you whether 4he value of a Skill Coefficient and/or the value of a damage indicator K is reliable or not.
A reliable Skill Coefficient value indicates that this value is the one that will likely to occur on most cases/situations, and vice versa.
A reliable damage indicator K means that this value better represents the overall DPS capability of a skill. A non-reliable damage indicator K exists on especially situational/conditional skills such as Counter Ring Shot.
3.3.1.    Twin Shot (Level 14)
Damage output from description : 0.54(P.Att)+382
Execution time : 0.8 Seconds
Cooldown time : 4.5 Seconds
Skill Coefficient : 2.00
Maximum hit : 2 time(s)
Total skill damage from formula : 5680
K (Reliable) : 1037.83
3.3.2.    Piercing Shot (Level 14)
Damage output from description : 1.64(P.Att)+ 880
Execution time : 1.5 Seconds
Cooldown time : 10 Seconds
Skill Coefficient : 1.00
Maximum hit : 1 time(s)
Total skill damage from formula : 8275
K (Reliable) : 703.38
3.3.3.    Multishot (Level 12)
Damage output from description : 0.41(P.Att)+264
Execution time : 1 Second
Cooldown time : 28 Seconds
Skill Coefficient : 7.70
Maximum hit : 7 time(s)
Total skill damage from formula : 16352.875
K (Reliable) : 563.17
3.3.4.    Magic Arrow (Level 11)
Damage output from description : 1.27(M.Att)+570
Execution time : 1.1 Seconds
Cooldown time : 13 Seconds
Skill Coefficient : 1.00
Maximum hit : 1 time(s)
Total skill damage from formula : 3490.625
K (Reliable) : 245.79
3.3.5.    Willow Kick (Level 13)
Damage output from description : 1.77(P.Att)+824
Execution time : 1.1 Seconds
Cooldown time : 12 Seconds
Skill Coefficient : 1.00
Maximum hit : 7 time(s)
Total skill damage from formula : 8773.75
K (Reliable) : 664.12
3.3.6.    Moon Kick (Level 1)
Damage output from description : 1.27(P.Att)
Execution time : 0.6 Seconds
Cooldown time : 6 Seconds
Skill Coefficient : 1.00
Maximum hit : 1 time(s)
Total skill damage from formula : 5556.25
K : 833.44
3.3.7.    Somersault Kick (Normal) (Level 1)
Damage output from description : 1.00(P.Att)
Execution time : 0.6 Seconds
Cooldown time : 3 Seconds
Skill Coefficient : 1.00
Maximum hit : 1 time(s)
Total skill damage from formula : 4375
K (Non-Reliable) : 1166.67
Comment :
This is the Somersault Kick performed on a stunned enemy, not the one that follows after using  Binding Shot. This K value is not reliable as your enemy will not always be stunned.
3.3.8.  Somersault Kick (Binding Shot) (Level 1)
Damage output from description : 1.00(P.Att)
Execution time : 0.6 Seconds
Cooldown time : 13 Seconds
Skill Coefficient : 1.25/2.50 (Reliable : 1.25)
Maximum hit : 2 time(s)
Total skill damage from formula : 5468.75/10937.5 (Reliable : 5468.75)
K (Reliable/Non-Reliable) : 401.26/802.51
Comment :
This is the Somersault Kick performed after Binding Shot. Note that the actual cooldown time is 13 Seconds, the same as Binding Shot cooldown time. Unlike the previous one, this K value is reliable. In addition, I found that Somersault Kick can hit twice on a large enemy, but I never tried to do the Somersault Kick (Normal) like the previous one on a stunned large enemy. Thus, I cannot tell if Somersault Kick (Normal) can hit twice as well or not.
3.3.9.  Low Spin Kick (Level 1)
Damage output from description : 0.69(P.Att)
Execution time : 0.4 Seconds
Cooldown time : 3 Seconds
Skill Coefficient : 1.05
Maximum hit : 1 time(s)
Total skill damage from formula : 3169.688
K (Non-reliable) : 915.69
Comment :
The K value here is not reliable as your enemy cannot be constantly in a knocked down state.
3.3.10.  High Spin Kick (Level 14)
Damage output from description : 0.68(P.Att)+416
Execution time : 0.4 Seconds
Cooldown time : 3 Seconds
Skill Coefficient : 1.05
Maximum hit : 1 time(s)
Total skill damage from formula : 3669.75
K (Non-reliable) : 1060.15
Comment :
High Spin Kick has no cooldown time, but it must be chained from Low Spin Kick. Thus, the actual cooldown time of High Spin Kick is actually the same as the cooldown time of Low Spin Kick. Note that this K value is not reliable just as how the K value of Low Spin Kick is not reliable as well.
3.3.11.    Pin Wheel (Level 1)
Damage output from description : 1.15(P.Att)
Execution time : 1.4 Seconds
Cooldown time : 16 Seconds
Skill Coefficient : 1.00
Maximum hit : 5 time(s)
Total skill damage from formula : 5031.25
K (Non-Reliable) : 286.94
3.3.12. Kick & Shot (Level 9)
Damage output from description : 2.93(P.Att)+1024
Execution time : 1.6 Seconds
Cooldown time : 9 Seconds
Skill Coefficient : 1.00/1.30 (Reliable : 1.00)
Maximum hit : 6 time(s)
Total skill damage from formula : 14098.75/18328.375 (Reliable : 14098.75)
K (Reliable/Non-reliable): 1288.03/1674.44
3.3.13.  Binding Shot (Level 8)
Damage output from description : 0.99(P.Att)+760
Execution time : 1.1 Seconds
Cooldown time : 13 Seconds
Skill Coefficient : 1.00/1.50 (Reliable : 1.00)
Maximum hit : 3 time(s)
Total skill damage from formula : 5281.25/7921.875 (Reliable : 5281.25)
K (Reliable/Non-Reliable) : 371.88/557.81
3.3.14.  Double Somersault Kick (Normal) (Level 4)
Damage output from description : 3.41(P.Att)+1054
Execution time : 1.1 Seconds
Cooldown time : 3 Seconds
Skill Coefficient : 1.00
Maximum hit : 10 time(s)
Total skill damage from formula : 16236.25
K (Non-reliable) : 3427.65
Comment :
Double Somersault Kick has no cooldown time, but it must be chained from Somersault Kick. Thus, the actual cooldown time of Double Somersault Kick is actually the same as the cooldown time of Somersault Kick. Note that this K value is not reliable just as how the K value of Somersault Kick (Normal) is not reliable as well.
3.3.15.  Double Somersault Kick (Binding Shot) (Level 4)
Damage output from description : 3.41(P.Att)+1054
Execution time : 1.1 Seconds
Cooldown time : 13 Seconds
Skill Coefficient : 1.00
Maximum hit : 10 time(s)
Total skill damage from formula : 16236.25
K (Reliable) : 1143.26
Comment :
Unlike the previous one, this is the Double Somersault Kick performed after Binding Shot and Somersault Kick (Binding Shot). Thus, this skill has the same cooldown time as Binding Shot. Note that this K value is more reliable than the previous one. 
3.3.16.  Spiral Vortex (Level 3)
Damage output from description : 6.05(P.Att)+3080
Execution time : 2.6 Seconds
Cooldown time : 23 Seconds
Skill Coefficient : 1.00
Maximum hit : 8 time(s)
Total skill damage from formula : 30318.75
K (Reliable) : 1169.19
3.3.17. Air Pounce (Level 7)
Damage output from description : 1.71(P.Att)+978
Execution time : 2 Seconds
Cooldown time : 8 Seconds
Skill Coefficient : 2.50
Maximum hit : 5 time(s)
Total skill damage from formula : 21759.375
K (Reliable) : 2039.94
Comment :
Note that for Air Pounce below Level 6, the Skill Coefficient will be 1.50 and the execution time will be 1.2 Seconds with 3 times maximum hit. However, do note that it is difficult to manage to land all pounces on an enemy especially with 5-times Air Pounce (Except when you are fighting a large and slow enemy that you can freely perform Air Pounce on it).
3.3.18. Spiral Kick (Level 7)
Damage output from description : 2.56(P.Att)+1024
Execution time : 1 Second
Cooldown time : 11 Seconds
Skill Coefficient : 1.00
Maximum hit : 6 time(s)
Total skill damage from formula : 12480
K (Reliable) : 1031.40
3.3.19. Eagle Dive (Level 8)
Damage output from description : 2.48(P.Att)+1140
Execution time : 1.1 Seconds
Cooldown time : 14 Seconds
Skill Coefficient : 1.00
Maximum hit : 1 time(s)
Total skill damage from formula : 12275
K (Reliable) : 807.90
3.3.20. Blooming Kick (Level 6)
Damage output from description : 1.78(P.Att)+954
Execution time : 0.9 Seconds
Cooldown time : 15 Seconds
Skill Coefficient : 1.00
Maximum hit : 1 time(s)
Total skill damage from formula : 8980
K (Reliable) : 562.75
3.3.21. Cyclone Kick (Level 3)
Damage output from description : 8.52(P.Att)+2354
Execution time : 3.2 Seconds
Cooldown time : 23 Seconds
Skill Coefficient : 1.00
Maximum hit : 11 time(s)
Total skill damage from formula : 40217.5
K (Reliable) : 1505.31
3.3.22. Circle Shot (Level 5)
Damage output from description : 1.67(P.Att)+738
Execution time : 1.2 Seconds
Cooldown time : 16 Seconds
Skill Coefficient : 1.025-3.00 (Reliable : 1.025)
Maximum hit : 1 time(s)++
Total skill damage from formula : 8434.469/24686.25 (Reliable : 8434.469)
K (Reliable/Non-Reliable) : 487.62/1427.17
Comment :
Circle Shot can deal multiple hits! Look at Tips and Tricks section for more detail.
3.3.23. Counter Ring Shot (Level 3)
Damage output from description : 1.69(P.Att)+678
Execution time : 1 Second
Cooldown time : 27 Seconds
Skill Coefficient : 1.025
Maximum hit : 1 time(s)
Total skill damage from formula : 8447.281
K (Non-Reliable) : 301.27
Comment :
Counter Ring Shot may deal multiple hits as well, just like Circle Shot. However, I never really make an experiment for it, so I will stick to reliable case with one hit only. The K value here is not reliable as this skill is a conditional skill.
3.3.24. Divine Rage (Level 1)
Damage output from description : 27.51(P.Att)
Execution time : 5 Seconds
Cooldown time : 125 Seconds
Skill Coefficient : 1.00
Maximum hit : 25 time(s)
Total skill damage from formula : 120356.25
K (Reliable) : 924.34
3.3.25. Spiral Edge (Level 1)
Damage output from description : 10.14(P.Att)
Execution time : 2.4 Seconds
Cooldown time : 90 Seconds
Skill Coefficient : 1.00
Maximum hit : 1 time(s)
Total skill damage from formula : 44362.5
K (Reliable) : 479.77
3.4.  K-Table (Assuming 3500 P.Att, 1750 M.Att, and 0% Additional Damage)
I will also include K/SP Required to analyze which skill has a better damaging capabilities to SP cost ratio. However, do note that the ratio is not constant as generally every damaging skill has a higher jump of damage output at high level, so the relationship between K and SP cost is not linear.
The value in bold is the reliable value.

(*) – Look at my comments in previous section for more details.
Once again, K is not the actual rate of damage output, but rather an indicator to compare damaging capabilities of different skills. However, do note that you should also put into consideration the utility aspect of a skill. Utility includes how easy it is for a skill to get a perfect hit, how difficult a skill can be interrupted, and so on. Utility cannot be measured by numbers, so I’ll leave it to you to weight the utility aspect of every skills.

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