Theloras wrote:@apocalypsa: "Holy Wrath: Mana cost too prohibitive, don't use. Ever."
Holy Wrath is insanely good on Nefarian phase 3 undead construct spawn and well worth the mana cost to cast it.
Trolls Undeads in ZG too ^
Jin'Do
Theloras wrote:@apocalypsa: "Holy Wrath: Mana cost too prohibitive, don't use. Ever."
Holy Wrath is insanely good on Nefarian phase 3 undead construct spawn and well worth the mana cost to cast it.
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apocalypsa wrote:Ah right, good catch. That's why you should never use the word never.
Paladin Damage
For attack power for Paladins 14 attack power = 1 DPS. So assuming using SoC. So if the max damage of your weapon is 400 at 2.00 speed (4 attacks over 8 seconds) and assuming you're always swinging at max damage if you add 100 attack power your max damage per swing would be 400 + (100 / 14) * 2 = 414.29
Your normal SoC hit is 70% of your weapon damage BEFORE ARMOR MEDIGATION IS APPLIED.
Your normal SoC rank 5 judgement is 105 - 116 spell damage with a Coefficient of 43% assuming no stuns. Now assuming max damage here's what you will have over the period of 8 seconds assuming the same 50% proc rate and 50% armor medigation and 1 judgement.
.7 * 414.29 * 2 + 414.29 * .5 * 4 + 116 = 1524.59 or 190.57 DPS
For Spell damage the coefficients for SoC is 20% and for its Judgement it's 43%. Again, assuming max damage here's what you will have over the period of 8 seconds assuming the same 50% proc rate and 50% armor medigation and 1 judgement.
.7 * 400 * 2 + 100 * .2 * 2 + 400 * .5 * 4 + 116 + .43 * 100 = 1559 or 194.88
As you can see, spell damage vs Attack power point for point, spell damage is the better choice. If we add a crit to it, the statistics mostly remain the same.
Paladins crit for 175% of normal damage. So, for example, if you have the same calculations as above. 400 top damage weapon with 2.00 swing speed, 2 SoC Procs and 1 judgement within 8 seconds of combat, what would happen if you have +1% melee crit or +1% spell crit?
Assuming this is damage over a long period of time where the +1% will come into play at some point or another each white damage will be boosted by .01 * 1.75 * white damage to compensate for the crit. Same thing will be done for the holy damage, .01 * 1.75 * holy damage to compensate for the spell crit. Taking the previous calculations, here's what you will find. Keep in mind that melee is effected by armor medigation of 50% damage reduction.
Melee Crit + 100 Attack Power
(.7 * 414.29 * 2) + (414.29 * .5 * 4) + (414.29 * .5 * 4 * .01 * 1.75) + (116) = 1539.09 or 192.39 DPS
Spell Crit + 100 Spell Power
(.7 * 400 * 2 + 100 * .2 * 2) + ((.7 * 400 * 2 + 100 * .2 * 2) * .01 * 1.75) + (400 * .5 * 4) + (116 + .43 * 100) + ((116 + .43 * 100) * .01 * 1.75) = 1572.28 or 196.54 DPS
As you can see, spell damage and spell crit is far better for a Paladin's DPS than attack power and melee crit.
Sorry, to bore you all with the math, but here's what it all comes down to. The most important thing for a Paladin is the weapon. The weapon has to be big, with a huge high end damage. The bigger the better. HOWEVER, the ARMOR and the ACCESSORIES, should focus more on spell damage than on attack power, more on spell crit than attack crit, to maximize your damage.
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