***I have completely Re-Edited Posts #1 and #2 with my final math numbers. Many thanks to everyone who helped me out along the way. Special thanks to not letting this thread degenerate into an argument on OP-DP nerfing. The math provided here could vey well lead to that, or it could be used as defense to that...I have my own personal bias which I'm trying to subdue, and I appreciate everyone else doing the same. Discussion continues after post #103 where all of this is re-posted for continuity sake***
This Thread attempts to put a mathematical value on Divine Punishment. This also attempt to correct all of the myths and misconceptions revolving around this spell. This is NOT the thread to discuss how/if DP should be re-balanced, or how/if DP is overpowered. It is merely Raw Data.
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*Points of Reference discussed along the journey...
Divine Punishment does NOT use loaded dice
Divine Punishment DOES cap at caster level 20
Eardweller REPLACES values such as potency or brilliance
FvS AoV PrE does NOT provide a static 30% boost to light spells (this seems to be a very common misconception)
FvS AoV Shield of Condemnation light curse is almost impossible to quantify. The currenttly accepted average is 20% de-buff, but is still open to debate. This varies greatly depending on the individual boss, the main tank's AC, and the number of FvS's in the party, so I'm leaving this out of my calculations. It is easy to apply this value to any of my final numbes if so desired, but I do encourage caution here as this is a calculation over time and whether or not it procs at the full 50% at times is mitigated by times it doesn't proc at all. Again, 20% seems to be the accepted norm.
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*The Formulas and mathematical process I use is as follows ...
1 Tic = 2 seconds with no initial tic (common knowlwedge)
Base damage = 1d6+CL = (1+6)/2 + CL = 3.5+CL
Base x [ 1(represents no feats) + 1(maximize) + .5(empower)] x [ 1(represents no gear/enhancements) + .4(enhancement) + (1 for eardweller, .75 for superior brilliance V clickie, or .5 for superior potency V)] = A
Simplified this is... Base x 2.5 x 2.4(eardweller represented) = A
Critical Chance per 100 Tics = [ 9(enhancement) + (Lore Item)] = B
Critical Multiplier = [ 2.25(Enhancement) + (Lore Item) = C
Calculating Average Tics (including Criticals)....
{[(100 - B) x A) + ( A x B x C )] / 100} = Average Tic = D
Starting DPS calculations are based off the 1st 34 seconds of average tics. The Tier III number can be used as a representaion of the maximum achievable DPS, but in fact will never be reached due to diminishing mathematical returns, overall time, and total damge dealt. Tier III damage should be used as reference only and never as an accurate representation of DPS.
Tier I = D(average tic) x 5(10 seconds then stacking to next tier) = E
Tier II = D x 2 x 5 = F
Tier III = D x 3 x 7(14 seconds until refreshing the full triple stack) = G
To get average DPS over the 1st 34 seconds we take...
(E + F + G) / 34 = starting DPS
G / 2 = theoretical final Tier III DPS
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As long as the triple stack is maintained, the DPS will very slowly move from the starting DPS to the theoretical Tier III DPS. Again, reaching this point is mathematically impossible, but is nice to use as a reference.
Once I lay out all the formulas it seems much more complicated than it really is, but I'm attempting to be thourough. Also, by assigning A-G values to each step of the equation it allows me to plug all of this in to my trusty TI-81 graphic calculator for rapid calculations, so any special requests, just ask
I'm not going to show all of my work in the interest of TL,DR (I have pages in my DDO notebook devoted to these calculations), but I have provided all the formula's and methodology I've used so anyone can re-check my numbers.
On to the Results...
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