Attacks/sec | W/Buffs | W/Skills | LoH | 1 Mob Peak Recovery/sec | 50mob Peak | Singularity 1 Mob | W/Bubble | Singularity 50 Mob | 2X Singularity 50 Mob | |
Mage | 7 | 10.5 | 1000 | 10500 | 10500 | 31000 | 62000 | 1581000 | 3131000 | |
Warrior (DW) | 7.5 | 11 | 15 | 1000 | 15000 | 15000 | ||||
Warrior (SW) | 6 | 8.5 | 16.5 | 1000 | 16500 | 16500 | 33000 | |||
BH | 7.5 | 7.5 | 20 | 1000 | 20000 | 20000 |
The above are the rough estimates I have for end game recovery mechanic. Attacks/sec column assumes 3 archers, basically what you can find on your character screen out of combat. With Buff column assumes the maximum buff benefit from skills (Arc Lightning for mage, frenzy and battle rage for warrior, nothing for BH). With Skills column adds concurrent LoH triggering skills such as DT for warrior (4hits per sec for DW and 8hits per sec for SW, assuming two DTs are triggered, 2 RF spams within that 1 sec window for BH). Basically I'm giving BH and Warrior all the optimal conditions they can expect during that peak 1sec LoH trigger. Singularity is assumed to take the player's attack speed into account for the frequency of arcs hitting. W/Bubble refers to when the shield bubble is up. It effectively doubles the LoH during that period of time (confirmed in conversation with Red in the past).
There you have it, the peak recovery mechanic.
50 Mob is hardly the largest pull top end mages will pull. I suspect that number is closer to 100. But 50 Mob will do. The key is neither warrior nor BH's recovery mechanic scales with mob size. BH might be fine with that since the tactic is group to group fighting anyway. SW warrior however, isn't the case.
If 3.1million vs 33k does not look out of place, that's 94X difference, then I rest my case.
Remember my whole point is about how singularity recovery mechanic is out of proportion with anything else out there. The reason why Mage is still dying with this kind of recovery mechanic has everything to do with the HP pool and the mob damage (meaning HP is too low relative to mob damage in high trials). Just because the small HP pool is preventing the mage to fully realize the 3.1million recovery benefit does not mask the fact 3.1million is too much.
Btw 3.1million recovery is wholly unnecessary even at trial 130+. I'm sure even if that number is reduced to 300k/sec (still 10x better than the best the next class can muster), mage can survive.
Above numbers are just theorycraft, maybe Nhat can find a way to empirically test them. But for illustration purposes these should do.
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