Both of these rings will increase your DPS (damage per second), but which one is better? Using the formulas from the Character Stats page, we get the following formula for damage per second:
((Average Weapon Damage per Shot * (0.5 + ATT/50)) * Number of Shots) * (1.5 + 6.5*(DEX/75)) = Damage per Second (Before Defense)
With this, we can calculate the damage per second for each class. First, assume every class is maxed and is equipped with the Wine Cellar tops (T12 weapon, T6 ability, and T13 armor). The ability item and armor do matter, since robes increase ATT, leather armor increases DEX, and many abilities provide additional ATT/DEX bonuses. Here’s a compilation of all the classes’ stats (total stat bonuses are in parentheses) and their DPS with the shown equipment used as a control:
Class |
Equipment |
Attack |
Dexterity |
DPS |
---|---|---|---|---|
50 |
84 (+9) |
1771.36 |
||
75 |
60 (+10) |
2492.40 |
||
79 (+4) |
75 |
2645.76 |
||
54 (+4) |
55 |
1509.95 |
||
75 |
50 |
2881.66 |
||
50 |
50 |
2161.24 |
||
50 |
45 |
2000.70 |
||
60 |
80 (+5) |
1928.28 |
||
79 (+4) |
60 |
2215.82 |
||
75 |
55 (+5) |
2331.20 |
||
64 (+4) |
55 |
1773.59 |
||
65 |
80 (+5) |
2041.70 |
||
74 (+4) |
60 |
2023.07 |
||
70 |
75 (+5) |
2386.40 |
||
75 |
56 (+6) |
1994.95 |
||
59 (+4) |
70 |
2364.42 |
Using the earlier formula, we compile the following list as a comparison of DPS when the above characters use an exalted (T5) ring of ATT or DEX. This list assumes neither the character nor the enemy are affected by any status effects and the enemies have 0 defense.
Class |
DPS |
DPS |
Preferred DPS Ring |
|
---|---|---|---|---|
1960.31 |
> |
1911.24 |
||
2691.79 |
< |
2750.32 |
||
2849.28 |
< |
2875.06 |
||
1662.85 |
< |
1677.01 |
||
3112.20 |
< |
3224.18 |
||
2391.78 |
< |
2418.13 |
||
2214.11 |
< |
2257.58 |
||
2109.77 |
> |
2086.81 |
||
2386.27 |
< |
2445.12 |
||
2517.70 |
< |
2589.12 |
||
1933.02 |
< |
1969.82 |
||
2223.20 |
> |
2209.57 |
||
2186.55 |
< |
2232.42 |
||
2587.36 |
< |
2593.22 |
||
2154.54 |
< |
2212.65 |
||
2589.61 |
> |
2581.08 |
The above list is only accurate for enemies with 0 defense. To factor in enemy DEF, we need this formula:
(((Average Weapon Damage per Shot * (0.5 + ATT/50)) - Enemy DEF) * Number of Shots) * (1.5 + 6.5*(DEX/75)) = Damage per Second
If you already have your pre-defense DPS determined, calculating DPS after defense is as simple as multiplying your raw attacks per second by enemy defense and by the number of shots you’re firing each burst and subtracting it from the pre-defense DPS. This formula works because defense subtracts one damage from every attack sustained by an entity, which would then have been multiplied by attacks per second and number of shots to form total DPS.
(Pre-Defense DPS - (1.5 + 6.5*(DEX/75) * Enemy DEF * No. of Weapon Shots)) = DPS (after defense)
Using Oryx 2’s DEF (60), we get this:
Class |
DPS |
DPS |
Preferred DPS Ring |
|
---|---|---|---|---|
1433.51 |
> |
1342.85 |
||
1485.79 |
> |
1419.52 |
||
1889.28 |
> |
1831.86 |
||
1286.86 |
> |
1259.42 |
||
2762.20 |
< |
2832.58 |
||
2041.78 |
> |
2026.53 |
||
1890.11 |
< |
1891.98 |
||
1603.77 |
> |
1539.21 |
||
1582.27 |
> |
1557.92 |
||
1389.70 |
> |
1336.32 |
||
1181.02 |
> |
1134.62 |
||
1717.20 |
> |
1661.97 |
||
1784.55 |
< |
1788.82 |
||
2107.36 |
> |
2071.62 |
||
1773.34 |
< |
1789.85 |
||
1227.61 |
> |
1094.28 |
For anyone wondering how much DEF an enemy needs for ATT to be better than DEX:
ATT is always better.
29 DEF or more.
19 DEF or more.
21 DEF or more.
162 DEF or more.
39 DEF or more.
63 DEF or more.
43 DEF or more.
35 DEF or more.
27 DEF or more.
67 DEF or more.
9 DEF or more.
85 DEF or more.
Do note, however, that the above formulas do not account for any equipment that deviate from normal tiered equips. Many untiered weaponry available for these classes possess rates of fire that are different from normal, tiered weapons, and other equipment may cause dramatic changes to these numbers. Some classes also possess abilities that offer a dramatic increase in effective DPS. Rate of fire affects DPS as one would expect (a weapon with 120% RoF has exactly 20% more DPS than it would with only 100% RoF), and defense affects these weapons to the same degree. Weapons that fire multiple shots change DPS calculations similarly. Should you wish to calculate DPS accounting for all this, use the following formula:
(((Average Weapon Damage per Shot * (0.5 + ATT/50)) - Enemy DEF) * Number of Shots) * ((1.5 + 6.5*(DEX/75)) * Weapon Rate of Fire (in decimal; 100% RoF should be written as 1.00)) = Damage per Second