When I finally had time to start my Primalist theorycraft spreadsheet a few days ago, I realized that, as usual, there's not a lot of people who enjoy doing the same thing. Or sadly, there's not enough material to popularize the practice of theorycrafting. Really surprisingly, I didn't find any "Theorycrafting for Dummies" or equivalent in this forum (if there is, blame Google! ;D). So here I am, translating in English a guide I wrote 1+ year ago back when I was Warrior, a bit before stopping - while taking the opportunity to add some more content!

This guide widely cover the basics of the topic - you'll be able to calculatereally preciselyhow much damages this spell will do, build aDPS calculator/ spreadsheet, andcalculate yourself the real weightsto cherry-pick your gear, and not just some static weights with no real meaning.

Of course, if you have any question about any unclear detail (or not detail!), or bug report, just ask here, or whisp me at Kačlya@Brisesol EU, I'll happily answer.

Last but not least, keep in mind that I used the term AP (Attack Power) because I wrote this guide as a Warrior, and I'm currently a Primalist, but everything in this guide could apply to every callings -).

I - Theorycraft 101

> How to calculate the damage of a spell? <

1. Damages and Attack Power (or Spell)

Well, theoretically, it's not that complicated; Rift, like many others, is only using a linear increase in attack damages based on AP/SP; basically, if with 10 AP you're doing 300 dmg, and 500 dmg with 20 AP, you'll do 700 dmg with 30 AP.

Let's write this down,

10 AP = 300 dmg

20 AP = 500 dmg

thus, we can easily understand that with 0 AP, we should do 100

This can be summarized by this tiny formula:

|= (Damage_B - Damage_A) / (AP_B - AP_A)

|= (500 - 300) / (20 - 10)

|= 200 / 10

|= 20

The result is20, thus, for every 1 AP gained, we won 20 dmg; we just have to calculate/verify the base damage of this spells, that we assumed earlier to be 100:

|= (Damage_A) - (AP_A * AP_Ratio)

|= 500 - (20 * 20)

|= 500 - 400

|= 100

As said before, it's a simple linear function: Base_Dmg + (AP_Ratio * AP), or with the previous digits, 100 + (20 * AP). Let's say you have 260 AP, how much damage this spell will do? Take a second.

|100 + (20 * 260AP) = 100 + 5200 = 5300dmg

In this example, I only used two values to do the math. However, due to the way how Rift truncate certain values, the calculation may be a bit flawed. You could use a 3rd (or even 4th, 5th, whatever) value, and round the results, to obtain a more precise value. Although I wouldn't bother too much considering the small difference it'll creates on the final value.

...and of course, during this first step, never, ever, put any buff, point in soul tree or crystal; it will make your calculations wrong.

2. Damages and Weapon DPS + Real life example

(in practice, this part only concerns the Warriors, Rogues and Primalists)

So what... it's over?

Wellll, not really, because you still have to know the ratio of the weapon DPS; you don't want your calculations to be screwed in case of a weapon change or a perk buffing your weapon DPS.

The idea is exactly the same, but slightly more complicated in practice since you now have one more parameter.

|= (Damage_X - Damage_Y) / (DPS_Weapon_X - DPS _Weapon_Y)

and for calculating base damage with these:

|= (Damage_A) - (AP_Ratio * AP_A) - (WeapDmg_Ratio * DPS_Weapon_A)

Nothing really complicated, but yes, we have to keep the DPS of the weapon used to calculate the AP ratio.

Concrete & complete example:

Dmg_AP_A = 7245

Dmg_AP_B = 6785

AP_A = 5640

AP_B = 4672

Weap_DPS_A = 806.8 (for the last step)

|= (7245 - 6785) / (5640 - 4672)

|= 0.4752is the AP ratio

Dmg_Weap_X = 7212

Dmg_Weap_Y = 5674

Weap_DPS_X = 806.65

Weap_DPS_Y = 161.98

|= (7212 - 5674) / (806.65 - 161.98)

|= 2.3857is the weap DPS ratio

|= Dmg_AP_A - (AP_Ratio * AP_A) - (Weap_DPS_Ratio * Weap_DPS_A)

|= 7245 - (0.4752 * 5640) - (2.3857 * 806.80)

|= 2640.0892is the spell's base dmg

Boom! The tested spell will do 2640 DMG with 0 AP & 0 weap DPS(=base dmg); their ratio are 0.4752 & 2.3857, thus, to calculate the DPS of this spell with 1124 weap DPS, and 17650 AP, we'll do:

|= Base_Dmg + (AP_Ratio * AP) + (Weap_DPS_Ratio * Weapon_DPS)

|= 2640.0892 + (0.4752 * 17650) + (2.3857 * 1124)

|= 13708.896

13708.896 damages!! of course, we shouldn't forget that we didn't have any...

3. Damage multiplier!

So, now, we have to add the damage multiplier... the buffs to be clear!

There's a lot of type of them ; passives, actives, raid, raid but not really raid, debuff, some more debuffs, armor, etc, etc...

The big problem is mostly the way of applying those buffs: are theyadditive? ormultiplicative? which one is additive to another, which one isn't? and since we're here, additive, multiplicative, should we really care?

Yes! The DPS at the end is really changed! Let's take a simple example, spell A do 100 dmg, and we have two 50% dmg buff.

It could be eithermultiplicative:

|= 100 * 50% * 50%

oradditive

|= 100 * (50% + 50%)

In the first case, the result is 225, in the second one 200. The difference is already huge! now, imagine that you have dozens of buffs, and spells that does 40k+ dmg!

The goal is to do a lot of trying, and wise using of previous knowledge, to be sure of who is multiplicative or additive with another one.

4. Sooo.. any definite formula?

(Base_Damage + (AP_Ratio * AP) + (Weap_Ratio * Weap_Dmg)) * (Gift + Soul Tree Passives) * (Enrage + Self-buff) * (Orchestra / Lava Field + Volcanic Bomb) * (Power Core debuff) * (Self dmg debuff) * (5% magic debuff + 7% magic debuff)

We could've also added Masteries which have a multiplicative category just for them, or some specific spells. There's a bit more details about multiplicative vs. additive in the 'Misc' section, but the general rule isVerify!

> How to calculate the DPS of a build? <

Bah, now that you read the previous part, it's almost done!

As we saw, once we know the base damages of a spell, as well as his AP & weapon DPS ratio - we can know precisely how many damages it will make!

...at least if you correctly did your job on the damage multipliers ofc ;D

Somewhat obviously, DPS stands for Damage Per Seconds - which really indicates how are we suppose to compute it:

|= (Number_of_attacks_with_this_spell * Damage_of_this_spell) / (Length_of_the_encounter)

Meaning that, if we attack 4 times with a spell dealing 1200 damages, in a 7-seconds fights, we will have:

|= (4 * 1200) / 7

|= 685.71 DPS

Easy!

> How to calculate the stat weights for a build? <

Ahhh, stat weights...

If we know that stat weights are only correct paired with the stats they had been calculated with, or more clearly, that weCANNOTsay for example "the Crit Power weights X in this build, period."(= static weights are evil), it's a tool really useful; for the one who don't understand this simple fact, it's nothing more than a destructive weapon.

It's actually quiet easy to calculate... as long as you already have a DPS calculator (like a spreadsheet), which works well.

The principle is to write down the DPS the calculator gave you with you current stats, then with +1 in strength, then with +1 in dexterity, and that with every stats.

For example:

Current DPS: 13200

DPS with Str+1: 13214

DPS with Dex+1: 13205

DPS with AP+1: 13212

We will then take the AP as baseline, that is to say that it's value will always be equel to 1; it's not mandatory, but it's a rational move made with consistency in mind. This way, "Weight CP: 0.82" for example, will meant the same thing in every documents.

Then...

|Weight Str = (DPS_with_Str+1 - Current_DPS) / (DPS_with_AP+1 - Current_DPS)

|= (13214 - 13200) / (13212 - 13200)

|= 1.167

In this case, the weight of the Str will be 1.167 - and doing the same with Dex will give us 0.417, and so on so forth.

> Misc <

1. Additive / Multiplicative

The formula was already written down a few lines aboves, but this times it's way better... because it involves colors!

The things with the same colors are additive between them, and the sum of that is multiplied by the things of the other colors.

("Gift" + Soul Tree passives) *

(Self-buff DMG + Enrage [BM]) *

(DMG boost in Mastery) *

(Orchestra / Lave Field + Volcanic Bomb) *

(Wild Growth / Power Core) *

(Self debuff) *

(5% magic + 7% magic)

etc

Things important to note:

- Surprisingly, the Enrage is additive with the self-buffs and not with the others raid buffs like Orchestra

- Masteries are renegade

- Some weird spell might be renegade too, like the buff from Seismic Smash in Primalist - but once again, you'll have to verify to know that!

Well, that's mostly it, once again, if you have any question / bug report, go ahead in this thread, or Kačlya@Brisesol EU.

Happy theorycrafting,

Hyllis

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