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Old End All Cutlass Spec

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  #1  
Old 02-17-2008, 01:27 PM
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End All Cutlass Spec

The following is mathematically the best build in the game for the Cutlass

Cutlass

--Combo Attacks--
(1/5) Hack: * [12-24 (18)]
(1/5) Slash: * [34-67 (50.5)]
(0/5) Cleave: * [46-92 (69)]
(5/5) Flourish: * [82-164 (123)] [3 HITS]
(0/5) Thrust: * [77-154 (115.5)]
--Combat Attacks--
(1/5) Sweep: * [61-122 (91.5)] [15s (12.3s)] [AOE]
(1/5) Brawl: * [21-41] [60s (49.2s)] [Disables the Enemy for 2 seconds.]
(1/5) Taunt: * [22.5s] [Agro Capture lasts 30s] [Reduce Enemy Attack Accuracy by ?%]
(5/5) Blade Storm: * [165-330] [CD?] [
--Passive Skills--
(5/5) Parry: * [Parry Enemy Attacks] [10% Chance to Block]
(5/5) Endurance: * [+125 HP]
(25/25) Total

Now for the Explanation.

The numbers you see out beside the abilities are the minimum and maximum damage values for each ability, along with the average of those in parenthesis. I took these values from my level 14 Pirate, so don't expect your numbers to match exactly. The important thing to understand is that this all scales, so what goes for level 14 will go for level 25.

I started off by comparing the damage cycle of each set of combo moves to determine which to leave out and which to actually invest points in. The only three moves you need are Hack/Slash/Flourish.

If you look at the possible 5 click cycle for these abilities you can sum up the total damage for that cycle and then compare that with a differing click cycle line up to compare relative dps output. Remember that all of these are based off of the averages.

5 click cycle including all Combo Attacks:
18+50.5+69+(123x3)+115.5 = 622dpc

My 3 click cycle:
18+50.5+(123x3) = 437.5dpc

Alt 4 click cycle with Cleave:
18+50.5+69+(123x3) = 506.5dpc

Alt 4 click cycle with Thrust:
18+50.5+(123x3)+115.5 = 553dpc

(dpc = Damage Per Cycle)

Since these click cycles are different in length we have to find a point at which the time interval matches... meaning we have to find an equal number of clicks for these two click cycles to compare them. You have one version with 5 clicks, another with 3, and two alternatives with 4. This can be found by simply multiplying the numbers together. On the 60th click, each of these will have completed a cycle, and at this point we can compare the damage of each and determine which gives the greatest output.

In a span of 60 clicks the 4 click intervals will each have cycled through 15 times, so totaling all of that up is simple multiplication. If you divide the figure you come up with there by the number of clicks (which conveniently happen to be the same number of seconds in a minute) you will get the Damage Per Second (dps). (For all intents and purposes here I equate seconds with clicks, as they are equally an objective measurement of time and there is no need to differentiate - the "more is better" slogan applies either way and tells us what we want to know)

Alt 4 click cycle with Cleave:
18+50.5+69+(123x3) = 506.5dpc X 15 = 7597.5 / 60 = 126.625 dps

Alt 4 click cycle with Thrust:
18+50.5+(123x3)+115.5 = 553dpc X 15 = 8295 / 60 = 138.25 dps

In a span of 60 clicks the 3 click cycle will have cycled through 20 times. Using the same method as before we can calculate its dps as well.

My 3 click cycle:
18+50.5+(123x3) = 437.5dpc X 20 = 8750 / 60 = 145.83 dps

In a span of 60 clicks the full 5 click cycle will have cycled through 12 times. Using the same method as before we can calculate its dps.

5 click cycle including all Combo Attacks:
18+50.5+69+(123x3)+115.5 = 622dpc X 12 = 7464 / 60 = 124.4 dps

-----------------Additionally-------------------

Why not Sweep?
Well, with the cooldown benefit of finesse in the Dagger tree you can use this ability only once every 3 click cycles. It's very good to use as often as possible as a replacement for Hack. You can use Sweep and (if your timing is just right) skip Hack and go straight into a Slash and be right back into another devastating flourish. Also, even if you put a 5 dots in this ability it isn't going to boost that DPS very much because you can only use it once every 3 click cycles and because it doesn't add that much damage anyway per swing.

Why Parry?
I've been grinding out levels with this since I unlocked the ability and Max'd it and I can't tell you how often I parry... It's hilarious to be going up against an enemy who is 5-6 levels higher and watch them parry twice in a row. I've even had one fight in which I parry'd the guy 4 times in a row. I usually parry at least one attack every fight... and for a passive that applies no matter what you are using you simply can't pass this survivability up. If someone in PvP walks up to you and initiates a Blade Storm and you parry the first swing, they all parry... same as a miss. The Bayonet Flurry's on the Veterans are the same way, if they miss you with the first swing is a complete miss with all swings... If another player Flourishes you or Eviscerates you and you Parry the first, you have just completely mitigated that entire attack. It's very powerful. I think the 10% Blocking portion of this ability might be broken right now, as I've never seen "Blocked" pop up anywhere. Still worth it.

Why Endurance?
No reason really, other than just showing off my HP to those who don't have that much. I understand that putting those extra points anywhere else would be a waste.

Why only 1 in Brawl?
More points wouldn't significantly increase the damage, and the cool down is very long even with Finesse. As far as abilities that can disable an opponent, there are other ways to neutralize someone like Grave Shackles or Throw Dirt. It's a good utility to have. It can also be substituted for Hack if timed properly, and because it deals more damage than Hack I generally try to lead with it when I use it.

The three click cycle can be "Sweep/Slash/Flourish" and "Brawl/Slash/Flourish."

Why 5/5 Flourish and not spread that around between Hack and Slash.
First off all, Hack is an ability I try to use as seldom as possible. When I can substitute a sweep or a brawl I try to get the timing right to bypass it... why would I want to put points in something so weak? Slash would NOT be a decent place to put points either because on a Scale where you compare Increase in Damage to an ability per Skill Point, all points are best spent in the ability that does the most damage... ESPECIALLY when that ability gives you three swings per click cycle and not just 1. By investing these points all into Flourish I am benefiting from three swings of damage, where if I were to invest them into Slash I would only benefit LESS and only one swing.

I plan on writing up a little guide like this for all of the abilities, and I will be updating this with new numbers as I level to 40/25.
  #2  
Old 02-18-2008, 11:41 AM
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Nice work all in all. I have used the hack-slash-flourish combo with 5 points in flourish and it is indeed very effective 3 click combo. However, there is one problem with your analysis. I don't think flourish hits three times with damage between 84 and 164. It hits three times so that the total damage is between 84 and 164. So the multiplying factor of three should not be in the calculations. My flourish at the moment does 148-296 points of damage and the three hits together never exceed 296 when fighting against yellow or red tag enemies. Against lower level enemies it can do that, but that is because the game let's us inflict massive damage against weaker opponents. Maxing thrust would thus result in a more powerful skill than maxing flourish (I don't think maxed flourish and unlocked thrust are comparable). An optimal short combo with a lot of damage, ie. high dps, would then probably be hack-slash-thrust with the latter maxed. I think maxing flourish is still a good idea, though. And cleave is a good skill to skip, you are right about that.

But keep up with that, it would be interesting to see those types of calculations for other skills too (I'm too lazy for that ). But the "mathematically best build" for any skill is probably a bit of a subjective concept, depending on playing style and other factors.

Simon
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  #3  
Old 02-18-2008, 05:14 PM
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I hate it when people do this, Try to save time and do as much damage as possible. I believe that pirates was intended as a game not a contest.
(But then again, if it's not all about winning why are we keeping score? Hmmmm?)
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  #4  
Old 02-18-2008, 06:03 PM
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Quote:
Originally Posted by Simon Redbeard View Post
Nice work all in all. I have used the hack-slash-flourish combo with 5 points in flourish and it is indeed very effective 3 click combo. However, there is one problem with your analysis. I don't think flourish hits three times with damage between 84 and 164.
I was looking at this myself as well, and it definitely is the most important factor in the calculation, as well as the Eviscerate calculation later on. I couldn't explain why I was dealing combo damage of 400+ without assuming that this applied on a per swing basis. I did though, sometimes nearing 500 on just the flourish.

I am still looking at this myself, and again this isn't finalized until I max the skill and I am at Noteriety lvl 40. Are you certain of this?

Quote:
My flourish at the moment does 148-296 points of damage and the three hits together never exceed 296 when fighting against yellow or red tag enemies.
This is very odd, because I regularly do 140 per swing against green/yellow using flourish.

Quote:
But keep up with that, it would be interesting to see those types of calculations for other skills too (I'm too lazy for that ). But the "mathematically best build" for any skill is probably a bit of a subjective concept, depending on playing style and other factors.
Right, and I agree. There are some things however the game itself decides for us.
Questions like, "What can I do with the Cutlass?" This begs us to answer the question of "How can I do that the best possible way!" In this respect I don't think there is any subjectivity that plays in. People are free to not want to have the build that delivers the highest damage potential, surely, but that won't change the fact that they do less damage. See what I mean? I, and probably a lot of other people want to win in PvP and prepare ourselves to experience what this game has to offer by equipping our characters with all the best tools to accomplish that. In order to do that, you need to know a thing or two about damage.

Update: I have my cutlass skill up to 20 now and I will be revising all of these calculations again by next weekend. (2/23)

I appreciate the input.

Quote:
I hate it when people do this, Try to save time and do as much damage as possible. I believe that pirates was intended as a game not a contest.
(But then again, if it's not all about winning why are we keeping score? Hmmmm?)
Not a contest? What is Pirate vs. Pirate for then?
If you wanna have a tea party they have poker and black jack at the inn, if you wanna be a vicious blood thirsty pirate scouring the high seas plundering and pillaging then you'll want to pay attention when someone starts talking about damage.
  #5  
Old 02-18-2008, 07:38 PM
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Pirates don't do math.
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  #6  
Old 02-19-2008, 07:30 AM
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To Dukk19:

I think pirates had to do some math when sharing the loot.

But seriously, I don't think there is a problem with trying to optimize the use of the limited amount of skill points we have at our disposal and mathematics is a good tool for that. Besides, real pirates never encountered the concept of hit points... And this is a game, if someone finds it fun analyzing things with math, that's part of their gaming experience. I myself always enjoy a bit of math where it can be found.

To Spaghettimonster:

As for the flourish hitting three times adding to the total damage indicated, I'm pretty sure about that. But if someone else could confirm that, it would be nice, wouldn't want to give false info.

Simon
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  #7  
Old 02-19-2008, 12:59 PM
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Aye, this is some fine math on yer side, it may actually help!
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  #8  
Old 02-22-2008, 12:57 AM
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Quote:
Originally Posted by Spaghettimonster View Post
The following is mathematically the best build in the game for the Cutlass

Cutlass

--Combo Attacks--
(1/5) Hack: * [12-24 (18)]
(1/5) Slash: * [34-67 (50.5)]
(0/5) Cleave: * [46-92 (69)]
(5/5) Flourish: * [82-164 (123)] [3 HITS]
(0/5) Thrust: * [77-154 (115.5)]
--Combat Attacks--
(1/5) Sweep: * [61-122 (91.5)] [15s (12.3s)] [AOE]
(1/5) Brawl: * [21-41] [60s (49.2s)] [Disables the Enemy for 2 seconds.]
(1/5) Taunt: * [22.5s] [Agro Capture lasts 30s] [Reduce Enemy Attack Accuracy by ?%]
(5/5) Blade Storm: * [165-330] [CD?] [
--Passive Skills--
(5/5) Parry: * [Parry Enemy Attacks] [10% Chance to Block]
(5/5) Endurance: * [+125 HP]
(25/25) Total
There's a flaw; there are total 26 skill points. Two for each weapon are received when you first get the weapon, the other 24 are from leveling to the next level. Total of 26 skill points.
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  #9  
Old 03-06-2008, 02:33 PM
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The math looks sound (although I am also unsure about multiplying the flourish damage by 3).

But a question... what does upgrading the cutlass do to the calculations? The +1 cutlass adds 2 per hit and the +2 cutlass adds 4.

And a comment... yes extending the reps out to a least common denominator is helpful for comparison but look at it in practice. How many enemies are going to take that many hits for the benefits to pile up? And even so, how much damage are you taking to get this "benefit"?

I think you can make a case for upgrading the weapons when you get the chance (since every rep through would add 20-28 to the damage depending on the number of moves in the combo). Also the higher moves give more of a stun which slows down the incoming damage.

And to take full advantage of this system you have to have mastered the sword. I would be more interested in a system that gives the most advantageous build as players progress through the levels. I have seen posts here where people are stockpiling skill points to get the "ultimate" pirate at the end. Which is great in that you will have all of these cool skills but at that point most of your questing is over so your needs are entirely different (unless this is for PVP).

For example I am now at Level 15 cutlass and just bought the steel cutlass last night.
I have 2 each in Hack, Slash and Cleave and 1 in Flourish (thrust unlocks at 17). I also have 2 each in Sweep and Brawl and 1 in Taunt. For the passive skills I have one in Parry and 3 in Endurance (I don't care to show off as much as just stay out of jail longer). Looking forward the next point will probably go into endurance (the enemies are getting bigger) and after that one for Thrust when it unlocks. Then the last for endurance, one more for parry and one in Bladestorm when it unlocks. For the points received for 21-25, I'm not sure where to put them yet. I might save those in case they add skills...

Also the total points should be 26, not 25 since you start with 2 skills when you get the cutlass.
  #10  
Old 03-06-2008, 03:06 PM
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Wow. YOU HAVE TO HAVE THRUST! You must be insane without thrust.
Here's the best way:
(1/5) Hack
(1/5) Slash
(1/5) Cleave(or 5/5 if you dont wanna max Thrust)
(3/5) Flourish
(5/5) Thrust(hits about 600...)
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  #11  
Old 03-06-2008, 10:26 PM
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Then again, when you think about this in regard to PvP matches, the 3 click combo is useless. In order to sum up to more damage than the 5 click combo you would have to engage another pirate for an extended amount of time, during which the other pirate would probably have defeated you by then. Your HP might be lower than his, even though your combo might do more damage after a certain amount of cycles.
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  #12  
Old 03-11-2008, 07:18 PM
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I really like your cutlass spec, got one for dagger?
  #13  
Old 03-31-2008, 09:06 PM
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I will def. be following this spec when I level up. Thanks for the teemplate again!
  #14  
Old 04-03-2008, 03:31 AM
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another flaw is that depending on the arrangement of your skill points, some of the combo skills will go faster, allowing the cycle to go faster in a certain time period, so you could do major damage with the 5 one. This also affects how long the 60 click cycle will last. You can click 60 times for both the 3 combo or the 5 combo but depending on the arrangements of the skill points the 5 may go through 60 clicks faster.
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  #15  
Old 04-16-2008, 07:59 PM
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Has anyone noticed the little tip that says "placing a skill point increases the damage of that weapon by 25%" If I understand that right, then putting a skill point into a weapon, no matter where you put the point it also increases your weapon's damage by 25%. That may be part of your damage formula that you are missing. Or it may not be.
 


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