
I mean, going from 40% to 50% accuracy increases your DPS by 25%. Which is actually really important – you see, it’s only below that 60% accuracy threshold where the real damage dealing difference begins. This will go lower versus the dodgier monsters, of course, but there isn’t a lot of them and generally your accuracy doesn’t fall below the 60-70% threshold. To simplify and standardize things a bit, I went with such accuracy values: You should never rely on them alone to be your anti-stress. Besides, while frequent criticals do somewhat help they're hardly being panacea. We're mostly disregarding the critical healing here - right now, the basic critical chances of different classes are not that far away from each other and so it's more about trinkets, quirks and party composition. Damage is pretty obvious – since the game is pretty easy during pre-champion fights I took into account only the tier-5 weapons’ damage.Ĭritical is also simple – it’s 1% of bonus damage multiplier per 1% of critical. When calculating DPS (more like DPT – damage per turn, but let’s simply use the common term) I’ve taken into account three factors – average damage, critical rate and the accuracy.

Obviously, there's too many intricacies in the game to allow for easy calculations so we'll have to set some ground rules. Now comes the most boring part of this guide - I'll be explaining the rules of such calculations.

We'll look at the damage output of the various chars and make some serious conclusions out of this. Before we discuss the compositions, let's understand the logic behind the choices.
