So, here is the secret sauce that I use to calculate Damage over Time.
DPS for charge moves is super unreliable, because the charge move durations are super arbitrary. Compare Dragonite’s Outrage (2 x 110) versus Hurricane (1 x 110). Outrage does twice the damage per full bar. And yet Silph Road lists Hurricane as having higher DPS.
An analogy is how many water balloons can you throw in a minute? You need to count how long it takes to fill the balloon at the faucet, in addition to how long it takes to sail through the air.
So, the weave-damage-over-time is calculated as follows:
((quick move damage per cycle) + (charge move damage per cycle)) / (time it takes to charge the bar + time it takes to expend all charge moves)
Converting this to variables, you get:
((DPS x 100 energy / EPS) + (CMpower x number of bars)) / ((100 / EPS) + (CMduration x number of bars))
Refactor this to variables provided in the game master, and you get:
( ((QMpower / QMduration) x (100 x QMduration / QMnrg)) + (CMpower x 100 / CMnrg) ) / (( 100 x QMduration / QMnrg) + (CMduration x 100 / CMnrg))
Notice how 100 energy is all over the place. And so is QMduration. You can factor out these guys, and you get this pretty formula:
((QMpower/QMnrg) + (CMpower/CMnrg)) / ((QMduration/QMnrg) + (CMduration/CMnrg))
You can break out the individual DoT for QM and CM as follows:
(QMpower/QMnrg) / ((QMduration/QMnrg) + (CMduration/CMnrg))
(CMpower/CMnrg) / ((QMduration/QMnrg) + (CMduration/CMnrg))
This works, because:
(a + b) / c
is the same thing as:
a/c + b/c
If you stare at the formula for a while, a few concepts start to emerge:
- Increases in either QMpower or CMpower helps your weave-DoT
- If move duration takes forever, your weave-DoT suffers.
- The more CMs per bar, the more weight is placed on the CM. (Since all you’re doing is casting CMs. Think Aqua Tail.)
- The lower the EPS, the more weight is placed on QM (since you’re just spamming attacks, and never getting to cast anything. I’m looking at you, Venusaur)