1/5/2011 - There have been some adjustments to HL DPS since these stats were tested, but I am finished testing myself ATM. Fan has, in fact, been ninja nurfed, which is why I don't DPS with HL anymore. If anyone is interested in retesting any stats below that appear incorrect, please PM me and I will provide any information that I have about proper testing and will update this page. Additionally, please feel free to use the information here for your own uses as you see fit. Let's keep the community strong! 10/5/2011 - reworked effective damage stats with help of Warlan. To make a long story short, the method used by Frzn was a bit counter-intuitive and the damage multiplier I used previously was lower than it should have been for mortar when combined with the rest of the formula. I have redone the formulas to eliminate the issue and have applied the appropriate percent of listed damage multiplier of 1.34x. However, this means that assumed weapon damage will be MUCH higher than before (although more accurate). This has lowered effective damage dramatically. Keep in mind, also, that AOE attacks like fan, spikequake, etc have much higher effective damage against multiple enemies. All a negative effective damage number means is that you are better of spamming weapon combos than using that power against a single target, not necessarily multiple targets. The effective damage done to multiple targets by, say, fan would almost certainly be well into the positive, but I don't have data for how much. If anyone wants to test how much these powers degrade against multiple enemies, you would be my hero and I would gladly update the data 10/4/2011 - Retested and/or spot checked all the powers after Update 5. The only major changes I found so far were changes to Grasping Hand. Its ticks have been exchanged for a initial burst of damage in dps stance, and in controller stance the damage is now pretty minimal. I only included the dps version of grasping hand on the spreadsheet, and I will make a note that the damage there is class specific so people remember. (In controller stance, GH does 12 damage lol). As always, if you notice something or think it looks wrong, send me your testing data (25 replicates w/out buff) along with your precision, weapon dps, and might. Thanks! Hard Light Damage Thread w/ Stats The purpose of this thread is to provide some damage stats for the newest DCUO class, Hard Light and to create a place for discussion of the various powers, combos, etc. The basic numbers provided are unbuffed, so they will hold for characters in either controller or dps mode (although controllers will likely not have as much might/precision, of course). There are also buffed numbers for the DPS'ers who want to know damage after a power has been cast. Hard Light (HL) is an interesting class because of the ability of HL to chain powers together. This also, IMHO, makes it even more important to pay attention to which powers are optimal; HL can be lots of fun, but if you get carried away doing the wrong things, your DPS won't do very much to help out the alert/raid. If you have anything you would like to add, please send me a PM, as I may not be see your post as quickly. Note: this data is presented and calculated in large part using the methods created by Frzn. You can see his initial post here. Many, many thanks to him! Testing MethodsDamage and duration testing was done in controller mode on target dummies in the watchtower with 25 replicates for damage powers. Controller mode was used to ensure that the damage buff did not skew any of the data. Most powers have a 95% confidence interval of <6, and only a few have >10. Power costs were tested by casting the power, and then tapping the range button periodically to refill the power meter. The results in the combat log were then added up. Cast time refers to the duration of the animation, i.e., the time during which the power activation prevents you from doing damage. Recast time is the time between the beginning of the casting animation and the time when the power can be used again. It takes into account the cast time and the cooldown, as well as any overlap between the two. Both were timed with a stopwatch and rounded to the nearest 1/4 second. Damage was done against a single target. Some aoe powers will do more damage, obviously, when there are more enemies in the aoe. In some cases, the damage to each target will also be cut when there are multiple targets in the aoe â€“ this amount varies from power to power [unverified]. Effective DamageEffective Damage is a metric suggested by Tene here as a way to determine max dps and efficiency rotations, as well as a way to determine which powers provide less than optimal damage output. It looks to determine how much better casting a power is than simply spamming weapon combos*. *For our purposes, we use percentage of listed dps as a multiplier, i.e. the average DPS of a weapon / the listed dps of the weapon (e.g. 97.1 dps) + precision dps (precision/10). This is not to be confused with Tehm's Base DPS %, which uses a different calculation to figure damage multipliers. You can calculate your own listed dps % for a particular combo by dividing your average weapon combo damage by the seconds it takes to cast it, then dividing that by your listed weapon damage (weapon dps + (precision/10)). Essentially, effective damage combines the users weapon, precision, and the damage increase granted by the userâ€™s weapon combo to come up with a baseline weapon damage. Then, it takes in the damage output of a given power and the amount of time it takes to cast it. The difference between weapon damage and a powerâ€™s damage in the time it takes to cast the power is effective damage. Effective Damage = Power Damage - (Weapon Combo Dps * Power Cast Time) Effective Damage per Power = Effective Damage/ Power Cost The charts use a 97.1 dps weapon and 229 precision for a base DPS of 120. A weapon combo of 1.34x (the multiplier for the rifle combo mortar, one of the harder hitting combos) is applied to determine effective damage. Additionally, the default might is set at 1404. Keep in mind that if you are using weaker weapon combos or have might higher than 1404 your effective damage will be higher than listed below. An additional column has been added that calculates in a damage buff under the column â€œBuffed Damage.â€ The charts apply a 45% damage buff unless it is power + combo damage, in which case the combo is always going to have the buff granted by the power cast before it rather than the previous buff. Similarly, the effective buffed damage = buffed power damage - weapon damage with the same buff. Effective Damage per Recast = Effective Damage / Recast. This is like effective damage but takes spammability (by time rather than power) into account. Final Note: if something looks wrong to you, please test it and report your findings, making sure to include the testerâ€™s might & precision while testing. This is especially true after patches & updates. The more testing that gets done, the better! Cast PowersThis section primarily focuses on the initial cast of the Hard Light powers, with a few also including the logical combo extension of the primary attack. Unless otherwise noted as â€œcomboâ€ in the description, the powers use Might to determine the magnitude of the attack. Ram and Impact require the user to be at melee range for all 3 ticks to register. The farther the user is from the target, the fewer ticks will register, down to one. Light Claw continues with either a tapped or a held melee attack. Both are included here separately. Chainsaw is supposed to continue with either tapped or held melee, but all hold melee seems to do is cause him to hold the chainsaw in the air without attacking anyone. The Grasping Hand Pull is done by holding melee after casting Grasping Hand. You can still continue on to Light Blast, but the window for continuing the combo is small. Grasping hand was tested in DPS mode in the latest update. In controller mode it only hits for minimal damage, even when used as a cast power (I was hitting for 12s when I tested it). In either case, I am probably only going to include the dps version from now on until they buff the controller version of GH beyond "pitiful." Chompers hits only 5 times in DPS stance but hits for 14 times in controller stance. Snap trap ticks 9 times in DPS only. You only get the initial hit in controller stance. Some other powers that donâ€™t cause damage, but I figured I would include here for the sake of thoroughness: Name Power Used Effect Recharge 300 Restores Power to Teammates; also grants 77 might and 62 precision Light Barrier 350 Surrounds you in protective bubble Shielding 450 Constructs a wall/shield for you and teammates Triage 350 Heals 664[avg] damage to yourself via 9 ticks, interruptable Entrap 300 Encases enemies in bubble Power CombosThis section focuses on the damage done by HL powers chained after an initial power has been cast. The following is a simple cheat sheet for the different ways powers can be combined: You can also see a "mind map" of how all the HL powers interact here. HL power combo damage is determined by the weapon dps and precision of the user, easily identifiable by their numbers displaying in white. Note that the damage of Fan has been dramatically increased and Grasping Hand has been dramatically decreased in their combo forms. It should also be noted that Light Weightâ€™s damage here only includes the thrown weight and none of the spinning damage.