However, once damage cap is removed the post just gets blown out of the water. Also in the end it doesn't matter how much damage you're doing it matters how much drop rate gear you have.
Player A has higher DPS/M than Player B but has no drop rate.
Player B on the other hand has slower DPS/M but has 180% Drop rate gear (20% on each accessory).
Therefore Player A will kill the boss faster but get less drops while Player B will kill it slower but get 1.8x more drops than Player A.
@wellness: They aren't useful not because of the situations they calculate but because of how they're calculated.
There's very little rhyme or reason to how these charts are made, people have been caught purposefully ignoring certain classes skills in order to make them seem worse. Not to mention the "assumptions" are almost always ridiculous. They typically assume you have 10k stat and 1k att but no weapon potentials, meaning only your classes passive boss%, att%, and ied% are being factored in. In real situations, everyone would have similar levels of these 3 stats, but the charts don't factor that in so anything with a lot of passives gets an abnormal advantage.
If you want evidence of the fact that these charts aren't reliable you can just look at the most recent 2 charts from KMS. One was put out shortly after 5th job, the other was put out in like September. There were few if any class changes between the 2 charts, however the positions of numerous classes changed wildly. Some classes that got nerfs actually went up in the chart while other classes that got buffed went down. Classes that received no changes at all jumped or fell over 20 spots.
In my opinion the only meaningful way to compare classes by damage would be to take (hits/s * %dmg * final damage * weapon multiplier), which gives you a %dmg/s value that appropriately represents what that class is possible of in an ideal scenario. It factors in the relevant class attributes like how much Final Damage they have and what their Weapon Multiplier is (note that these 2 things can't be changed by upgrading your gear, they are aspects of the class itself). This way you don't have to worry about discrepancies in funding, since %boss, %att, and %ied would all vary based on gear / funding.
I've done this calculation for a few classes, mostly out of personal interest, but I don't have the information required to do a calculation for every single class, and I don't know the data for most of the 5th job skills which would obviously have a large impact.
It's important to note that while this method of calculation eliminates bias and isn't dependent on funding, it's still not a perfect representation as it doesn't factor in classes utility in boss fights and how often they're able to output the "ideal" level of dps.
@nitsua2789: Yeah, all the things you've touched upon suggest you should look carefully. Potentials, especially %att, can play key roles in increasing damage, and if you have 10k stat and 1k att, obviously you're funded enough to have weapon potentials, and the effect of the inherent %damage would diminish. Also, I don't know specifically why the charts would jump around that much since I haven't looked at the changes, so I can't say if it is crazy or not.
Anyway, if you wanted to have accurate charts, you could also include funding levels (unfunded, funded, godly, etc.), and find the average amount of damage or potentials and scrolling someone could achieve with that funding level -- I believe someone has done this already. You could also try to include other situational things, like player accuracy or ping, or an actual damage formula. Though generally, people could just figure that out while playing.
@wellness: That's exactly why they aren't accurate. They assume someone with 10k stat and 1k att doesn't have wep pots, which is ridiculous.
You don't need to find the average damage amnt at various ranges if you just find the %dmg/s output as I mentioned above, then you can multiply that by your range for any range. There's no point in including funding in the initial test, it just causes inaccuracy in the results. The calculation I suggested is based on the actual damage forumla and accounts for everything about a class that can't be changed via funding.
Also for the record, the damage on your skill doesn't diminish if you get more %att and more %boss. %att and %boss will always add a constant amount of damage per % if everything else is held constant. What diminishes is the percent change relative to your previous damage.
For example if I do 1 mil damage, and I add 50k damage, that's a larger relative increase than if I did 2 mil damage and I add 50k damage, but in both cases I'm adding 50k damage.
@nitsua2789: I think we're on the same page. If they don't account for weapon potentials, the chart is accurate for the unfunded, but inaccurate for the funded due to the diminishing returns of the class's inherent %damage skills(the buffing or passive ones that factor into %damage or %att ). That's why I mentioned funding levels, just to say it could be useful.
Anyway, I don't know how those people made their charts, so they could have accounted for it in the way you described and just didn't say it. I remember something in the update about changing what is displayed in range. It could be related.