Back to Basics: A DPS Guide Intro:It’s no secret that the majority of players in this game are DPS, and it is even more clear that it is very competitive. In order to gain an edge or to simply be competent at your role it is very important to master the basics and understand your job as a key member of any raid or alert group. I originally compiled this information for the benefit on my league, but it became too large and it seemed maybe others could benefit from this as well. Getting Started Might or precision: Damage is separated into two main categories, might and precision. Might damage consists of all yellow numbers you see after using a power. Precision damage consists of all white number seen by using your weapon, or using a combo version of a power in certain power sets. “Is your power might based or precision based?” This is a common question in the DC universe, and this can be kind of a grey area depending on how some dps mod their gear or build their rotation. But in general the combo power sets (Hard light, Earth, Celestial, Rage) are the only powers that can actually generate precision damage (white numbers) by using their powers, so they have a distinct advantage by strongly modding for precision. The rest of the power sets exclusively generate might damage (yellow numbers) by using their powers. So most would consider them might based. Damage Modifiers: Damage modifiers are a key advantage that separate the dps role from healers, tanks and controllers. Every power used in dps role has a modifier attached to it that will increase your damage done after it by a percentage that is assigned to each power. These can be easily determined by reading the description in the power tree. The drawback to higher damage modifiers is generally an increased power cost. A green splat underneath your health and power bar is the indicator that you are currently using a damage modifier. “How can i use this to my advantage?” By ending your rotation with a damage modifier, your weapon will do greater damage. A dps who consistently ends their rotation with a 50% modifier will have an advantage over a dps consistently ending with a 35% modifier. Weapon Damage: Having powers is awesome and if i could spam them day in day out i would, but part of achieving greater damage as well as greater damage efficiency is using your weapon to the best of your ability. Since weapon damage consists of all white numbers it is based on your precision. More precision will increase your weapon damage. Weapons all have a damage rating attached to them, each point is equal to 10 precision. Weapon damage in this game is something that is constantly being adjusted by the devs, weapons that do great damage today may not do great damage down the road. Traditional dps weapons are rifle, hand blasters, dual wield, and one hand. “Longer combos mean greater dps?” This is not necessarily true. An example would be doing a six tap hold with dual wield to see some huge white numbers from the finishing combo. While the numbers might be large the TIME it takes to reach those numbers could probably be done faster by alternating short weapon combos with using powers. Power Interactions: Many powers use power interactions. sometimes they are a small dot (burning), but the main reason for using them is that they will increase the base damage of your powers. Not all powers at your disposal will benefit from a PI but it will help with efficiency, letting you get the most bang for your buck. Read your power descriptions to determine what will benefit you the most, or refer to a guide for your specific power. “Can i benefit from other power interactions in the group?” Absolutely. If somebody is setting up a PI that interacts with your power then u will certainly gain an increase in damage from that. An example of this is a tank juggling adds causing the dazed PI which will benefit some mental abilities. Base Damage:Base damage is the multiplier that scales with either your precision or might giving you your damage total in your current gear. “How can I use this to my advantage?” By knowing the base damage numbers for some of your powers you can decide which burst or dot power will yield you more damage. An example of this is deciding between gauss grenade or napalm grenade from the gadgets power set. Napalm has the higher base damage and it can also hit one additional target before the damage splits. But it also comes with a higher power cost. Depending on your trolls and the situation it may or may not be worth it. Line Of Sight:Having line of sight on your target allows you to damage it. If you are out of range you will no be able to do damage. This is where you really need to know the range of your powers. “I’m using fear gas but not seeing any damage”. Fear gas is a mid range power that will not hit its target from full range. Overwriting: Currently most dot powers have issues where two dps of the same power cannot stack them on a single target. One person of the other will receive credit for the damage, not both. This is a problem that as a dps you need to be extremely aware of because sometimes load outs can be adjusted to work around it, or a dps may need to be replaced to achieve synergy between dps. “Common overwrites” Multiple nature, mental and fire dps stacking dots. This can break a raid if they rely to heavily on that damage. Tanks using inferno, wintry tempest or debris field. Trolls using thought bubble or pyrokenisis. This is all just the tip of the ice berg for overwriting powers but it is all manageable.