Tuning your party for optimal Damage Output
(this is a work in progress)
Mesa (Team Dungeon)
The most important aspect of tuning damage per second in a Team dungeon is understanding that in an optimal party setup all heroes are striking with 35000 damage every 200ms intervals to the boss. With this understanding we can ignore the individual characteristics of ATK and ATKSPD since the amount of damage inflicted and the rate at which you attack are now fixed.
Slowdown and Heavy Blow Talents
Given the table below we can visualize the effect of the different activation or 'proc' rates of these talents. Effectively any time either of these skills 'procs' it counts as an extra hit towards the target.
Interestingly enough with regards to regular attacks the proc activation % correlates to the effective damage gain.
Heavy Blow proc rate scales from from 10% (Level 5) by 5% per level until capping at 25% at Level 8
Slowdown proc rate scales from 25% (Level 5) by 5% per level until capping at 40% at Level 8
Given that Slowdown Crests are common rarity and Heavy Blow Crests are uncommon, this means the most practical talent / crest build is going to be Heavy Blow 8 and any level of Slowdown Crest. This setup would generally provide an effective 50% hit yield compared to a hero without an chance hit effect.
The general rules for tuning DPS:
Attack skills with cooldowns on them no matter how amazing they are in other formats are not as effective as skills without cooldown. An example of this would be a hero like Death Knight who at Level 10 has a 5 second cooldown on his Meteor Slash. The damage this skill does is irrelevant since all damage is capped at 35000 and the hero will be forced to use regular attacks until it is back up again. An exception to this rule are attack auras listed below and Santa Boom rockets which score multiple hits circumventing the damage cap.
From further testing heroes such as Serpent Queen, Snowzilla, Immortep and Vlad Dracula active skills are treated differently. When activated they create an attack aura that adds bonus hits which pulse through the skill duration at specific intervals. Attack auras vary in the number of targets they hit and the success rate at which they actually hit a target.