After making a dps calc awhile ago, my next obvious step was to rank the classes. Spoiler: Method The biggest difficulty in such a damage chart is how do you determine a class gears are "equal" to another class. I personally prefer defining "equal" in terms of the value of the gears. (i.e. a 22b weapon will be considered equal to another weapon worth 22b) However, this is a rather time consuming process and my evaluation of an item's price may be inaccurate. Furthermore, prices fluctuate constantly and it may require frequent updating to maintain the chart's relevance. 40% 70% 100% Thus, I went for an alternative way -- that is to equate the number of stats increased from base stats. So for example, a 150/21 claymore is equivalent to a 95/20 dragon purple sleeve in this system even though there is a huge difference in price. To reflect the changes in damage across different levels of funding and levels, I broke down the damage into 3 different tiers of equipment and levels: 40% perfect lv 160, 70% perfect lv 175 and lastly, 100% perfect lv 185. So for example, a "40% perfect weapon" means that 3/7 (43%) of its slots were passed with 30% scrolls, and so a ST under this category would have 126/9 stats (111+15/0+9). Multiple skills dps? There is also the question of, how do you calculate the damage output for classes which are more complex that use more than 1 skill. I will explain how I did the calculations for each of these classes. For MM, how I calculated it was to find out the number of strafes that can be used before snipe. So with si, strafe and snipe takes 0.63 to animate, thus, it will take 7 strafes (0.63*7 = 4.41 seconds) before another snipe can be used. In the long run, the total number of snipe used vs strafe should be 1:7, hence, dps can be calculated by taking snipe's dps * 1/8 + strafe's dps * 7/8. For buccaneers, they switch between barrage + ds and demolition when transformed. The cooldown for super transformation is 240s and it lasts 120s, so there will be a 120s downtime when you have to use barrage + ds. This makes the calculation rather simple, basically dps will be an average of barrage + ds dps and demolition dps. For corsairs, their core skill revolves around bship cannon and rapid fire + octopus. The time on ship is a variable depending on skill, luck and number of times you dismount (dismounting animation and remounting can be costly to dps too). One can roughly estimate ship time by assuming the corsair takes a constant damage during a boss fight. (I chose 10k dmg per 3seconds and 20k dmg per 3sec, which are huge overestimations). For example, a level 160 sair has a ship health of 40,000+ 2,000*40 = 120,000hp. It will take 36 seconds for the ship to be destroyed under 10k dmg per 3sec. So the ratio of bship cannon to rapid fire + octopus would be 36:90 since ship takes 90s to rebuild. Spoiler: gear breakdown With SE and SI With SE Conclusions NLs stand at the top of the pack at bosses -- if corsairs are constantly being hit for chunks of damage, though the gap isn't that big. Corsairs are definitely 2nd in the list, if not first. It comes down to how much damage the ship is taking, how many times you are forced to dismount after being knockback-ed etc. The less cancerous a boss is, the more dps a sair can do. BMs are 3rd in the dps rankings most of the times (if you exclude mages) Paladins are awesome when they deal type effective damage. They do even more damage than BMs when they have SI. However, without effective damage, paladins will be at the bottom. Mages are incredible at dealing damage at specific bosses (like zakum arms, HT main body) Heroes are stronger than DrKs. Realistically, there might be downtimes for heroes when they have to cast their buffs. Not sure how much "idle" time is that for heroes. Buccs are massively underpowered. The balance between their utility (time leap, speed infusion) vs damage is highly debatable. For me, it is unfair for these "utility" buffs to be a reason for buccs low dps. BMs/MMs have SE, which is very much a requirement for bossing and its utility is, if not equal to bucc's TL and SI, greater than what bucc has to offer since it benefits all classes instead of si benefiting a few classes. Now if you are wondering where are shadowers in the list, it is because I am unsure how a shadower bosses. If somebody can provide some common combos that shad use and their meso drop speed, I would gladly add them to the charts.