User:The Gates Assassin/AssassinResearch

Assassin Base Damage Calculations
This uses NO damage modifiers. Only base customization is on. Uses max Daggers. This is against a 60 AL target.

This uses 15^50. Uses max Daggers. This is against a 60 AL target.

This uses 20v50. Uses max Daggers. This is against a 60 AL target.

Question: What is the highest damage a sin can do to a 60 Armor target with one attack skill?
Blades of Steel is deffinately the highest damaging skill for assassins as it is the only +60 skill that activates twice, thus making it a 120 armor ignoring skill. At 16 dagger mastery and 20v50 inscription it would do 200 damage if both hits were criticals. If sundering mod is used and effects both attacks it does 50 damage instead of 40 so it will do 220 damage. Of Dagger Mastery will do nothing because it caps at 60. So the answer is 220 with Blades of Steel.

Question: What is the highest possible DPS for an assassin using skills?
In a perfectly ideal situation where the sin always double strikes, always gets a critical hit, uses 20V50 daggers and sundering mod, and 16 dagger mastery, it would do 50 damage per strike, twice per second. So the answer is roughly 100.

Question: What is the effect of Mirriored stance on two people if one uses Viper's Defense, Shadow of haste and Shadow Walk?
If someone uses Viper's Defense, they both have the stance on, but if one person attacks the other, BOTH are poisoned. This is probably the littlest known bug in Guild wars.

If someone uses Shadow of haste, it works as normal, and you effectively can retreat back to the possition you are at right now if that wasn't the best move possible.

If someone uses shadow walk, the user shadow steps to the other person, and the other person stays where they are, as if the caster used it first. If the other person uses it, it is as if the caster again used it first so they shadow step to that persons LOCATION and after that happens, the other person goes back to their origonal location.

Question: What are all of the types of conditions assassins can apply using only assassin skills?
Poison, Bleeding, Deep wound, Dazed, Blind and Crippled. There are no assasin skills that cause weakness, desease, cracked armor or burning.

Question: Dual attacks?
Dual attacks cause you to attack twice instead of once with that skill. All dual attacks besides exausting assault have to be after an offhand attack. There are no skills that count as dual attacks, either it is one or it isn't. There are no golden, mantis, black Dual attacks. There is only one elite dual attack. If one of the two stikes misses, it still counts as an overall hit so skills that activate after dual attacks still take their effect.

Question: Why do all of the assassin skills seemingly have similar names like mantis or golden?
They are ways to identify the function of a skill. Golden for instance means that you need an enchantment for one of the effects of it to activate. Mantis means the skill is involved with cripple in some way.

Question: What is the difference between assassin and Ninja? They look the same to me.
A ninja is a Japanese Warrior designed to scout, kill and assassinate people. They are usually skilled in an art called ninjutsu (Nin-Jit-Sue). An Assassin is a murderer who kills by surprise attacks and is normally paid to do so. Ninjas aren't always stealthy and quiet, they are just steriotyped as that. Assassination is one of their roles. So in short, a Ninja is a type of Assassin, but an Assassin could be something like a sniper.

Critical Hits
Critical Hits stack multiplicatively. What that means is each is you take the inverse of the chance each effect gives you and multiply it together and that is your chance to NOT get a critical hit. So let's take this slower:

'''WARNING! IF YOU HAVE NOT MADE IT TO 10th GRADE YET, YOU STAND ALMOST NO CHANCE OF GETTING THIS!'''

If you have Critical eye at 13 critical strikes and 15 dagger mastery, Critical eye will give you a +15% chance, Critical Strikes will give you a 13% chance, and dagger mastery will give you a 22.1% chance (For the table for percent chance of critical hits click here) So the inverse of each number is if you put it over 100 and instead put the %chance to not get a critical hit in. So Critical strikes would start as 13/100 and the inverse would be 87/100. Now take the % chance that you won't get a critical hit from that, which is 87%. That as a decimal is .87. Do that with all the numbers and that is .87 x .85 x .779 = .59 (Rounded). So with that you have a 59% chance to not get a critical hit. This means that you have a 41% chance to get a critical hit.