This would be a great explanation of why sustain dps is bad in Deathzot except for 1 key point that you seemed to miss.
To ensure you that I understand fully what you are trying to explain, I will give an example:
- If the victim of said attack had a total of 1000 health, and the single hit ability did 1000 damage, said victim would die.
- If the same victim was hit 3 times for 334 every second, he would not die because of the healing interval every 2 seconds thus causing 1 of the hits to be 2ms too late.
The problem with that logic is that no character is dying to another character in a single hit. For that reason the difference between a single character doing 1 hit hit vs 3 small hits doesn't really matter all that much.
The only time you will see a difference in the 2 attacks is if you are comboing with multiple people, then obviously the burst vocs will be ideal for that situation.
Lets move on to the actual vocations/spells in question. Damage per hit will be a multipler of the base damage which can be thought of as any number you wish, lets take 100 for example.
Healing Interval: 2000ms (2 seconds)
Base Damage: 100
Lets start with a burst spell since that is the type of spell that you are saying is better than the rest.
Shade - Shadow Bolt / Hit Speed: 2000ms / Hits: 1 / Hit Multiplier: 2.5
First we take our time window for the healing to occur and divide it by the speed of the hits for the number of hits we can deal within that 2 seconds.
2000 / 2000 = 1
Thus we can hit 1 time in 2 seconds.
Next we multiply the amount of hits and the multiplier to get the total damage dealt in those 2 seconds. (Then Multiply that by the base damage to get a nice even number to look at)
1*2.5 = 2.5 (2.5*100 = 250 damage)
Ninja - Assassinate / Hit Speed: 300ms / Hits: 8 / Hit Multiplier: 0.5
2000 / 300 = 6.6
We need to round down to 6 since you cannot hit .6 times realistically.
6*0.5 = 3 (3*100 = 300 damage)
Illusionist - Mana Coils / Hit Speed: 600ms / Hits: 3 / Hit Multiplier: 0.8
2000/600 = 3.3
Round the 3.3 down to 3~
3*0.8 = 2.4 (2.4*100 = 240 damage)
Illusionist however, has illusion which will increase overall output by 50% which will result in 360 total damage output (assuming illusion is summoned throughout the entire attack).
Archer - Strafe / Hit Speed: 750ms / Hits: 3 / Hit Multiplier: 0.85
2000/750 = 2.66~
Round~ 2
2*0.85 = 1.7 (1.7*100 = 170 damage)
Zealot - Zeal / Hit Speed: 400ms / Hits: 3 / Hit Multiplier: 0.7
2000/400 = 5
This spell however has a 2 second exhaust so we can only hit 3 times per 3 seconds anyway so we ignore the 5 and go with 3.
3*0.7 = 2.1 (2.1*100 = 210 damage)
So as you can see, the overall trend is that the damage per 2 second interval is actually pretty close to the same for all the spells with the exception of archer.
To say that sustain damage does not work on tibia, that's clearly not the case. To say archer is weaker than other similar vocations in Deathzot, turns out that does appear to be true.
Welcome to beta.
The archer multiplier will be increased to 1.2, which will yield a total damage output of 240 if you plug that number into the above equations. That should bring it in line with the rest.