How the guide is made
Board nodes, damage ranks, traits, stigmas and the macro come from a Ranger combat simulator; the defensive passives follow common guides. Below: how it works and how far to trust it.
The simulator
- Plays a boss fight cast by cast.
- Uses each skill's real values: coefficients, cooldowns, cast, cancel and charge times, every trait and stigma rank.
- Fires skills the way your macro and keys would, under the game's queue and cancel rules.
- Runs buffs, procs and cooldown resets on their own timers.
- Each fight runs in a fraction of a second, so every option is tested over many fight lengths and rolls.
Damage per hit
(Attack × coefficient + rank bonus) × damage boosts × crit × Double
- Coefficient: fixed per skill. Rank bonus: flat, and grows with rank. A rank-up adds a little; the big jumps come at the trait ranks.
- Crit: ×1.5 plus your Crit Damage. Crit chance caps at 80%.
- Double: exactly ×2. Bosses take 30 percentage points off your Double chance.
- Multi-hit: up to 4 extra hits, each 10% of the hit.
- Perfect: the top of the damage roll. Other hits average 92% of it.
- Damage over time (Griffon Arrow's burn, Drill Dart's bleed) never crits or Doubles.
Crit against bosses
- Bosses resist crits. In Korean and Taiwanese boss logs, crit chance rises about 0.07 percentage points per Critical Hit point above a resist of about 650, up to the 80% cap.
- That resist is our estimate for Global's first-season bosses: it grows with a boss's level, and the Korean endgame bosses in those logs resist more.
- A level-45 Global Ranger has about 1,300 Critical Hit, so it crits on such a boss some of the time, and far more while Precision and Bow of Blessing are up.
- Point for point, Critical Hit nodes still add more boss damage than Attack nodes: outside Precision and Bow of Blessing a level-45 Ranger is below the 80% crit cap, and your crits also make Drill Dart usable.
- Drill Dart needs one of your crits in the last 3 s.
Speed and timing
- Animation time = base time ÷ (1 + Combat Speed).
- The server acts in 50 ms steps. The shortest cancel is 100 ms.
- Deadshot's charge stages scale with Combat Speed too.
Test character and fight
- Level-45 Global Ranger in typical first-season gear, at typical skill levels: Attack 2,692, Critical Hit 1,312, Combat Speed 41.5%.
- An endgame boss, fought at range, over fights of 55 s to 3 min 45 s.
- Mobility traits are also tested with 10–20% of the fight spent moving.
How we check it
- Skill values and gear are Global's. The Korean and Taiwanese logs below only check the combat mechanics.
- Over 800 Korean and Taiwanese boss fights: cast timing, skill order and each skill's share of damage.
- 3 full-fight logs of one Korean Ranger, skill by skill: 16 of 22 skills land within 2 percentage points of their real share of damage.
- When the simulator and a real log disagree, the log wins and the simulator changes.
Reading the numbers
- DPS % numbers compare options ("A beats B"). They are not the DPS you will see: that depends on your gear and play.
- "Without it, you lose X%": DPS lost with only that one thing left out. Such numbers don't add up: the parts of the rotation feed each other.
- "Same DPS" or "about the same": too close to call. The guide then follows a popular Ranger guide.
- Stagger rates are counted in real Korean and Taiwanese fights, not simulated.
- Global has no combat logs yet. We re-check once it does. Every change is in the changelog.
Not covered
- PvP
- Farming
- Party buffs
- Boss mechanics that stop you attacking
Questions
Why does it disagree with my build?
It's tuned for one fight: an endgame boss and a level-45 Ranger in dungeon gear. PvP, farming and better gear change the answer. Many picks are close, so either can be fine.
Why are some skills not in the rotation?
They are utility, not boss damage: Setup lists them under Utility. Explosion Trap and Defiance get skill points last, at level 45. The defensive passives get a few points while levelling, for survival.
Is this official?
No. It is an unofficial fan guide, not affiliated with NCSOFT.