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Build in whatever order you find best.
I've always been interested in tinkering with Smite builds to find maximum damage output, sometimes with some conditions like "If I need these three core items, how can I optimize the other three for DPS?"
This morning, I sat down for a few hours and wrote a script. This is based on activating /combatlog toggle piped from Smite's system commands. I just have to buy / sell builds and go do 10 seconds of DPS on the Odin bot over and over and when I'm done, the system reads through all the logs and based on the timestamps of each one finds the highest 10 second damage output recorded for any build used, recording the DPS average.
This is DPS against a 200 protections Odin in Jungle Practice.
Note that DPS isn't everything, and a couple of these builds are missing key ingredients, like life-steal. Something with 50 less DPS but higher attack speed might be more forgiving of missed basics. Maybe something with stronger life-steal but 150 less DPS would be worth it. That's why I provided all the builds I tested. There's more to a build decision than just highest DPS.
852.1 | Asi, Deathbringer, Ornate Arrow, Poisoned Star , Executioner, Wind Demon
847.3 | Deathbringer, Dominance, Poisoned Star , Runeforged, Executioner, Wind Demon
806.5 | Deathbringer, Devourer's Gauntlet, Ornate Arrow, Poisoned Star , Executioner, Wind Demon
793.4 | Atalanta's Bow, Deathbringer, Poisoned Star , Executioner, Transcendence, Wind Demon
783.6 | Deathbringer, Devourer's Gauntlet, Ichaival, Poisoned Star , Executioner, Wind Demon
772.1 | Asi, Deathbringer, Dominance, Poisoned Star , Silverbranch, Wind Demon
766.2 | Bloodforge, Deathbringer, Dominance, Poisoned Star , Runeforged, Wind Demon
764.6 | Deathbringer, Devourer's Gauntlet, Ichaival, Poisoned Star , Rage, Executioner
756.6 | Deathbringer, Dominance, Hunter's Cowl, Poisoned Star , Runeforged, Wind Demon
744.9 | Asi, Deathbringer, Poisoned Star , Qin's Sais, Executioner, Wind Demon
741.9 | Deathbringer, Dominance, Hunter's Cowl, Poisoned Star , Executioner, Wind Demon
740.2 | Asi, Deathbringer, Dominance, Heartseeker, Poisoned Star , Wind Demon
735.2 | Asi, Deathbringer, Odysseus' Bow, Poisoned Star , Executioner, Wind Demon
734.2 | Asi, Deathbringer, Dominance, Poisoned Star , Executioner, Transcendence
728.8 | Asi, Deathbringer, Ichaival, Poisoned Star , Executioner, Wind Demon
722.5 | Deathbringer, Devourer's Gauntlet, Fail-not, Heartseeker, Poisoned Star , Wind Demon
697.8 | Asi, Deathbringer, Dominance, Poisoned Star , Runeforged, Wind Demon
697.1 | Deathbringer, Devourer's Gauntlet, Dominance, Fail-not, Heartseeker, Poisoned Star
687.6 | Atalanta's Bow, Deathbringer, Devourer's Gauntlet, Fail-not, Heartseeker, Poisoned Star
684.9 | Deathbringer, Hunter's Cowl, Poisoned Star , Runeforged, Executioner, Wind Demon
680.5 | Asi, Deathbringer, Heartseeker, Poisoned Star , Executioner, Wind Demon
674.1 | Asi, Dominance, Poisoned Star , Silverbranch, Executioner, Wind Demon
672.4 | Deathbringer, Devourer's Gauntlet, Heartseeker, Poisoned Star , Executioner, Wind Demon
671.3 | Asi, Deathbringer, Dominance, Poisoned Star , Runeforged, Executioner
670.6 | Asi, Atalanta's Bow, Deathbringer, Poisoned Star , Executioner, Wind Demon
664.4 | Deathbringer, Devourer's Gauntlet, Dominance, Heartseeker, Poisoned Star , Wind Demon
656 | Atalanta's Bow, Deathbringer, Dominance, Poisoned Star , Runeforged, Wind Demon
648.5 | Asi, Dominance, Poisoned Star , Executioner, Transcendence, Wind Demon
641.1 | Atalanta's Bow, Devourer's Gauntlet, Poisoned Star , Executioner, Transcendence, Wind Demon
631.5 | Asi, Deathbringer, Poisoned Star , Runeforged, Executioner, Transcendence
630.1 | Asi, Dominance, Leader's Cowl, Poisoned Star , Silverbranch, Wind Demon
623.9 | Deathbringer, Devourer's Gauntlet, Hunter's Cowl, Poisoned Star , Executioner, Wind Demon
623.8 | Asi, Atalanta's Bow, Deathbringer, Dominance, Heartseeker, Poisoned Star
611.3 | Asi, Deathbringer, Dominance, Poisoned Star , Runeforged, Transcendence
603.4 | Devourer's Gauntlet, Dominance, Poisoned Star , Executioner, Transcendence, Wind Demon
601.3 | Asi, Deathbringer, Poisoned Star , Qin's Sais, Runeforged, Executioner
590.2 | Asi, Deathbringer, Dominance, Heartseeker, Poisoned Star , Runeforged
586.4 | Atalanta's Bow, Deathbringer, Devourer's Gauntlet, Dominance, Heartseeker, Poisoned Star
567 | Deathbringer, Devourer's Gauntlet, Fail-not, Heartseeker, Poisoned Star , Executioner
552.4 | Asi, Dominance, Frostbound, Qin's Sais, Silverbranch, Executioner
526.8 | Animosity, Asi, Dominance, Poisoned Star , Silverbranch, Wind Demon
524.8 | Asi, Poisoned Star , Qin's Sais, Runeforged, Silverbranch, Executioner
520.7 | Asi, Frostbound, Qin's Sais, Runeforged, Silverbranch, Executioner
520.7 | Asi, Frostbound, Ichaival, Qin's Sais, Silverbranch, Executioner
503.8 | Asi, Dominance, Manikin Hidden Blade, Poisoned Star , Silverbranch, Wind Demon
501.4 | Asi, Frostbound, Qin's Sais, Silverbranch, The Crusher, Executioner
494.8 | Asi, Dominance, Manikin Mace, Poisoned Star , Silverbranch, Wind Demon
464.3 | Asi, Dominance, Poisoned Star , Executioner, Void Shield, Wind Demon
419.6 | Asi, Deathbringer, Dominance, Poisoned Star , Void Shield, Wind Demon
390.1 | Asi, Bumba's Spear, Dominance, Poisoned Star , Silverbranch, Wind Demon
365.4 | Animosity, Asi, Frostbound, Odysseus' Bow, Qin's Sais, Stone of Gaia
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One thing, Doom, and I agree PS is obviously strong on her (this is general knowledge), but there's so much CC in the game that you don't necessarily have to build PS and you can still likely get a good amount of Art passive damage based on teammates applying CC.
But overall I feel I've been getting better w/ my basics. I typically play on NA-East where I get 110-120 ping...due to the people I play with most commonly. If I'm just playing by myself or with West Coast people, I'm getting 40-50 ping, which is quite noticeable IMO and allows me to hit more basics.
Using the same above assumptions, let's also see all of the above except for Art's steroid, so evaluating DPS when her steroid is down. That value for your top build is 829.9 DPS.
If we then start messing with builds, replacing Ornate w/ Qin's Sais gives you lower base DPS (797.19), but slightly higher when steroid is active (878.75). This is based on a god with 3,000 health (assume health should be around there for a tanky god with 200 prots).
If we use a build including Devourer's Gauntlet, Ichaival (full stacks), Rage, The Executioner, Deathbringer, Poisoned Star, DPS without steroid is 675.45 (1.84 AS), but with steroid is 917.7.
I might be able to get that DPS even higher if I think about the build a bit more, but that's probably close to max.
If we use a build including Devourer's Gauntlet, Ichaival (full stacks), Rage, The Executioner, Deathbringer, Poisoned Star, DPS without steroid is 675.45 (1.84 AS), but with steroid is 917.7.
Let me see if I have data on that build yet... Nope, running the test in-game rn.
Ok tested this, results:
764.6 | Deathbringer, Devourer's Gauntlet, Ichaival, Poisoned Star , Rage, Executioner
Added it to the build. Result (and I prepped the ichival and executioner's passives before starting for best case scenario) after executing her full combo and continuing basic damage for at least ten seconds. You mentioned 1.84 AS, but remember we do go to 2.5 for the duration of Artemis's buff from Vengeful Assault. I can even send you the damage breakdown, tick-by-tick, for the ten seconds if you don't believe it.
DPS calculators are cool, way easier to use, but I tried coding one some years ago with another dev. The challenge we ran into was that there are a lot of intricacies to take into account. Various abilities have varying durations, the way certain item effects stack isn't always simple, certain abilities have certain cast delays, and if you want to know a god's DPS with a build, you have to simulate their combos. Heck there could even be bugs in the game that make certain things more or less powerful than what you'd expect. You have to include how long each ability takes to cast, cooldown, but there's even more to it than that. Then, our biggest issue was that with any patch, they could change countless things not only with stats on items and abilities, but even in the damage calculations themselves, maybe they fix a bug or tweak something. It sounded like a maintenance nightmare to keep a calculator truly accurate and updated.
That's why I chose the route of actual rapid in game testing. I just really like the idea of KNOWING for a fact that the data is correct, and how better to do that than the game client itself?
Granted, it took a long time to work out all of the calcs. Sure there might be some funny interactions or coding errors in-game, but those nuances of a potential difference in "knowing" vs. a reasonable expectation aren't enough for me to not find the calculator very helpful.
Like I get it, the calc is easier to use, but what's the point when you get the wrong answer. I even re-ran my test to take the best of 5 results accounting for best luck for crits, and got 764.6 in-game compared to your calculated 917.7.
If you don't believe me you can go in game, get that build, set up an odin bot with 200 defense, and record a screen cap of doing your full combo and DPS for 10 seconds and go frame by frame and manually add up the damage ticks, that's what I used to do to get accurate test results. You'll see the value is accurate (within some small margin of error for crit chance) and your calc is wrong.
I'm sure you put a lot of work into it, I'm painfully aware of how much work it takes. But I think you chose the easier but less accurate strategy to calculate damage. In-game tests will never lie, and all the stats are updated for you every patch. It's just more work to use. But imo, I'd rather do more work and have accurate results.
If you really do want to calculate DPS over a 10 second duration with Art for that one god with 200 prots, and you're considering 1/2 with steroid up and half without due to 5 second steroid duration, you can get fairly close by just taking my calculator's DPS values with and without steroids, adding them together and dividing by 2. This would be (675.43 + 917.7) / 2 = 796.565. Reasonably close assumption to your 764.6, with my higher value likely being because mine doesn't factor in ramping stacks of Exe etc. So no, I don't think my calcs are "wrong," though it takes understanding of what exactly I'm calculating. Mine also averages out crit chance rather than expecting some margin of error due to an additional or lack of a proc or two duration that duration. Also, it's easier for people to use my spreadsheet (which I made available to everyone) vs. having to know how to write/code a script (which I don't).
Not here to argue about accuracy though, I think your experiment is interesting and I was just looking to add some commentary and have some fun discussion.