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How to Optimize Your DPS by Balancing Stats

January 11, 2018 by Architect 18,374 3

In this guide, I will describe how to decide which stats to focus on to optimize your damage per second. I will also provide tables showing the best choices for gems to optimize dps for each class.

June 26, 2018: Geode Update

April 11, 2018: Updated to include Vanguardian


DMG = base damage of your magic damage or physical damage depending on your class

To find this value, go to your character sheet, click on STATS, then mouse over Magic Damage or Physical Damage depending on your class.

DPS = Damage per Second

CD = Critical Damage

CH = Critical Hit

PR = Power Rank

HP = Maximum health after bonuses

MH = base maximum health

%MH = % bonus to base maximum health

VG = Vanguardian

BR = Boomeranger CB = Candy Barbarian CM = Chloromancer
DL = Dracolyte DT = Dino Tamer FT = Fae Trickster
GS = Gunslinger IS = Ice Sage KT = Knight
LL = Lunar Lancer NN = Neon Ninja PC = Pirate Captain
RV = Revenant SH = Shadow Hunter TR = Tomb Raiser


In most cases, DPS can be simplified to:

some constant * DMG * (CD * CH + 10000)

where DMG + 70 * CD + 700 * CH remains constant

and CH is less than or equal to 100.

DPS is maximized when CD = 10 * CH and DMG = 700 * CH + 700000 / CH.

If you already have 100 CH, then balance DMG = 70 * CD + 7000.

For Neon Ninja, DPS is different because Heuristic Haxstar (shuriken) receives a 2.5 multiplier to CD at 3 charges. Assuming 3 attacks per shuriken and excluding other sources of damage such as beamers and the 250 base attack damage,

DPS = some constant * DMG * (107 * CD * CH + 500000).

Optimization occurs when CD = 10 * CH and DMG = 700 * CH + 35000000 / (107 * CH).

If you already have 100 CH, then balance DMG = 70 * CD + 350000 / 107.

These equations are usful for maximizing Neon Ninja's DPS in adventure instead of shadow towers. I didn't include the cooldowns from using flasks since I either don't use them or I use death defying vial to activate without cooldown.

Extra information: HP = MH * (%MH / 100 + 1)

and HP is maximized when MH = 100 * (%MH + 100).


Suppose you have 90000 DMG, 1100 CD, and 100 CH, and you want to know what stat to focus on to optimize your dps. Using the equation I provided, 70 * 1100 + 7000 = 84000. This means you should focus on increasing CD because you want 70 * CD + 7000 = 90000. Suppose you had 80000 DMG instead of 90000 DMG. Then you should focus on increasing DMG until reaching 84000. After you reach a balance in stats, you can maintain that balance by increasing the PR of each stat equally. This is also true if you have less than 100 CH.

Endgame Gem Boost Combinations (Obsolete)

Assuming CH ring is used and all gems have CH:

VG has about 6.83 extra CH.

PC has about 9.33 extra CH.

FT, GS, IS, SH have about 18.33 extra CH.

The rest have about 7.03 extra CH. If using Hungry Hydrakin, add 3% CH.

If you are not using ER ring, you may reroll the extra CH on some gems for MH and/or %MH. You get 0.5 %MH per trove mastery level so optimal combinations can vary. Increasing your max health will increase the damage done by Spirit Surge.

For all classes, LL subclass is used unless specified. Head, weapon, and face have CD except for NN. Assume the ally used doesn't contribute to DMG, CD, and CH. Allies that give a % bonus to DMG are okay. No subclass means there is no contribution to DMG, CD, and CH from the subclass. For example, using PC or KT subclass doesn't contribute to DMG, CD, and CH. For NN, I use the Hungry Hydrakin ally, PC subclass, and Attack Speed + Movement Speed gear to quickly do dungeons in adventure while benefiting from magic find. I included CB (no subclass) because the extra flasks from KT subclass may be needed for speedruns. For LL, I don't know what subclass provides the most benefit, but I included a table for the BR subclass.

The combination 5/4/10/8 means 5 boosts to DMG and 4 boosts to CD in total for your empowered gems and class gem, and 10 boosts to DMG and 8 boosts to CD in total for your normal gems. I recommend aiming for a combination that is easier for you to accomplish with your gems. The difference between the best and worst combination on the tables is very small and not worth the effort of spending a lot of time and resources to go from one to another. I recommend aiming for a combination with more flexibility like 6/3/9/9 for FT, GS, & IS. The endgame boost combinations are expected to change as they add more dragons to the game.

Base Value = DPS without the constant and divided by 100 million. The base value for NN is calculated by using NN's DPS without the constant and divided by 10.7 billion. To calculate the coefficient, multiply the base value by (1 + bonuses) * (1 + class bonus) * 1 million. CB and LL receive a 30% class bonus, BR receives a 10% bonus, and the other classes don't receive any bonus. For example, a GS with 6/3/9/9 combination and 570 trove mastery will have a coefficient of 2.37393128672609 * (1 + 0.2 + 0.15 + 570 * 0.0015) * 1 million = 5234518.48723102. Each trove mastery level gives a 0.15% bonus, Chronomancer Qubesly gives a 20% bonus, and the level 3 Shrine of Ferocity fixture gives a 15% bonus. Don't worry if the coefficient doesn't exactly match other people's calculations, especially for NN because I use a specific equation for its DPS. If you really want to know how I calculated the base value, then make sure to use 1 major boost = 266.66 PR for empowered/class gems and subtract 1.191 DMG and 0.0191 CD from final calculations to account for rounding. My base values are approximations to the actual values with high accuracy. Bonuses and rounding will not affect the rankings of the combinations.

For speedruns, I recommend using Stinging Curse and Spirit Surge for your empowered gem abilities. I don't think they are required, but try to get them if you can.

Here is a guide for rerolling gems: Gem Reroll Strategy


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