CTWN Group Damage Analysis
Purpose of the Analysis
This document provides a detailed evaluation of different group compositions in the EverQuest instance "The Control Room." using only CTWN plugins. The goal is to determine the optimal group setup based on the following key performance indicators:
I have a six member team, each with 2 personas:
Char 1: Warrior/SK
Char 2: Enchanter/Bard
Char 3: Wizard/Cleric
Char 4: Wizard/Mage
Char 5: Roque/Beastlord
Char 6: Shaman/Ranger
All classes were level 125 with Tier 2 named armor (90% ToB) and weapons but no raid gear. They all have evolved neck, back and earring items, but not finger from ToB. All characters are max AA. I used CTWN plugins for everything with Burn On, but Glyph off.
Evaluated Group Compositions
I analyzed multiple group setups, each consisting of a Tank, Healer, ADPS Support, and three DPS roles. The key classes evaluated include:
Here’s the refined summary table without the group number column:
Here’s the updated table, now including the total kills for each group composition:
Observations:
Summary of Findings
1) Best Group for Fastest Kills
Warrior vs. Shadow Knight (Tank Analysis)
Optimal Group: SK, Bard, Wiz, Wiz, Rog, Shm
Alternate Group: SK, Bard, Wiz, Mag, Rog, Shm
From the data, Bard groups outperformed Enchanter groups in nearly every category, and Shadow Knights slightly outperformed Warriors. For the best efficiency, SK, Bard, Wiz, Wiz, Rog, Shm is the ideal composition, providing the fastest kill times and highest DPS.
If an alternative is needed, replacing one Wizard with a Magician adds better sustained damage and crit potential.
This analysis provides a data-driven approach to optimizing group composition for efficient encounters in EverQuest’s "The Control Room."
My biggest surprises where how much better the team was with a Bard over an Enchanter. I knew this to be a general truth, but seeing it in action over and over was new to me. I have always looked to Enchanter first for crowd control, but I have now changed my mind.
The second biggest surprise is that the warrior did 98% of the SK’s DPS and Speed of kills. I expected closer to 85% given the SK advantages. They both used 2 hand weapons.
Purpose of the Analysis
This document provides a detailed evaluation of different group compositions in the EverQuest instance "The Control Room." using only CTWN plugins. The goal is to determine the optimal group setup based on the following key performance indicators:
- Average Time per Kill – Measures efficiency in clearing enemies.
- Total Group DPS – Evaluates total damage output per second.
- Critical Hit Percentage – Assesses the effectiveness of individual classes in landing critical hits.
I have a six member team, each with 2 personas:
Char 1: Warrior/SK
Char 2: Enchanter/Bard
Char 3: Wizard/Cleric
Char 4: Wizard/Mage
Char 5: Roque/Beastlord
Char 6: Shaman/Ranger
All classes were level 125 with Tier 2 named armor (90% ToB) and weapons but no raid gear. They all have evolved neck, back and earring items, but not finger from ToB. All characters are max AA. I used CTWN plugins for everything with Burn On, but Glyph off.
I analyzed multiple group setups, each consisting of a Tank, Healer, ADPS Support, and three DPS roles. The key classes evaluated include:
- Tank: Warrior (War) or Shadow Knight (SK)
- Healer: Cleric (Clr) or Shaman (Shm)
- ADPS Support: Bard or Enchanter (Enc)
- DPS: Various combinations of Wizard (Wiz), Magician (Mag), Beastlord (Bst), Rogue (Rog), and Ranger (Ran)
Here’s the refined summary table without the group number column:
| Rank | Tank | Healer | ADPS | DPS Classes | Total DPS (M) | Avg Time/Kill (sec) | Total Kills |
| 1 | SK | Shm | Bard | Wiz, Wiz, Rog | 4.74 | 18.89 | 494 |
| 2 | SK | Shm | Bard | Wiz, Mag, Rog | 4.73 | 18.90 | 538 |
| 3 | War | Shm | Bard | Wiz, Wiz, Rog | 4.66 | 19.20 | 737 |
| 4 | SK | Shm | Bard | Wiz, Wiz, Bst | 4.60 | 19.43 | 288 |
| 5 | SK | Shm | Enc | Wiz, Mag, Rog | 3.90 | 22.95 | 514 |
| 6 | SK | Clr | Bard | Wiz, Bst, Ran | 3.89 | 22.98 | 531 |
| 7 | SK | Clr | Bard | Mag, Rog, Ran | 3.79 | 23.55 | 565 |
| 8 | SK | Shm | Enc | Wiz, Wiz, Bst | 3.62 | 24.02 | 575 |
| 9 | SK | Shm | Enc | Wiz, Wiz, Rog | 3.55 | 24.61 | 443 |
Here’s the updated table, now including the total kills for each group composition:
| DPS Class | Avg DPS with Bard (M) | Total Kills (Bard) | Avg DPS with Enchanter (M) | Total Kills (Enchanter) | Difference (Bard - Enc) DPS |
| Wizard | 1.45 | 1423 | 1.40 | 1532 | +0.05 |
| Magician | 1.25 | 538 | 0.95 | 514 | +0.30 |
| Rogue | 1.02 | 1515 | 0.86 | 957 | +0.16 |
| Beastlord | 0.94 | 531 | 0.81 | 575 | +0.13 |
Observations:
- Wizards perform slightly better with a Bard than an Enchanter (+0.05M DPS).
- Magicians benefit the most from a Bard (+0.30M DPS increase).
- Rogues and Beastlords also perform better with a Bard, but the difference is not as extreme as Magicians.
Summary of Findings
1) Best Group for Fastest Kills
- Group 3: SK, Bard, Wiz, Wiz, Rog, Shm
- Average Time/Kill: 18.89 sec (fastest recorded)
- Total DPS: 4.74M (highest among all groups)
- Bard provided superior group-wide damage buffs compared to Enchanter.
- Group 5: SK, Bard, Wiz, Mag, Rog, Shm
- Average Time/Kill: 18.90 sec
- DPS: 4.73M (nearly identical to Group 3)
- Magician’s pet contributed high crit damage, making this setup very effective.
- Shadow Knight groups performed slightly better than Warrior groups in overall DPS.
- Bard-enhanced groups had the highest DPS compared to Enchanter groups.
- Wizards, Rogues, and Magicians provided the best DPS contributions.
- Warrior had the highest Crit % at 64.12% but did not outperform SK in overall group DPS.
- Magicians had very high Crit % (~55%) and provided consistent damage.
- Rogues had a strong Crit % (~45-49%), making them a top-tier melee DPS choice.
- Bards had lower Crit %, but their buffs greatly improved team performance.
Warrior vs. Shadow Knight (Tank Analysis)
| Metric | Best for SK | Best for Warrior |
| Avg Time/Kill | 18.89 sec | 19.20 sec |
| Total DPS | 4.74M | 4.66M |
| Crit % | 45.3% | 64.12% |
- SK had a slight edge in total DPS and kill speed.
- Warriors had higher Crit %, but this did not translate into faster clears.
- Rogues in Bard Groups: ~48.25% Crit
- Rogues in Enchanter Groups: ~47.5% Crit
- Bard slightly improved Rogues' Crit % while significantly boosting group DPS.
- Fastest Kill Speed (18.89s per kill)
- Highest DPS (4.74M)
- Balanced Crit % and strong burst damage
- Comparable DPS (4.73M)
- Magician provides higher crit potential
From the data, Bard groups outperformed Enchanter groups in nearly every category, and Shadow Knights slightly outperformed Warriors. For the best efficiency, SK, Bard, Wiz, Wiz, Rog, Shm is the ideal composition, providing the fastest kill times and highest DPS.
If an alternative is needed, replacing one Wizard with a Magician adds better sustained damage and crit potential.
This analysis provides a data-driven approach to optimizing group composition for efficient encounters in EverQuest’s "The Control Room."
My biggest surprises where how much better the team was with a Bard over an Enchanter. I knew this to be a general truth, but seeing it in action over and over was new to me. I have always looked to Enchanter first for crowd control, but I have now changed my mind.
The second biggest surprise is that the warrior did 98% of the SK’s DPS and Speed of kills. I expected closer to 85% given the SK advantages. They both used 2 hand weapons.


