Thread: Weapon Ratios
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  #16  
Old 04-26-2015, 03:17 PM
kaev kaev is offline
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Join Date: Sep 2011
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Quote:
Originally Posted by Ravager [You must be logged in to view images. Log in or Register.]
In that case find a torpor shaman and a cleric and do a ton of parses on a long fight, maybe on Priest of Discord and let him ch himself and don't use haste. Short of having the code, you won't get that proof any other way.

Hypothetically, a low delay weapon of the same ratio will out damage a high delay weapon in a short group fight because you'll get more successful swings in before the mob dies and a miss or missed double attack doesn't lose as much damage as in a high delay weapon, though the difference is probably minimal. In a long fight they're probably the same.
Actually, the slower higher damage weapon should, on average, do slightly more damage. This is because the delay doesn't count until after the first swing (or dual wield check), which is immediate on pressing auto-attack (assuming target is in melee range, of course.)

Compare two weapons, one 10/20, and the other 20/40:
T+0.0: both weapons swing, the 20 damage weapon will, on average, do twice the damage of the 10 damage weapon.
T+2.0: faster weapon gets second swing, damage is now equal
T+4.0: both weapons swing, slower weapon now has 2x20, faster weapon has 3x10, you do the math...

All things being equal, the shorter the fight, the more it favors the higher damage weapon, with the most extreme case being a fight that lasts only one swing.

Things that are unequal:
* primary hand damage bonus (but this thread is about secondary)
* push desirable? you'll push more with faster weapon
* push undesirable? you'll push less with slower weapon
* target DS? you'll take less damage with slower weapon
* target hits very hard? you'll take less riposte damage with slower weapon


Things that you might think are unequal but are actually equal:
* comparing damage numbers without delay? um, seriously, simple math like this is not even slightly hard.
* weapon procs? weapon proc rate per swing is normalized to achieve a target rate vs. time (usually referred to as procs/minute), your chance of a proc on any given swing is affected by weapon delay and haste/slow (google shakerpaging for an amusing use/abuse of this during the PoP era.)


It is, of course, theoretically possible that the p99 devs have implemented a combat system that is fundamentally different from the one that was parsed to death on live. But I've never seen any evidence of that. And really, despite the 1960's era talking Barbie doll's claim, math is not hard.

[edit]
Not taking a swipe at anybody with the "math isn't hard" comment, btw. Just trying to emphasize that this is pretty straightforward once you take the time to be methodical about your analysis.
[/edit]
Last edited by kaev; 04-26-2015 at 03:22 PM..