Thread: Weapon Ratios
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Old 04-26-2015, 04:48 PM
Synthlol Synthlol is offline
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Quote:
Originally Posted by kaev [You must be logged in to view images. Log in or Register.]

Things that are unequal:
* 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
I guess I'm just going to have to constantly repeat myself throughout this entire thread, but these are all things I understand which also have zero relevance to my question.

What I'm looking for is clarification of the foundation of the assumption that the ratio of weapon base damage to weapon delay is the premier metric of offhand weapon quality, when in fact swing damage is distributed in a manner unknown to me within a damage curve which is calculated by a formula (which again I don't know specifically) that takes into account not only weapon base damage, but also things like character STR value, character ATK rating, and target AC rating.

I know faster weapons push more.
I know faster weapons riposte for less damage.
I know faster weapons cause the player to eat more ripostes and damage shields.
I know faster weapons apply the static mainhand damage bonus more frequently.
I know there's a damage cap limiting swing damage at low levels.


Please exclude these kinds of topics from the discussion, as they are not the focus. I'm really at a loss on how to clarify any further what I'm getting at. I'm not trying to argue why judging by ratio is wrong. I'm saying I don't know why it's right.