It's algebraic:
A= Base DPS from single Swing
a= %chance to double attack
So if weapon 1 is 10dps as a 1/10 weapon, and the chance to double attack is 10% then DPS =
10x(10x0.1) = 11
Now, if weapon 2 is 10dps as a 2/20 weapon, and the chance to double attack is 10%, then DPS =
10x(10x0.1) = 11
Now, with that said, if the ratios of fast two hander, and slow two hander are the same, but the damage BONUS of the items is the same, then you will generate more DPS out of the faster weapon, because damage bonus is an flat additive bonus to the weapon on hit.
So if weapon 1 is 10/30 with 10 damage bonus:
Base hit dmg ranges 10-20 with a damage bonus 10 = 20-30 dmg range (25avg) / 30 delay = 0.8333 dmg/delay
and if weapon 2 is 20/60 with 10 dmg bonus:
Base hit dmg ranges 20-40 with a damage bonus of 10 = 30-50 dmg range (40 avg)/ 60 delay = 0.6667 dmg/delay
Numbers above are simplified, but portray the general story of how ratio + bonus is considered.
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