It is much more accurate to factor in damage bonus as .5 actual weapon damage.
Older formulas were approximated by Max Swing = 2*weapon damage+ dmg bonus.
When isolating only max hits, (maximizing modal damage, since max hits are the most common) each 2 points of dmg bonus is equivalent to 1 additional point of true damage.
Your calculations of MCT and JM ratios are way too high.
MCT at level 60 (11 damage bonus) is more closely modeled as 8.5/10 unhasted, or a ratio of .85
Jade Mace at 60 is 14.5/18, or .8055
One thing to consider is truncation after haste. Weapons with larger delays will benefit from haste via damage bonus calculations more than a weapon with lower delay, because it requires a higher percentage haste to reduce delay by a single point when the weapon's base delay is already low.
MCT with Visions of Grandeur (58% spell haste) and an FBSS equipped (21% worn haste) assuming no minimum haste cap now has a delay of 5.58. The new ratio now would be 1.5215.
Jade Mace with 58% + 21% haste: New Delay: 10.056 New Ratio: 1.4419
I'm not positive how the client factors in non-integer values as delays, I wouldn't be surprised if they are rounded up to the next highest integer value, which would slightly change the estimated hasted ratios.
All of this being said, melee damage does not match up consistently to the 2*weapdmg +dmg bonus model I used on this server. Honestly I believe that ratio has a stronger influence on total DPS rather than low delay and dmg bonus, but I haven't had the chance to parse substantially and find a newer equation.
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