Weapon speeds seem to be as such:
Warrior 2h:
1.65 attacks/second (oathbreaker, 26 dmg, 43dps)
Warrior 1h:
1.9 attacks/second (thudpuckers fist, 20dmg, 38dps)
Rogue dw:
1.86 attacks/second (blade of red birth, 22dmg , 41dps) (doubled)
Rogue bow:
0.94 attacks/second (nevarran lancer, 70dmg, 66dps)
Under normal conditions
warriors have +80% attack speed, +100% damage (only using cleave), +0.15x stamina over rogues, though they do lose out on some crit damage and %
For example, a warrior with 200 stamina (quite easily achieveable) would have this damage calculation with thudpucker's fist, assuming they use 50 stamina to activate their abilities, so they only get 22.5 bonus damage instead of 30).
(1.9 * 1.8)((20 + 22.5) * 2) = ~290 damage per second non crit
Assuming a cunning of ~15 (from + stats items), they would have bonus crit damage of 80%, for 523 dps when critting.
For a dw rogue using two blades of red birth, you would have: (assuming a cunning of 40, and no obscurement)
(1.86 * 1.15)(44 * 1.2) = ~113dps non crit
Bonus crit damage of 145% = 276 dps when critting.
Some other factors to note that are hard to calculate without specific items in mind, rogues typically have additional +crit damage effects on their weapons/armor, they also respond 25% better to the "elemental weapons" sustain (they get a total of 4.27 attacks/second versus 3.42 for the 1h warrior), and haste effects, and slightly worse to heroic aura (they 10% crit is less useful to them).
This may change in later acts (because rogue weapons scale significantly better than warrior ones do), but at the very beginning of act 2 this seems pretty spot on. Thoughts?
Information I used to come to that conclusion is below
Rogue:
Assassin -
- 10% critical damage
- Devious Harm (+1% additional crit damage per cunning)
- Pinpoint Strikes (100% crit rate, available 50% of the time)
- Pinpoint precisions - +25% crit damage
- Disorienting Criticals - +25% crit damage when obscured
- Blindside - 120% damage when not being targeted
- Speed (with full upgrades) - +15% attack speed, +10% attack, +5% crit chance
- Unforgiving Chain - 2 to 20% crit chance
- Lacerate - 10% chance to inflict additional damage (unknown calculation for actual damage, seems to be about what your weapon damage is)
- 35 + (cun-10)% bonus Crit damage
- Enough +crit chance that most attacks should be criticals
- +20% damage (blindside)
- +15% attack speed
- Lacerate
Warrior
Beserker
- Beserk - Stamina x 0.15 bonus damage
- Barrage - +50% attack speed, available 2/3 of the time
- Blood frenzy - 1% bonus damage for each 1% health lost
- Sacrificial frenzy - Doubles blood frenzy (available half the time)
- Fervor - 30% attack speed bonus after each kill (lasts 10s, up nearly always)
- Might - +10% damage, +25% crit damage
- Cleave - +100% damage, available 3/4 of the time
- Assail - +10% damage, AOE effect after each hit (unknown calculation), available 50% of the time
- Destroyer - reduces 10% or 50% of effective armor rate of enemies, varies in effectiveness based on enemy armor.
- Sunder - +10% crit chance
- Giants reach - adds 1m to aoe of attack
- +80% attack speed (most of the time)
- +100 - 120% damage (yet again, most of the time)
- +25% Crit damage
- +stamina x 0.15 damage





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