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Best two-handed weapon, post-Beserk buff?


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#1
Stinja

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Can a maths person please check my numbers, and/or good player say instinctively/knowledgeably which has the best damage now?

 

So if strength gives +0.5 attack per point iirc (i.e.: 14 strength = +7 attack), and one assumes all weapons can have runes - ignoring bonuses from grip/haft/pommel, which would obviously bump damage - is this about the ordering?

 

Call of the Dark is now the best ability weapon?  For AoE auto-attack, Siege's End may well push past the Dragon great sword once you factor in it can have grip+pommel attached?

But dat +50% incoming damage...  Barrier plz!!! ;)  

 

[WeaponDmg * (1 + CritDmg%) * (1 + FlankDmg%) * (1 + BarrierDmg%) * (1 + GuardDmg%) - Armor *(1 - ArmorPen%)] * (1 + Attk%) *AbilityMultiplier%

 
Call of the Dark = 462 (haft + pommel)
Greatsword of the Dragon = 409 (+ 7% crit chance)
Maul of the Dragon = 385 (+ 9% crit chance, haft + pommel)
Siege’s End = 383  (+ 41% crit dam, grip + pommel)
Sulevine = 329 (+ 11% armour pen adjustment)
Starfang = 301 (+ 11% armour pen)
Sundering = 287 (haft + pommel)
Mhemet’s War hammer = 282 (+7% guard dam)
Longbar Blade = 247 (grip + pommel)
Axe of the Dragon Hunter = 238 / 249 / 261 / 272 / 283 / etc  (+11.35/enemy , +28% crit chance)
Slayer = 239 (+7% crit chance)


#2
Drasca

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The problem is you're really only checking auto-attack damage inside a vacuum. i.e. cherry picking some of the first two factors (weapon damage and critical damage %) and ignoring everything else (even additional critical damage % sources, including base 40%).

 

Look at the formula again. You've got a lot of other multipliers in there that are all affected by base damage. You're also not taking into consider the animation speed, and how many targets will be hit. You didn't include strength in here either, which both affects attack power and guard damage %.

 

You need to list the base weapon damage seperately from your derived figures.

 

The greatsword's upper end is around 294 while the dragon maul is around 330 base weapon damage. The rest are much lower, drastically affecting overall damage.

 

Also important is the actual critical chance of the player, and how many ability multipliers they have. The higher the critical chance, the more damage favors critical damage bonus gear (note gear, not just the weapon). The more ability multipliers, for example stacks of Fervor, the more damage favors higher base damage.

 

None of these weapons are 'bad' weapons, but the exact granular differences between them require contextual information and longer analysis. Higher base damage generally wins however, and the maul of the dragon is easily recommended overall for its upgrade versatility, highest base weapon damage, and availability as a chase item via Perilous Dragon hunting.



#3
Stinja

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The numbers are from the equipment document here:  https://docs.google....#gid=1172908061

 

And using the base damage, not the DPS, with non-situational additionals (like strength, +attack, etc).  As you say, everything is is situational (am i flanking or not, does this enemy have guard or barrier), or varies by number of promotions.

Broadly though, it may give an idea on expected damage before the more variable things start.