When I read the blue post, I understood it as it just uses the mainhand for damage calculation, it would still pull the speed and such from the offhand.
That keeps the speed bonus and such from DWing and using a faster offhand, without sacrificing the damage from the mainhand.
I think your assumption about truncating weapon speeds is incorrect.
I was running some tests in-game just now to determine if the dual wield bonus was multiplicative or additive with other non-weapon IAS and got these numbers:
As you can see, the bonuses are clearly not multiplicative. The additive results match assuming rounding rather than truncation except for the 1.50 speed test case.
I'm assuming that your truncation assumption was based on similar values like 1.30 * 1.15 = 1.495 displaying as 1.49 rather than 1.50. I think there is a better explanation of these results, though. Attacks per second are stored internally as a floating point number and neither 1.935 nor 1.495 (or any decimal ending in 5) is exactly representable as a binary float. I believe in all case the actual representation is more like 1.93499999 and 1.4949999 which explains why those specific cases seem to be truncated when they are actually just being rounded.
Oh sick, great correction. I actually have come across this computer issue before but it didn't occur to me in this case.
I'll add an annotation to the video!
Really glad I read this today, thanks so much =]
EDIT: Please feel free to check the annotation I just added to make sure that it is accurate.
Thanks again
Because dual wielding alternates swings, the composite DPS of dual wielding needs to be weighted toward the slower swinging weapon. Let's take the hypothetical case of a mainhand swinging at 1 APS (1 second per swing) while an offhand swings at 100 APS (0.01 second per swing). Let's say the mainhand hits for 10 damage (10 DPS) and the offhand hits for zero damage (0 DPS). Shouldn't 0 DPS always be a DPS decrease?
Well, with the 15% bonus your mainhand will now hit for 10 damage in 0.87 seconds, while your offhand hits for 0 damage in 0.0087 seconds. The total is 10 damage every 0.88 seconds which is 11.4 DPS - a significant DPS improvement!
Obviously this is a purely theoretical calculation. However, the faster a weapon swings, the less its DPS matters for dualwield calculations, because you will spend the majority of your time swinging the slower one. The slower a weapon swings, the more its DPS matters. So if you have a higher-DPS slow weapon and a lower-DPS fast weapon, DW may make sense. If your higher-DPS weapon is fast, you might just want to pop on a shield.
EDIT: Please feel free to check the annotation I just added to make sure that it is accurate.
Thanks again
Looks good. I'm not sure if you really need to explain the "why" in the video, its probably enough to just say the 5's are rounded down rather than up (the direction to round 5's is really an arbitrary decision anyway...some systems do thinks differently like "banker's rounding" which rounds a 5 to the nearest even number rather than always up or always down).
I've found this data that corroborates your conclusion of a additive system for NON-weapon bonuses and also confirmed that frenzy shrine works as you predicted
For me to get this number right using my multiplicative calculator I had to add the frenzy effect to my ring's effect and then multiply by my weapon's
So it is additive for non-weapon percentages and then multiplies by your weapon's percentage it seems
Because dual wielding alternates swings, the composite DPS of dual wielding needs to be weighted toward the slower swinging weapon. Let's take the hypothetical case of a mainhand swinging at 1 APS (1 second per swing) while an offhand swings at 100 APS (0.01 second per swing). Let's say the mainhand hits for 10 damage (10 DPS) and the offhand hits for zero damage (0 DPS). Shouldn't 0 DPS always be a DPS decrease?
Well, with the 15% bonus your mainhand will now hit for 10 damage in 0.87 seconds, while your offhand hits for 0 damage in 0.0087 seconds. The total is 10 damage every 0.88 seconds which is 11.4 DPS - a significant DPS improvement!
Obviously this is a purely theoretical calculation. However, the faster a weapon swings, the less its DPS matters for dualwield calculations, because you will spend the majority of your time swinging the slower one. The slower a weapon swings, the more its DPS matters. So if you have a higher-DPS slow weapon and a lower-DPS fast weapon, DW may make sense. If your higher-DPS weapon is fast, you might just want to pop on a shield.
try this out :). MH = high damage weapon = main hand. OH = lower damage weapon = off -hand
That keeps the speed bonus and such from DWing and using a faster offhand, without sacrificing the damage from the mainhand.
Oh sick, great correction. I actually have come across this computer issue before but it didn't occur to me in this case.
I'll add an annotation to the video!
Really glad I read this today, thanks so much =]
EDIT: Please feel free to check the annotation I just added to make sure that it is accurate.
Thanks again
Well, with the 15% bonus your mainhand will now hit for 10 damage in 0.87 seconds, while your offhand hits for 0 damage in 0.0087 seconds. The total is 10 damage every 0.88 seconds which is 11.4 DPS - a significant DPS improvement!
Obviously this is a purely theoretical calculation. However, the faster a weapon swings, the less its DPS matters for dualwield calculations, because you will spend the majority of your time swinging the slower one. The slower a weapon swings, the more its DPS matters. So if you have a higher-DPS slow weapon and a lower-DPS fast weapon, DW may make sense. If your higher-DPS weapon is fast, you might just want to pop on a shield.
Looks good. I'm not sure if you really need to explain the "why" in the video, its probably enough to just say the 5's are rounded down rather than up (the direction to round 5's is really an arbitrary decision anyway...some systems do thinks differently like "banker's rounding" which rounds a 5 to the nearest even number rather than always up or always down).
You might also be interested in checking out a thread that you inspired me to create with what I think is the full attack speed formula that the game is using: http://www.diablofans.com/topic/36153-attack-speed-formula/.
For me to get this number right using my multiplicative calculator I had to add the frenzy effect to my ring's effect and then multiply by my weapon's
So it is additive for non-weapon percentages and then multiplies by your weapon's percentage it seems
... BTW I sent you a PM
Indeed.