Quote from tanis0Quote fromQuote from afallachtl;dr patch (@100k dps) 1.04 1% life leech = 170 life per hit, patch 1.05 1% life leech = 1001 life per hit
Ok, so there's the numbers on life steal vs life on hit. To put it into context, here's what you have to do. If you do 50k dps and both of your weapons are equal, then you divide my numbers by 2, ie:
patch 1.04: 170/(100,000/50,000)=85
patch 1.05: 1001/(100,000/50,000)=501
The equation obviously life on hit for either patch / (100,000/your dps)
EDIT: Now that I think about it, the character screen dps is an average of weapon damage between both hands. So, averagely speaking, it should apply to the calculations regardless of what the disparity of dps numbers is between your two weapons. These equations will work no matter what you are wielding.
Keep in mind that while Whirlwind uses your character-sheet DPS, Sprint tornadoes do not -- they only care about damage per hit from you main-hand. This means that the averaging of your weapon speed does have an impact for Sprint tornadoes as do any +damage, +strength, increased attack speed, etc. affixes on the off-hand weapon, but the base damage range on the off-hand doesn't make any difference. Due to this, character-sheet DPS is largely irrelevant for determining actual DPS for Sprint tornadoes.
As far as the statement that 1% lifeleech goes from being worth 170 LoH to 1001 LoH, that's crazy-talk. The nerf to LoH is to 40% of its previous value (for Sprint tornadoes only), so that means if it was worth 170 LoH before, 1% lifeleech can be worth no more than 170 / 0.4 = 425 LoH now. In actuality, its relative value vs. LoH will be less than that since the nerf doesn't affect WW.
Quote from afallachLife leech = total damage done * (life leech amount * .2 inferno nerf) = 3,827,250 (.06 * .2) = 45927
Life on hit = (total attacks * proc coefficient) * life on hit
Sprint = (4*5.67*3*.2) * 1500 = 19,332 life
WW = (5.67*3*.13) * 1500 = 3,317 life
So 6% life leech got us 45927 life and our 1500 life on hit got us 22,649 life back. This works out to 15309 life per second on life leech and 6444 life per second with the life on hit.
Now, the 1.05 nerf is going to effect the Sprint Coefficient, so the new numbers here are:
(4*5.67*3*.08) * 1500 = 8165
This changes our life per second total on the life on hit to 3827 life per second. So the worth of 1% life leech compared to life on hit?
patch 1.04: 1% life leech = 2552 life per second, 1 life on hit = 15 life per second, which works out to 170 life on hit for 1% life leech.
patch 1.05: 1% life leech = 2552 life per second, 1 life on hit = 2.55 life per second, which works out to 1001 life on hit for 1% life leech.
Using your formulas (and I don't know if they are correct or not):
Sprint 1.04 = (4*5.67*3*.2) * 1500 = 19,332 life 20412
Sprint 1.05 = (4*5.67*3*.08) * 1500 = 8165 life
WW = (5.67*3*.13) * 1500 = 3,317 life
20412 + 3317 = 23729 / 3 / 1500 = 5.27 life per second per 1 LoH in 1.04
8165 + 3317 = 11482 / 3 / 1500 = 2.55 life per second per 1 LoH in 1.05
2.55 / 5.27 = 48.4%, which is exactly what I predicted in my previous post, based on your example. So again, the value of lifsteal vs. LoH will roughly double when 1.05 hits, assuming we accept your example as valid.
If we want to compare it to 1% LL at 100k damage using identical weapons (and assuming your DPS calculations are correct and I have no idea whether or not they are), 1% LL would be worth 3,827,250 * .01 * .2 / 3 = 2551.5 life per scond.
1% LL = 2551.5 / 5.27 = 484 life on hit in 1.04
1% LL = 2551.5 / 2.55 = 1001 life on hit in 1.05
However, since we have been using character-sheet DPS to determine tornado damage, true DPS is probably different from these calculations as off-hand damage range is known to not affect it. In other words, since off-hand weapon isn't accounted for, it seems they are using an odd DPS calculation which is unlikely to match what you've used, but I have no insight into what it should be.
Again, you are correct, I didn't correct the 19332. Your figure is right. I still have to redo the whole example, but at this point it's just an example of why the character screen is a terrible indicator of damage done, we don't know anything, and why there are so many variables that can effect all this.
I know for a fact that my damage figures for whirlwind are wrong, and I'm going to be deleting that post I made after all my math. For sure, whirlwind hits DO NOT hit for 145% weapon damage, and I'm not sure exactly how much weapon damage they hit for. I know it's higher than tornadoes but it's sure not harder than bash. It's roughly 1/3 of bashes damage if my observations are correct, but that is a terrible indicator of anything.