Loroese, on 10 November 2012 - 01:18 AM, said:
EDIT: For those making the argument that the in game dps number doesn't show anything, it's actually almost all the information you need to know about any skill in the game. If you want to know the effective dps of a skill that does xxx% weapon damage, with no CD or resource, just multiply your dps number by xxx/100 and that's your effective dps. If you want to know the average damage of a skill with yyy% weapon damage, but with a CD, take your DPS number, divide by your attack speed to obtain your average base weapon damage, and multiply that by yyy/100 for your average damage per attack. Skills with a resource cost are more complicated but you can use a similar analysis and figure out average damage per attack. The point is all those numbers are based off your in game dps number.
this is wrong on so many levels.
1) logical level - it is far easier for player to calculate a value manually, instead having it pre-calculated and shown by the game?!
2) as much i am tempted do discard math part in whole with a definitive dissmissive statement, being made to serve, i'm going to correct it instead
"
if you want to know the effective dps of a skill that does xxx% weapon damage, with no CD or resource, just multiply your dps number by xxx/100 and that's your effective dps"
this is effective dps WITH attack speed bonus + weapon speed included. as mentioned before, attack speed in not always relevant, and dps (damage, in fact) calculated by upper formula will be incorrect - how much? depending on attack speed you have.
and by "
multiply", you do mean this, don't you? correct formula would be:
x*(1+attsp%)=dps [x being the damage]
x = dps / (1+attsp%(including weapon)), and NOT dps-(1-attsp BONUS%)*dps
[this is likely not your intention, but trust me *most* people calculate it *exactly* like this]
n = x * yyy%, n=burst damage, yyy% skill bonus
now, is this a formula every player had pre-made algorhythm in head and just glances at wrong dps on character screen and come up with burst damages for all spell applicable immediately, isn't it?
"
Skills with a resource cost are more complicated but you can use a similar analysis and figure out average damage per attack. The point is all those numbers are based off your in game dps number"
basic calculus being flawed, and numbers only loosely connected to game dps number *with* mistake, no point to correct it here. but also there is another logical one, perhaps worth mentioning:
"why do damage without attack speed value precalculated by the game in process of getting dps should be calculated back?
a finishing line: current interface is perfect and there is no need to change it. current level of info given about mechanic is perfect, too. so thought like mine may appear only in misinformed an uneducated person, who thinks dividing by fictional value using formula is lot easier than simple change in interface? as for dps being enough - are the current spell damages dealt based on damage or dps? normally, it would be on damages, but on info screen says 'damage' where clearly should say 'dps'?
people (and AI) who demand more data have a right to demand it, especially since it is useful addition to game control and understanding by player, and not interfere with current 'damage' which is actually dps, in any matter
On the point "DO SOME THEORYCRAFTING AND CALCULATION YOURSELF" - i do protest:
1. it is customary that game shares far more mechanics than it is case here - at least in diablo series
2. dave, clavdivs and myself did a lot of different calcations and xls tables (for skill comparison, mainly), we just don't use them for revealing exploits and nonsense like 'most-effective-route-with-most-effective-build' - they shouldn't be ONE, but moreof. both routes and builds should be viable to very similar extent
but last remark, and partially whole post was confusing and off-topic - well, not as a reply, but as a whole post - i am sorry for that. but the OP got his answers already, i think