I had a low end dps Calamity drop last night and it had the following stats on it that I can remember, since I gave it to a friend in party since his luck has been crappy with drops and my weapons are pretty good.
DPS: 2247
xxx - 1085 lightning damage
+6xx Dexterity
+7xx vitality
+ xp for monsters killed
(1) socket
my question is: should he or should I have re-rolled vitality for +8-10% damage or re-rolled the damage modifier to get a higher dps. I really want to know what the +10% weapon damage does?
does exactly what it says it does, except right now it's bugged for any +elemental damage and is only working on black weapon damage.
basically take the weapons min damage and max damage and add 10% then average them together take that result and multiply it by attacks per second to get its new dps.
so a weapon that is normally 1000~1200 damage with +10% damage and 1.5 attacks per second would normally be 1650 dps. With 10% damage that would increase to 1100~1440 at 1.5 attacks per second 1905 dps.
okay, so if the weapon has lightning damage as indicated it's not worth the re-roll for +8-10% damage as it's bugged. Then the best choice is re-rolling the lightning damage into a higher range. Thanksfor the reply, I wasn't 100% sure on that and of course with enchanting there is no reset button.
You are missing one thing in the equation - attack speed. Taken singularly, both AS and dmg affixes wiork the same way; they raise the base damage of the weapon;
Ofc +% dmg is better since it cann roll higher, but atm AS counts the elemental damage (because of more attacks), while %dmg does not. Also is worth counting the fact that more AS means more Hatred generation (that's the reason AS rolls up to 7 and dmg up to 10).
The best way to make use of that calamity is to roll VIt -> AS for the moment, so when Blizzard decides to fix the elemental damage thing you can roll that away and go for +%dmg without losing anything.
Actually, it's very easy to calculate. Let's say you do 100 attacks for 100 damage each - just to explain my point.
If you roll +7% dmg you get 100 attacks * 107 damage = 10700 total.If you roll +7% AS you get 107 attacks * 100 damage = 10700 total. That's why i said +10% damage is "better" than 7% AS.
Still, this is very easy math, that doesn't count a lot of variables like as you said movement, resource generation and such - the idea is again that AS bring more on the table than raw damage output so there's a reason why AS roll a lower maximum than dmg%.
Anyway, the point is that atm %dmg is bugged and you don't get its real potential out - that's why i'd go for AS if you cannot roll the elemntal damage into physical for whatever reason; AS works in a way that counts also the elemental damage, so at the moment it's better than %dmg.
Also rolling a bad stat for AS leaves you free in the future to roll %dmg when Blizzard fixes the issue with the affix. I hope to have explained better my point.
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DPS: 2247
xxx - 1085 lightning damage
+6xx Dexterity
+7xx vitality
+ xp for monsters killed
(1) socket
my question is: should he or should I have re-rolled vitality for +8-10% damage or re-rolled the damage modifier to get a higher dps. I really want to know what the +10% weapon damage does?
basically take the weapons min damage and max damage and add 10% then average them together take that result and multiply it by attacks per second to get its new dps.
so a weapon that is normally 1000~1200 damage with +10% damage and 1.5 attacks per second would normally be 1650 dps. With 10% damage that would increase to 1100~1440 at 1.5 attacks per second 1905 dps.
I think that's how it works anyway.
Ofc +% dmg is better since it cann roll higher, but atm AS counts the elemental damage (because of more attacks), while %dmg does not. Also is worth counting the fact that more AS means more Hatred generation (that's the reason AS rolls up to 7 and dmg up to 10).
The best way to make use of that calamity is to roll VIt -> AS for the moment, so when Blizzard decides to fix the elemental damage thing you can roll that away and go for +%dmg without losing anything.
If you roll +7% dmg you get 100 attacks * 107 damage = 10700 total.If you roll +7% AS you get 107 attacks * 100 damage = 10700 total. That's why i said +10% damage is "better" than 7% AS.
Still, this is very easy math, that doesn't count a lot of variables like as you said movement, resource generation and such - the idea is again that AS bring more on the table than raw damage output so there's a reason why AS roll a lower maximum than dmg%.
Anyway, the point is that atm %dmg is bugged and you don't get its real potential out - that's why i'd go for AS if you cannot roll the elemntal damage into physical for whatever reason; AS works in a way that counts also the elemental damage, so at the moment it's better than %dmg.
Also rolling a bad stat for AS leaves you free in the future to roll %dmg when Blizzard fixes the issue with the affix. I hope to have explained better my point.