OP suggested that for channeled spells, damage is dealt on every attack speed cycle. Eg. A weapon with 1 speed on a 280% channeled spell would deal 280% dmg every 1 second and deduct the AP cost every 1 second.
This would imply having more attack speed increases the average AP cost and does damage in a faster period.
Spell: Ray of frost
Weapon Speed = 1 (1 attack per second)
AP cost per second = 20
Damage per second = 280%
Now when we add IAS to increase the attack speed to 2 attacks per second
Spell: Ray of frost
Weapon Speed = 2 (2 attacks per second)
AP cost per second = 40 (20 per 0.5s)
Damage per second = 280% (140% per 0.5s)
You deal damage faster (0.5s ticks vs. 1s ticks) and drain AP faster (20 per 0.5s vs. 1s)
===
However for single cast spells like wave of force things look different. Consider the following
Wave of force (200% dmg multiplier)
Fast Weapon: (50 dmg at 2 attacks a second for 100 DPS)
Base Arcane Cost per cast = 15 AP
Damage per second (from above) = 200% of 50 = 100 VS 200% of 100 = 200 (2 possibilities)
Slow Weapon: (100 dmg at 1 attacks a second for 100 DPS)
Base Arcane Cost per cast = 15 AP
Damage per second (from above) = 200% of 100 = 200
Here you don't have the option to deal damage faster, there is only 1 hit after all. You don't have the option to drain AP faster, there is also only 1 hit. Unless there is a modifier to the AP drain, resource management does not change for weapon speed on single cast spells. Damage for single cast spells may or may not change depending if they use the final DPS value (which includes IAS) or the base damage value (which doesn't include IAS).
From the data the OP posted, it seems that AP cost is modified based on weapon speed. The example for channeled spells is pretty straightforward now but what about single cast spells? Take for example wave of force
Spell: Wave of Force
Type: Single Cast
Cost: 25 Arcane Power
Modifier: 200% weapon damage
What do you think we should use for spells that do damage on proc or onhit like the armor spells. We would need to estimate cumulative damage to assign DPS.
On a related mark. The concept of DPS is somewhat tricky. I think it's usually defined as the slope of the function describing the cumulative damage done over a period of time. This means DPS is not defined for a time interval but merely for any specific moment in time. If we're talking about the DPS over a period of time what we mean is the average DPS.
For the wizard perhaps we can use the slope of the function describing
1. Total damage (one shot spells)
2. Cumulative damage (channeled spells or single cast duration based spells)
Thank you for taking the time to help me understand. I disagree with you that DPS/Burst is different on weapons of different weapon speed. Please consider the following.
Premise 1: Damage per second of spells is equal for weapons of different speed.
Using 280% rune
Fast Weapon:
Base Damage:50
Frequency per tick: 0.5s
Spell Modifier: 280%
Damage per tick: 50 x 280% = 140
Actual per second: 140 x 2 = 280
Slow Weapon:
Base Damage: 100
Frequency per tick: 1s
Spell Modifier: 280%
Damage per tick: 100 x 280% = 280
Actual per second = 280
Conculsion: DPS of slow weapon is equal to DPS of fast weapon assuming same rune combinations.
Premise 2: Damage per arcane power point is different for weapons of different speed
Using 280% rune
Fast Weapon:
Base Arcane Cost per tick = 20
Frequency per tick: 0.5s
Arcane cost per second: 20 x 2 = 40
Damage per second (from above) = 280
Damage per arcane power point = 280 / 40 = 7
Slow Weapon:
Base Arcane Cost per tick = 20
Frequency per tick: 1s
Arcane cost per second: 20
Damage per second (from above) = 280
Damage per arcane power point = 280 / 20 = 14
Conclusion: Damage per arcane power point is higher for slower weapons
================
Based on the above, I propose that weapon speed does not affect DPS or burst. It only affects the arcane power cost of your spells and by extension the amount of damage you get for each arcane power point spent. Being able to sustain or cast for longer periods is an advantage but for an equal period of time neither burst nor DPS is different.
Premise 3: Weapon speed affects how long you can cast before you run out of resource but does not increase DPS assuming an equal duration
Fast Weapon:
Base Arcane Cost per tick = 20
Frequency per tick: 0.5s
Arcane cost per second: 20 x 2 = 40
Damage per second (from above) = 280
Max duration at 100 arcane power assuming 10 regn = 3s
Total Damage at end of 3s = 280x3 = 840
Slow Weapon:
Base Arcane Cost per tick = 20
Frequency per tick: 1s
Arcane cost per second: 20
Damage per second (from above) = 280
Max duration at 100 arcane power assuming 10 regn = 10s
Total damage at 3s = 280x3 = 840
Total damage at 10s = 280x3 = 2800
Conculsion: You get to cast longer (10s vs 3s) if you're on a slow weapon and will have a higher cumulative damage, all other factors held constant, however you do not do higher DPS. The DPS at the 3s mark is equal.
No it's not and i'll prove both your statements are false.
1-"Actually the DPS would be the same assuming the Dps on the weapons are the same"
Same dps situation example inc
WeaponA- 100damage, 1.0speed-> 100dps
WeaponB- 50damage, 2.0speed-> 100dps
This would imply having more attack speed increases the average AP cost and does damage in a faster period.
Spell: Ray of frost
Weapon Speed = 1 (1 attack per second)
AP cost per second = 20
Damage per second = 280%
Now when we add IAS to increase the attack speed to 2 attacks per second
Spell: Ray of frost
Weapon Speed = 2 (2 attacks per second)
AP cost per second = 40 (20 per 0.5s)
Damage per second = 280% (140% per 0.5s)
You deal damage faster (0.5s ticks vs. 1s ticks) and drain AP faster (20 per 0.5s vs. 1s)
===
However for single cast spells like wave of force things look different. Consider the following
Wave of force (200% dmg multiplier)
Fast Weapon: (50 dmg at 2 attacks a second for 100 DPS)
Base Arcane Cost per cast = 15 AP
Damage per second (from above) = 200% of 50 = 100 VS 200% of 100 = 200 (2 possibilities)
Slow Weapon: (100 dmg at 1 attacks a second for 100 DPS)
Base Arcane Cost per cast = 15 AP
Damage per second (from above) = 200% of 100 = 200
Here you don't have the option to deal damage faster, there is only 1 hit after all. You don't have the option to drain AP faster, there is also only 1 hit. Unless there is a modifier to the AP drain, resource management does not change for weapon speed on single cast spells. Damage for single cast spells may or may not change depending if they use the final DPS value (which includes IAS) or the base damage value (which doesn't include IAS).
Spell: Wave of Force
Type: Single Cast
Cost: 25 Arcane Power
Modifier: 200% weapon damage
Using the same 2 weapons
Fast: 50 Dmg, 2 APS, 100 DPS
Slow: 100 Dmg, 1 APS. 100 DPS.
How would damage and AP cost scale for weapons of different speed?
Edit: Typo correction
An elegant solution.
What do you think we should use for spells that do damage on proc or onhit like the armor spells. We would need to estimate cumulative damage to assign DPS.
For the wizard perhaps we can use the slope of the function describing
1. Total damage (one shot spells)
2. Cumulative damage (channeled spells or single cast duration based spells)
Premise 1: Damage per second of spells is equal for weapons of different speed.
Using 280% rune
Fast Weapon:
Base Damage:50
Frequency per tick: 0.5s
Spell Modifier: 280%
Damage per tick: 50 x 280% = 140
Actual per second: 140 x 2 = 280
Slow Weapon:
Base Damage: 100
Frequency per tick: 1s
Spell Modifier: 280%
Damage per tick: 100 x 280% = 280
Actual per second = 280
Conculsion: DPS of slow weapon is equal to DPS of fast weapon assuming same rune combinations.
Premise 2: Damage per arcane power point is different for weapons of different speed
Using 280% rune
Fast Weapon:
Base Arcane Cost per tick = 20
Frequency per tick: 0.5s
Arcane cost per second: 20 x 2 = 40
Damage per second (from above) = 280
Damage per arcane power point = 280 / 40 = 7
Slow Weapon:
Base Arcane Cost per tick = 20
Frequency per tick: 1s
Arcane cost per second: 20
Damage per second (from above) = 280
Damage per arcane power point = 280 / 20 = 14
Conclusion: Damage per arcane power point is higher for slower weapons
================
Based on the above, I propose that weapon speed does not affect DPS or burst. It only affects the arcane power cost of your spells and by extension the amount of damage you get for each arcane power point spent. Being able to sustain or cast for longer periods is an advantage but for an equal period of time neither burst nor DPS is different.
Premise 3: Weapon speed affects how long you can cast before you run out of resource but does not increase DPS assuming an equal duration
Fast Weapon:
Base Arcane Cost per tick = 20
Frequency per tick: 0.5s
Arcane cost per second: 20 x 2 = 40
Damage per second (from above) = 280
Max duration at 100 arcane power assuming 10 regn = 3s
Total Damage at end of 3s = 280x3 = 840
Slow Weapon:
Base Arcane Cost per tick = 20
Frequency per tick: 1s
Arcane cost per second: 20
Damage per second (from above) = 280
Max duration at 100 arcane power assuming 10 regn = 10s
Total damage at 3s = 280x3 = 840
Total damage at 10s = 280x3 = 2800
Conculsion: You get to cast longer (10s vs 3s) if you're on a slow weapon and will have a higher cumulative damage, all other factors held constant, however you do not do higher DPS. The DPS at the 3s mark is equal.
Edit: Correct typos
I am unable to comprehend/understand. Feel free to insult my intelligence but please do humour me.
Why do you use 280% for weapon A and 215% for weapon B?