To be honest, the only reason I can think is that the devs don't want to have hidden modifiers, so they expose all the affixes contributing to the weapon's dps. As far as how it can help a player, some people could want a slower, heavy-hitting weapon so their skills do bigger damage (by virtue of having a higher starting base) and some could want a faster weapon that doesn't hit as hard.
I haven't looked into the specifics of how LoH works, so I can't answer that part, although I would think faster would be better so you get more procs out of it (again, I could be wrong on this part as I haven't researched LoH yet).
And yes, the two weapons in your example would do equal damage because 1k dps is 1k dps; the way in which the dps is achieved is where the difference lies.
What you quoted differentiates between physical and elemental because they are treated differently in the calculations. It does matter that physical gets boosted by %weapon damage and elemental doesn't for someone asking to fully understand how they work.
now if we add + min/max damage and elemental damage i dont know if it is claclulated before or after +damage%, but my guess is that it is calculated this way.
base damage > +min/max > +damage% > +elemental damage.
have not recearched it enought so i dont kown exsactly.
That is how it works. Physical damage boosts (that are on the weapons, so rings and such don't count here, but rubies do) will get added together and multiplied by the %Damage, and then Elemental DPS gets added in after that.
This is wrong, all bonuses are already calculated into the dps and damage range numbers including elemental damage.
Paying extra for a weapon because it has 50% bonus weapon damage or a billion holy damage is a complete waste of money.
That is in fact how the math works for the weapon's dps. The posts you quoted didn't say that those bonuses aren't reflected in the weapon's dps tooltip, but rather talked about the order of how they're calculated (and what the percent damage gets applied to).
now if we add + min/max damage and elemental damage i dont know if it is claclulated before or after +damage%, but my guess is that it is calculated this way.
base damage > +min/max > +damage% > +elemental damage.
have not recearched it enought so i dont kown exsactly.
That is how it works. Physical damage boosts (that are on the weapons, so rings and such don't count here, but rubies do) will get added together and multiplied by the %Damage, and then Elemental DPS gets added in after that.
Math for your two weapons:
Fierce Dagger:
Min Base Damage = 450/1.2 - 200 = 175
Max Base Damage = 550/1.2 - 300 = 158.3333...***
Base Weapon DPS = (175 + 158)/2 * 2.0 = 333.3
Post-affix DPS = 1.2*(175 + 200 + 158 + 300)/2 * 2.0 = 1000
*** Note that these numbers can't actually occur in-game. If numbers like these actually happened in-game, the Max Base Damage would be set as 451.
Brute Mace:
Base Min Damage = 750/1.4 - 400 = 135.71428571428571428571428571429
Base Max Damage = 850/1.4 - 500 = 107.14285714285714285714285714286
Base Weapon DPS = (136 + 107) / 2 * 1.25 = 151.8
Post-affix DPS = 1.4 * (136 + 107 + 400 + 500)/2 * 1.25 = 1000
Again, your numbers wouldn't actually occur like this in-game since your base max is lower than your base min, but I used them as is.
Also note that in both cases I use the full decimal numbers and not the rounded versions for the calculations (I just put the rounded versions because the decimals weren't usually short or terminating).
At the end, what's essentially happening is the displayed weapon dps is the Post-affix DPS (meaning after all the weapon's modifiers have been added in), not the Base Weapon DPS.
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I haven't looked into the specifics of how LoH works, so I can't answer that part, although I would think faster would be better so you get more procs out of it (again, I could be wrong on this part as I haven't researched LoH yet).
And yes, the two weapons in your example would do equal damage because 1k dps is 1k dps; the way in which the dps is achieved is where the difference lies.
That is in fact how the math works for the weapon's dps. The posts you quoted didn't say that those bonuses aren't reflected in the weapon's dps tooltip, but rather talked about the order of how they're calculated (and what the percent damage gets applied to).
That is how it works. Physical damage boosts (that are on the weapons, so rings and such don't count here, but rubies do) will get added together and multiplied by the %Damage, and then Elemental DPS gets added in after that.
Math for your two weapons:
Fierce Dagger:
Min Base Damage = 450/1.2 - 200 = 175
Max Base Damage = 550/1.2 - 300 = 158.3333...***
Base Weapon DPS = (175 + 158)/2 * 2.0 = 333.3
Post-affix DPS = 1.2*(175 + 200 + 158 + 300)/2 * 2.0 = 1000
*** Note that these numbers can't actually occur in-game. If numbers like these actually happened in-game, the Max Base Damage would be set as 451.
Brute Mace:
Base Min Damage = 750/1.4 - 400 = 135.71428571428571428571428571429
Base Max Damage = 850/1.4 - 500 = 107.14285714285714285714285714286
Base Weapon DPS = (136 + 107) / 2 * 1.25 = 151.8
Post-affix DPS = 1.4 * (136 + 107 + 400 + 500)/2 * 1.25 = 1000
Again, your numbers wouldn't actually occur like this in-game since your base max is lower than your base min, but I used them as is.
Also note that in both cases I use the full decimal numbers and not the rounded versions for the calculations (I just put the rounded versions because the decimals weren't usually short or terminating).
At the end, what's essentially happening is the displayed weapon dps is the Post-affix DPS (meaning after all the weapon's modifiers have been added in), not the Base Weapon DPS.