Since Mod6, we've been grinding shroud like slaves.
Did we ever ask ourselves, is GS khopesh, for example,
really THAT superior than Deathnip?
Since the critical range is the main focus of Deathnip,
in order to take full advantage, I will use Barb as test
target for this evaluation post.
Let's take a close look at it then.
Class:
Barb w/ 42 Strength, PowerAttack and power critical II
enhancement, no buff, no damage feat or enhancement,
and assume 100% success rate on confirm critical hit for
easy calculation purpose.
Comparison examples:
GS PositiveX3 Khopesh vs Deathnip
*******************************************
GS PX3 Khopesh Damage Equation :
(1-Crit_Chance) * (Base_Damage + Elemental/Alignment_Damage)
+ Crit_Chance * (Base_Damage * Crit_Multiplier + Elemental/Alignment_Damage + Seeker_Bonus_Damage + Bursting_Damage)
+ 5% * Blasting_Damage
Crit_Chance = 30% (15-20)
Crit_Multiplier = 3
Main hand Base_Damage= 1d10 + 5 (Weapon_bonus) + 16(Str_modifier) +5 (powerattack_modifier) = 31.5
Off hand Base_Damage=1d10 + 5 (Weapon_bonus) + 16/2(Str_modifier) +5 (powerattack_modifier) = 23.5
Elemental/Alignment_Damage = 2d6 (Holy) + 1d6 (Pure Good) = 7 + 3.5 = 10.5
Seeker_Bonus_Damage = 6 (Seeker) * 3 (Crit_Multiplier) = 18 (w/ bloodstone)
Bursting_Damage = 4d6 = 14
Blasting_Damage = 4d6 = 14
Average damage on one successful hit
Main hand damage (w/ bloodstone):
(1-30%)*(31.5+10.5) + 30%*(31.5*3+10.5+14+18) + 5%*14
= 71.2
Main hand damage (w/o bloodstone):
(1-30%)*(31.5+10.5) + 30%*(31.5*3+10.5+14) + 5%*14
= 65.77
Off hand damage(w/ bloodstone):
(1-30%)*(23.5+10.5) + 30%*(23.5*3+10.5+14+18) + 5%*14
= 58.4
Off hand damage(w/o bloodstone):
(1-30%)*(23.5+10.5) + 30%*(23.5*3+10.5+14) + 5%*14
= 53
********************************************
Deathnip Damage Equation :
(1-Crit_Chance) * ( Base_Damage)
+ (Crit_Chance )* ( Base_Damage * Crit_Multiplier + Seeker_Bonus_Damage + Bursting_Damage)
Crit_Chance = 30% (15-20)
Crit_Multiplier= 4
Main hand Base_Damage = 1d6 + 5 (Weapon_bonus) + 16(Str_modifier) +5 (powerattack_modifier) = 29.5
Off hand Base_Damage = 1d6 + 5 (Weapon_bonus) + 16/2(Str_modifier) +5 (powerattack_modifier) = 21.5
Seeker_Bonus_Damage = 8 (Seeker) * 4 (Crit_Multiplier) = 32
Bursting_Damage = 3d6 = 10.5 (maiming)
Average damage on one successful hit:
Main hand damage:
(1-30%)*(29.5) + 30%*(29.5*4+10.5+32)= 68.8
Off hand damage:
(1-30%)*(21.5) + 30%*(21.5*4+10.5+32) = 53.6
Some random thoughts and homework for you:
- Deathnip < GS.. by 2.4 damage per hit in mainhand, but
i still think it's a little easier to obtain (imo, tome pages
are much much easier to obtain than GS if you have
2-3 good friends, you can even solo at least 1 side...)
- Deathnip is still THE weapon which produces the highest
Critical hit damage
- Deathnip loses a lot of damage in offhand. Clearly, dual
Deathnips is NOT optimal.
- Dealing with MOB with DR, please subtract DR number
from base damage in the above equations to get average
1 hit damage.
- Please replace couple variables above such as crit_chance,
crit_range, etc for your own class and weapon.
- Please consider your miss chance, miss confirm critical hit,
and numbers of attack per round, attack speed, etc into
the damage calculation for a 'complete' damage output calculation.
It is easy to do once you get average damage per successful hit.
PS:
Full set(s) of tome pages for trade
PSS:
OK, I lied, I don't have any.
PSSS:
Thanks for the correction... I never knew it was 1d10 LOL!!
-Nirv