
Originally Posted by
Ziindarax
@Stillwaters
/snip
Useful info aside from 1 fact: Overwhelming crit and devastating crit (locking you into LD epic destiny), and even Frenzied BeserkerII and III, add 1 multiplier each on 19-20 to EVERY WEAPON, their usefulness is equal across the board!!
It is true though at THAT point when you are in Leg dread tier 5 already, that at tier 6 Headmans chop adds another X1 and makes AXE ONLY weapons get another multiplier.
So Finally... at lvl 20+ when your Destiny activates (or ~23-24 when you grind out LD to t6) x3 comes ahead, and ONLY for axes.
And if damage is equal ONLY on momentum swings!
For the record i was pointing out that Threat+multiplier+(insert multiplyable damage here) is how you determine a wep's value. It simply cannot be dumbed down to "Multiplier is more important", or "Threat is more important"
Just as with dual saves its the COMBINATION that matters!
I will try to show you what I mean:
<> is 20x3 wep () is 18-20x2 wep
I'll assume equal base damage (all multiplyable) of 50 for ease and hit on 2 + confirm crit on 1
Code:
STANDARD IMPROVED CRIT KENSAI Momentum Swing
Dice +Threat +Multiplier +Threat +Multiplier +Threat +Multiplier +Threat +Multiplier
1 (0) <0> (0) <0> (0) <0> (0) <0>
2 (50) <50> (50) <50> (50) <50> (50) <50>
3 (50) <50> (50) <50> (50) <50> (50) <50>
4 (50) <50> (50) <50> (50) <50> (50) <50>
5 (50) <50> (50) <50> (50) <50> (50) <50>
6 (50) <50> (50) <50> (50) <50> (50) <50>
7 (50) <50> (50) <50> (50) <50> (50) <50>
8 (50) <50> (50) <50> (50) <50> (50) <50>
9 (50) <50> (50) <50> (50) <50> (50) <50>
10 (50) <50> (50) <50> (50) <50> (50) <50>
11 (50) <50> (50) <50> (50) <50> (100) <50>
12 (50) <50> (50) <50> (50) <50> (100) <50>
13 (50) <50> (50) <50> (50) <50> (100) <50>
14 (50) <50> (50) <50> (100) <50> (100) <50>
15 (50) <50> (100) <50> (100) <50> (100) <150>
16 (50) <50> (100) <50> (100) <50> (100) <150>
17 (50) <50> (100) <50> (100) <50> (100) <150>
18 (100) <50> (100) <50> (100) <150> (100) <150>
19 (100) <50> (100) <150> (100) <150> (100) <150>
20 (100) <150> (100) <150> (100) <150> (100) <150>
Dmg (1100) <1050> (1250) <1150> (1300) <1250> (1450) <1550>
Ratio 22:21 25:23 26:25 29:31
Overwhelming + Devastating crit + Frenzied BeserkerIII (extra x4 on 19-20 rolls)
Code:
Standard IMPROVED CRIT KENSAI*FB n/a* Momentum Swing *FB* Momentum Swing *Kensai*
Dice +Threat +Multiplier +Threat +Multiplier +Threat +Multiplier +Threat +Multiplier +Threat +Multiplier
1 (0) <0> (0) <0> (0) <0> (0) <0> (0) <0>
2 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
3 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
4 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
5 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
6 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
7 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
8 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
9 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
10 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
11 (50) <50> (50) <50> (50) <50> (50) <50> (100) <50>
12 (50) <50> (50) <50> (50) <50> (100) <50> (100) <50>
13 (50) <50> (50) <50> (50) <50> (100) <50> (100) <50>
14 (50) <50> (50) <50> (100) <50> (100) <50> (100) <50>
15 (50) <50> (100) <50> (100) <50> (100) <50> (100) <150>
16 (50) <50> (100) <50> (100) <50> (100) <150> (100) <150>
17 (50) <50> (100) <50> (100) <50> (100) <150> (100) <150>
18 (100) <50> (100) <50> (100) <150> (100) <150> (100) <150>
19 (300) <50> (300) <350> (200) <250> (300) <350> (200) <250>
20 (300) <350> (300) <350> (200) <250> (300) <350> (200) <250>
Dmg (1500) <1250> (1650) <1550> (1500) <1450> (1800) <1950> (1650) <1750>
Ratio 32:25 33:31 30:29 36:38 33:35
So super threat wep is still winning in all cases bar momentum swing! even death frenzy (another x1 on 19-20) will not change this apart from adding 2 to each of the final ratios.
unsure if death frenzy only adds on 19-20, if it adds to all crits even on momentum swing the high threat wep wins,
ratio 45:42
finally headsmans chop: so now 1 destiny and 1 weapon type possible (also one class and one PRE)
ultimate critical machine
Code:
Standard IMPROVED CRIT KENSAI*FB n/a* Momentum Swing *FB* Momentum Swing *Kensai*
Dice +Threat +Multiplier +Threat +Multiplier +Threat +Multiplier +Threat +Multiplier +Threat +Multiplier
1 (0) <0> (0) <0> (0) <0> (0) <0> (0) <0>
2 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
3 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
4 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
5 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
6 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
7 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
8 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
9 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
10 (50) <50> (50) <50> (50) <50> (50) <50> (50) <50>
11 (50) <50> (50) <50> (50) <50> (50) <50> (100) <50>
12 (50) <50> (50) <50> (50) <50> (100) <50> (100) <50>
13 (50) <50> (50) <50> (50) <50> (100) <50> (100) <50>
14 (50) <50> (50) <50> (100) <50> (100) <50> (100) <50>
15 (50) <50> (100) <50> (100) <50> (100) <50> (100) <150>
16 (50) <50> (100) <50> (100) <50> (100) <150> (100) <150>
17 (50) <50> (100) <50> (100) <50> (100) <150> (100) <150>
18 (100) <50> (100) <50> (100) <150> (100) <150> (100) <150>
19 (300) <50> (300) <400> (200) <300> (300) <400> (200) <300>
20 (300) <400> (300) <400> (200) <300> (300) <400> (200) <300>
Dmg (1500) <1250> (1650) <1550> (1500) <1550> (1800) <1950> (1650) <1850>
Ratio 32:26 33:31 30:31 36:39 33:37
again if death frenzy adds to all crits not just 19-20, even on momentum swing high threat wins 45:44
As you can see comparing the 18-20x2 vs 20x3 with equal multiplyable avg damage, (even including the headsmans chop) only kensai or momentum swing (which you'd be a fool not to take/twist) bring an axe ahead
and the main factor there is INCREASED THREAT RANGE, though as i put earlier you need to put ALL the parts together, not assume one is better/more valuable all the time.
/disclaimer: High threat weps may have less base damage than high crit ones so factor in the ratio by the avg wep damage.
also T4 LD ability Anvil of Thunder adds stun on crit so is VERY worthwhile (works with axes).
EDIT: so much hard work just to prove that "optimising for crits" was not just about PK procs /sigh