Thank you for compiling the information, I used it extensively in the process of picking gear AND I've posted the link to the info quite a few times for players wanting to understand Atk spd.
I have a question that I'm hoping you or someone (ANYONE) can answer that is based on an in-game observation.
Does frenzy atk spd make Nados spin faster?
What he said :)
The Frenzy 15-75% attack speed bonus only applies to Frenzy itself, but the Maniac 4-20% damage bonus applies to all skills including RLTW and WW.
1. The dps value in the chart is directly applied to the skill damage value (20% weapon damage in the case of RLTW) and thus can NOT be used to calculate damage with the help of the character sheet "damage" displayed in the game.
I advise people to not work with the character sheet "damage" when calculating the correct ingame damage as it applies some multipliers too generally or - basically character sheet "damage" is average damage per second with auto-swing (if you run out of Fury and click a Fury spender for example) and not with skills.
Incase you really insist on applying character sheet "damage" with the dps values provided in the chart (note that your calc won´t be 100% accurate then), you have to divide the result by your aps. Aps is already included in the sheet "damage" and also in my dps value so it would be basically applied twice (tick frequency breakpoints directly reflect aps).
For reference, here´s how an accurate damage formula looks like (result of ingame tests):
To get real "dps" with the above formula, the result from the formula would usually have to be multiplied by tick frequency. The dps value in my chart simplifies the calculation giving you the direct result of skill damage per tick (20% weapon damage) times tick frequency. So when you apply the dps value as skill damage multiplier ("K") you´ll get real damage per second without the need to further multiply by tick frequency.
Nope you mixed up two things here, or we simply misunderstand each other. What you call "real" dps is damage per second at 1.00 aps. What I mean is how much (weapon) damage you actually do per second at breakpoints.
So for me, DPS = damage you do per second, and in that case it´s 171% and not 60%...even the game sees DPS as weapon damage * attacks per second and in the case of WW/RLTW it´s weapon damage * ticks per second (frequency), I don´t see a point in further dividing the number by aps - you basically multiply by aps (aps = tick frequency) and then divide by aps ._.
the reason is your chart will make people think "faster aps will deal more dps", but it is not, it always deal same dps for any aps.
eg: player A have 300kdps with 2aps vs Player B have 300kdps with 4aps,
- I say they both have same eDPS. with 5x tornado(60%) + 1 WW(145) = 445%
- your chart say 2aps = 400% dmg, 4aps = 900% dmg, which may mean player B deal 2x more dps?
PS, blizzard's programmers are smart enough to taken IAS into skill damage, and when they say Tornado deal 60% damage, it will automatic adjust with any aps, eg:
Tornado's damage: Tick x 20% x DPS/APS = 60%DPS
-> Tick = 60% * APS / 20%*
-> 1.33aps -> 60% * 1.33 / 20% = 3.99 tick (same as your chart)
-> 1.43aps -> 60% * 1.43 / 20% = 4.29 tick (same as your chart)
-> 1.54aps -> 60% * 1.54 / 20% = 4.62 tick (same as your chart)
overall, each tornado will deal 60% of your dps, it doesn't matter how much aps you have.
for DW, it is much more complicated, I am sure their developer will find out a way to apply both weapon's dps(instead of last swing) similar to WW.
I am not sure how blizzard handle rounding (eg 3.99 tick , 4.62 etc), the video you record is base on client side(with difference result base on lag), and I am sure server may run them differencly (without lag)
We have completely different opinions on what dps means so it´s impossible to agree here...
- DPS = character sheet displayed damage
- eDPS = character sheet displayed damage times tick weapon damage divided by aps
- DPS = tick weapon damage (20%) times tick frequency
Example: Tooltip says RLTW does 60% weapon damage as physical for 3 seconds. What actually happens in the game? 20% weapon damage per tick, applied at calculated frame length (20/aps, rounded down).
One more note. More attack speed = actual damage applied at higher frequency = more actual damage per value of time (second). Elementary logic.
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