I guess i am still a bit confused by the breakpoints...How does the 1.501 breakpoint compare to the 1.701 in terms of wasted dmg? (usings 4 pc Zuni + 2 pc Tal).

Copied my post from another thread:

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The concept is that 500.5% damage (ramp up portion) gets equally distributed over 5 seconds. Let's say the 500.5% damage is worth 100k to make the maths simpler.

We get Tick Increment Damage:

100000/12.95 - case 1

100000/13.67 - case 2

100000/15.10 - case 3

100000/16.47 - case 4

100000/17.39 - case 5

100000/17.69 - case 6

Over 5 seconds, we expect:

12.95 ticks - case 1 - we only get 12 ticks of increments

13.67 ticks - case 2 - we only get 13 ticks of increments

15.10 ticks - case 3 - we only get 15 ticks of increments

16.47 ticks - case 4 - we only get 16 ticks of increments

17.39 ticks - case 5 - we only get 17 ticks of increments

17.69 ticks - case 6 - we only get 17 ticks of increments

Reason is, we either get a tick or no tick in the game. The final decimal tick is discarded because if we get another tick increase, we will overshoot the tooltip damage.

In this example 500.5% half-melee per-hit-damage (not sheet DPS) = 100k damage,

Wasted Damage

12.95 ticks - case 1 - [100000 - (100000 / 12.95) x 12] = 7.3% of the 500.5%

13.67 ticks - case 2 - [100000 - (100000 / 13.67) x 13] = 4.9% of the 500.5%

15.10 ticks - case 3 - [100000 - (100000 / 15.10) x 15] = 0.7% of the 500.5%

16.47 ticks - case 4 - [100000 - (100000 / 16.47) x 16] = 2.9% of the 500.5%

17.39 ticks - case 5 - [100000 - (100000 / 17.39) x 17] = 2.2% of the 500.5%

17.69 ticks - case 6 - [100000 - (100000 / 17.69) x 17] = 3.9% of the 500.5%

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In your case, 1.701 will have less wastage than 1.501 because the ramp-up portion (500.5% damage) is divided by 17 instead of 15. The difference however, is very small. I'm guessing 0.1%. Just punch the numbers into a calculator and you can see the difference.

Pushing my aps to 2.001 would be quiet expensive but "easy" ( the ah has enough 1.52 aps swords etc.). Though i'm really afraid of the mana usage of this set up.

A weapon with in-built %IAS pushes up the base APS when multiplying with gear IAS. From this viewpoint, An axe without in-built IAS should serve your intentions better. A sword just consumes a lot of mana.

Actually the 2.001 Breakpoint sounds like getting the mana usage and dps output from PtV without using it, maybe i'm getting it wrong?

I would use the reverse way of describing it. Using PTV at lower APS allows a player to output damage equivalent to far higher APS, provided the mana can be supported. More importantly, having lower APS gives you buffer for group buffs and skills used by other players. If you gear to the limiting APS, any APS buff by any player will break your WD.

As far as dmg goes, in my current gear it's quiet hard to achieve 35% more dmg especially without touching my aps.

When I previously looked at your profile, I saw several IAS pieces, so I meant to say that if we remove all the IAS pieces, estimating a 35% DPS drop, we can gear this 35% DPS through other stats. From there, any additional piece of IAS you add on will enhance DPS by a lot, and you balance this with mana management.

For WD class, pushing IAS is the "final move", after all the other stats are in place.