Noodles wrote:
don't kid yourself
unless you and I differ on what we consider "hnm"
It probably does, your definition of things is usually subtly different than what other people think.
Anyway, here is some info on B/SK vs. TD/B.
Base, 17% Haste, 90% acc, 1.000 cRatio, +6 sTP, +3 fSTR. Hypothetical WS @ 100 tp exactly every time. No TP return, 1st hit Always lands.
Time = 3600 seconds (1 hr)
Hits:
B/SK = 1028 rds x .9 = 925 rds /hit
TD/B = 923 rds x .95 = 876 rds /hit
TP:
B/SK = 925 hits x 2 x 4.7 tp/hit = 8695 tp
TD/B = 876 hits x 2 x 4.8 tp/hit = 8409.6 tp
DoT:
B/SK = 60125
TD/B = 63948
WS: Dancing Edge Acc 90%, WSC 40, fSTR 10, cRatio 1.000
B/SK = 86 WS, 48 6-hit, 23 5-hit, 10 4-hit, 4 3-hit, 1 2-hit
Damage = 38885
TD/B = 84 WS, 61 6-hit, 18 5-hit, 4 4-hit, 1 3-hit
Damage = 41574
Conclusion:
DoT: TD/B @ +3823 [+6.4%], (TD/B @ +123 if Wind Damage proc avg is +4)
WS: TD/B @ +2689 [+6.9%]
Caveats:
1. Not factoring TP return favors the slower TP gain of TD/B, could skew results of WS in favor of B/SK
2. Neither set can get exactly 100 tp in TP phase, so WS total is not exactly accurate.
Case 1: 32% Haste, 90% acc, 1.000 cRatio, +6 sTP, +3 fSTR. Hypothetical WS @ 100 tp exactly every time. No TP return, 1st hit Always lands.
Time = 3600 seconds (1 hr)
Hits:
B/SK = 1250 rds x .9 = 1125 rds /hit
TD/B = 1125 rds x .95 = 1068 rds /hit
TP:
B/SK = 1125 hits x 2 x 4.7 tp/hit = 10575 tp
TD/B = 1068 hits x 2 x 4.8 tp/hit = 10252.8 tp
DoT:
B/SK = 73125
TD/B = 77964
WS: Dancing Edge Acc 90%, WSC 40, fSTR 10, cRatio 1.000
B/SK = 105 WS, 59 6-hit, 28 5-hit, 13 4-hit, 4 3-hit, 1 2-hit
Damage = 47642
TD/B = 102 WS, 74 6-hit, 22 5-hit, 5 4-hit, 1 3-hit
Damage = 50501
Conclusion:
DoT: TD/B @ +4839 [+6.6%], (TD/B @ +339 if Wind Damage proc avg is +4)
WS: TD/B @ +2859 [+6.0%]
Case 2: 52% Haste, 90% acc, 1.000 cRatio, +6 sTP, +3 fSTR. Hypothetical WS @ 100 tp exactly every time. No TP return, 1st hit Always lands.*
Time = 3600 seconds (1 hr)
Hits:
B/SK = 1773 rds x .9 = 1595 rds /hit
TD/B = 1585 rds x .95 = 1505 rds /hit
TP:
B/SK = 1595 hits x 2 x 4.7 tp/hit = 14993 tp
TD/B = 1505 hits x 2 x 4.8 tp/hit = 14448 tp
DoT:
B/SK = 103675
TD/B = 109865
WS: Dancing Edge Acc 90%, WSC 40, fSTR 10, cRatio 1.000
B/SK = 149 WS, 83 6-hit, 40 5-hit, 19 4-hit, 6 3-hit, 1 2-hit
Damage = 67556
TD/B = 144 WS, 105 6-hit, 30 5-hit, 7 4-hit, 2 3-hit
Damage = 71245
Conclusion:
DoT: TD/B @ +6190 [+6.0%], (TD/B @ -190 if Wind Damage proc avg is +4)
WS: TD/B @ +3689 [+5.5%]
*I found that if I truncated too much in the delay, it heavily favors SK, so in the last calculation I extended sec/rd to the 100th decimal place. I.E. Blau/SK @ 23% DW, 52% Haste is 2.03 sec/rd, not 2.0 sec/rd.
FINAL CONCLUSION: If you are making use of TD to its fullest, even in a worst case senario (90-95% acc) it should win against SK. If you have capped acc, I would stick to SK. Higher haste favors SK if you are making use of the wind damage proc. But if not, then TD widens its gap.
Edited, May 11th 2010 1:14pm by Meldi