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Behold the big red mathematical editing pen of doom!
Yes...
No...
fSTR2 approximation: (ΔSTR+4)/2 = (20+4)/2 = 12
fSTR2 from fSTR2 table (with, incidentally, either weapon rank 4 or 5): 12
You don't plug fSTR2 itself (12) into the fSTR2 approximation function which takes ΔSTR (20).
Anyway, so fSTR2 is 12 for both weapons, and weapon rank isn't a concern since ΔSTR isn't big (or small) enough to be hitting the boundaries it sets.
Also, fSTR = (fSTR2)/2 = 12/2 = 6. fSTR is used for melee, fSTR2 is used for ranged. Last I checked, swords and axes were melee weapons. The formulas just say fSTR(2) to indicate "use fSTR or fSTR2 appropriately", hence the 2 being in parentheses.
So anyway, fSTR = 6, and weapon rank is irrelevant in this case.
Corrected to (by the logic above):
Mbase = 49+6 = 55
Pbase = 44+6 = 50
Those "DPS" numbers (off Somepage or something, I'm guessing) are nothing more or less than 60 * DMG / Delay. And furthermore they use the "non-latent" (i.e. over 100% TP and thus generally irrelevant) DMG numbers.
The complication here is that we're factoring in a Ridill which is ultimately generating about 2/3 of the damage (since it's generating about 2/3 of the hits). Regardless, just going with a simplistic approach which completely ignores dual wield... let's do 60 * base damage (adjusted to include fSTR) / delay. To get a number similar to that "DPS" but a little more useful. Although it still needs to have a full Ridill-included calculation made.
MDPS: 60 * 55 / 276 = 11.96
PDPS: 60 * 50 / 225 = 13.33
Perdu's delay advantage is less significant when dual wield is factored in, and furthermore both weapons have to be averaged with Ridill damage (and an average of two Ridill hits to every one mainhand hit, on top of that) as well in that case. Which makes it much too complicated for me to want to think about before dinner. But the interesting point here is that single-wielded, Perdu has better adjusted DPS, assuming you get same (or close enough to say so) attack values with either sword or axe mainhand.
"Floor" means "round down to nearest integer", not "multiply it by the weapon rank".
Both weapons do indeed have the same WSC, namely 30% (not 25%) STR. Furthermore you have to do that annoying little level correction thing (0.83 at level 75). And also it was +57, not +52, STR on WS. So...
WSC = floor (floor (0.3 * (75+57)) * 0.83) = floor (39 * 0.83) = 32
MRampagehit: floor((Mbase + WSC) * fTP) = floor((55 + 32) * fTP) = floor(87 * fTP)
PVorpalhit: floor((Pbase + WSC) * fTP) = floor((50 + 32) * fTP) = floor(82 * fTP)
Mrampage = 1x Mrampagehit with fTP = 0.5, 4x Mrampagehit with fTP = 1.0
= 43 + 4*87 = 391
Pvorpal (with a sword offhand) = 5x Pvorpalhit with fTP = 1.0 = 5*82 = 410
Both of those numbers will (on a hit by hit basis) be further multiplied by pDIF of course. Your attack would have to be pretty damn sad to be getting the 1.0 pDIF assumed in those calculations (by omitting it and thus assuming multiplying by 1.0).
Oh, and if I've done my math right (done quite enough math in this post, sparing the formulas from here on), Maneater/Ridill is 5.5% TP/hit, Perdu/Ridill is 5.1% TP/hit. 19 and 20 hits respectively to 100%. Average of 3 hits per attack round in either case (I assume Ridill is equal probability 1, 2, and 3 hits?), meaning an average of 7 attack rounds to go 0%-100% in either case (19/3 rounded up vs. 20/3 rounded up, 7 either way).
However, you're usually not starting at 0%, you're usually starting at 5.5% + 4*1% = 9.5% and 2*5.1% + 3*1% = 13.2% respectively. Which means 17 hits to 100% for M/R and 18 (juuuuuust barely) hits to 100% for P/R. However, that doesn't really change much of anything, because 17/3 rounded up and 18/3 rounded up both give 6 attack rounds on average.
(All of the above is with no Store TP.)
So, let's take that 6 attack rounds and see how long it takes. M/R has combined delay of 409.6 (dunno if that gets truncated, not much difference if it does), or 6.83 seconds. P/R has combined delay of 368.8, or 6.15 seconds. Thus M/R is 40.98 sec to 100% after WS, P/R is 36.9 sec to 100% after WS. On average of course.
Those will each include 6 mainhand hits, so M/R will get 6 hits of 55*pDIF damage in 40.98 sec (~8.05*pDIF DPS), and P/R will get 6 hits of 50*pDIF damage in 36.9 sec (~8.13*pDIF DPS).
To recap: P/R gets better DPS on the way to 100%. P/R gets to 100% faster. P/R does a more damaging WS at 100%. About all that's in Maneater's favor at this point is the higher base skill lending itself to more accuracy and more attack (higher pDIF). Otherwise, Perdu kinda beats it on all fronts.
ΔSTR= (75+22)-77 = 20
Yes...
fSTR(2)=(12+4)/2 = 8
No...
fSTR2 approximation: (ΔSTR+4)/2 = (20+4)/2 = 12
fSTR2 from fSTR2 table (with, incidentally, either weapon rank 4 or 5): 12
You don't plug fSTR2 itself (12) into the fSTR2 approximation function which takes ΔSTR (20).
Anyway, so fSTR2 is 12 for both weapons, and weapon rank isn't a concern since ΔSTR isn't big (or small) enough to be hitting the boundaries it sets.
Also, fSTR = (fSTR2)/2 = 12/2 = 6. fSTR is used for melee, fSTR2 is used for ranged. Last I checked, swords and axes were melee weapons. The formulas just say fSTR(2) to indicate "use fSTR or fSTR2 appropriately", hence the 2 being in parentheses.
So anyway, fSTR = 6, and weapon rank is irrelevant in this case.
Base Damage of Maneater = 49+8 = 57
Base Damage of Perdu = 44+8 = 52
Corrected to (by the logic above):
Mbase = 49+6 = 55
Pbase = 44+6 = 50
The final calculation in melee hits is the relation of DEF/ATT which for you would be near similar due to your merits. Because of this we'll keep the raw Base dmg of the weapons as the sole comparison point.
DPS of the weapons:
Perdu - 10.13
Maneater - 9.35
So first Maneater:
Jamal's raw damage (patent pending) = 57x9.35 = 532.95
Perdu:
Jamal's raw damage (patent pending) = 52X10.13 = 526.76
Those "DPS" numbers (off Somepage or something, I'm guessing) are nothing more or less than 60 * DMG / Delay. And furthermore they use the "non-latent" (i.e. over 100% TP and thus generally irrelevant) DMG numbers.
The complication here is that we're factoring in a Ridill which is ultimately generating about 2/3 of the damage (since it's generating about 2/3 of the hits). Regardless, just going with a simplistic approach which completely ignores dual wield... let's do 60 * base damage (adjusted to include fSTR) / delay. To get a number similar to that "DPS" but a little more useful. Although it still needs to have a full Ridill-included calculation made.
MDPS: 60 * 55 / 276 = 11.96
PDPS: 60 * 50 / 225 = 13.33
Perdu's delay advantage is less significant when dual wield is factored in, and furthermore both weapons have to be averaged with Ridill damage (and an average of two Ridill hits to every one mainhand hit, on top of that) as well in that case. Which makes it much too complicated for me to want to think about before dinner. But the interesting point here is that single-wielded, Perdu has better adjusted DPS, assuming you get same (or close enough to say so) attack values with either sword or axe mainhand.
WS base damage formula (From here on Pxxx will be for perdu, Mxxx will be maneater:
Base Damage = floor( (D + fSTR(2) + WSC) x fTP)
Pfloor = 44/9 = Rank 4
Mfloor = 49/9 = Rank 5
Using the numbers from above, we can update formulas:
Pbasedmg: 4(52+WSC)xfTP)
Mbasedmg: 5(57+WSC)xfTP)
WSC is the secondary ws attribute modifier, in this case .25 STR for both weapons
WSC=.25(75+52)=31.75
Formulas updated to include:
Pbasedmg:4(83.75xfTP)
Mbasedmg:5(88.75xfTP)
"Floor" means "round down to nearest integer", not "multiply it by the weapon rank".
Both weapons do indeed have the same WSC, namely 30% (not 25%) STR. Furthermore you have to do that annoying little level correction thing (0.83 at level 75). And also it was +57, not +52, STR on WS. So...
WSC = floor (floor (0.3 * (75+57)) * 0.83) = floor (39 * 0.83) = 32
MRampagehit: floor((Mbase + WSC) * fTP) = floor((55 + 32) * fTP) = floor(87 * fTP)
PVorpalhit: floor((Pbase + WSC) * fTP) = floor((50 + 32) * fTP) = floor(82 * fTP)
fTP is the secondary dmg modifier...
http://www.freewebs.com/vzx-01/wsclist.htm for more information
Vorpal Blade ftp: 1.0 for all 4 hits. (5 since dual weilding swords)
Rampage ftp: .5 for first hit, 1.0 for remaining 4.
Pbasedmg:4(83.75) = 335
Mbasedmg first hit: 5(44.375) = 221.875
Mbasedmg remaining: 5(88.75) = 443.75
Total WS Base dmg:
P: 5(335) = 1675
M: 221.875 + 4(443.75) = 1996.875
Mrampage = 1x Mrampagehit with fTP = 0.5, 4x Mrampagehit with fTP = 1.0
= 43 + 4*87 = 391
Pvorpal (with a sword offhand) = 5x Pvorpalhit with fTP = 1.0 = 5*82 = 410
Both of those numbers will (on a hit by hit basis) be further multiplied by pDIF of course. Your attack would have to be pretty damn sad to be getting the 1.0 pDIF assumed in those calculations (by omitting it and thus assuming multiplying by 1.0).
Oh, and if I've done my math right (done quite enough math in this post, sparing the formulas from here on), Maneater/Ridill is 5.5% TP/hit, Perdu/Ridill is 5.1% TP/hit. 19 and 20 hits respectively to 100%. Average of 3 hits per attack round in either case (I assume Ridill is equal probability 1, 2, and 3 hits?), meaning an average of 7 attack rounds to go 0%-100% in either case (19/3 rounded up vs. 20/3 rounded up, 7 either way).
However, you're usually not starting at 0%, you're usually starting at 5.5% + 4*1% = 9.5% and 2*5.1% + 3*1% = 13.2% respectively. Which means 17 hits to 100% for M/R and 18 (juuuuuust barely) hits to 100% for P/R. However, that doesn't really change much of anything, because 17/3 rounded up and 18/3 rounded up both give 6 attack rounds on average.
(All of the above is with no Store TP.)
So, let's take that 6 attack rounds and see how long it takes. M/R has combined delay of 409.6 (dunno if that gets truncated, not much difference if it does), or 6.83 seconds. P/R has combined delay of 368.8, or 6.15 seconds. Thus M/R is 40.98 sec to 100% after WS, P/R is 36.9 sec to 100% after WS. On average of course.
Those will each include 6 mainhand hits, so M/R will get 6 hits of 55*pDIF damage in 40.98 sec (~8.05*pDIF DPS), and P/R will get 6 hits of 50*pDIF damage in 36.9 sec (~8.13*pDIF DPS).
To recap: P/R gets better DPS on the way to 100%. P/R gets to 100% faster. P/R does a more damaging WS at 100%. About all that's in Maneater's favor at this point is the higher base skill lending itself to more accuracy and more attack (higher pDIF). Otherwise, Perdu kinda beats it on all fronts.
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