I was leveling up crossbow skills earlier when I noticed that my auto shots dealt more damage using a white level 3 weapon compared to my regular purple level 48 weapon.
The crossbow has a 6-7 damage, 2.50 speed.
The bow has a 34-63 +7 (scope) damage, 1.60 speed.
The crossbow deals 130 damage with auto shot while the bow deals 120 damage.
Can someone explain this to me?
Damage of autoattack calculated as combination of weapon damage and player’s attack power divided on some coefficient (DPS from AP) and multiplied on weapon speed.
Now you can see, that your crossbow multiply your DPS from AP much more than your regular weapon: crossbow increase your damage from RAP on 2.5, but regular weapon only on 1.6.
Oh, I thought weapon speed was just weapon speed, not a damage multiplier as well.
If I remember right, AP divided on 14 to get your additional DPS.
Let you have 1000 RAP.
Crossbow: (6-7) + (1000 / 14 * 2.5) = (6-7) + (178) = 184-185 damage per autoshoot.
Regular: (41-70) + (1000 / 14 * 1.6) = (41-70) + (114) = 155-184 damage per autoshot.
So if I have two weapons with the exact same weapon damage, but weapon 1 fires twice as fast as weapon 2, weapon 2 outputs more dps.
That’s so confusing, it’s the straight opposite of standard RPG design.
Well, in simple terms, your AP is being added to your weapon damage.
If they have the same weapon damage, that one that fires twice as fast will do double the dps (before adding attack power). You get a flat DPS bonus from attack power.
I think the rogue overcomplicates things.
Let’s say your Ranged Attack Power adds 50 dps. (I don’t know what it actually adds)
Crossbow deals 6-7 dmg + 125 (50 dps x2,5) = 132-133 dmg.
Bow deals 34-63 dmg + 80 (50 dps x1,6) = 114-143 dmg.
There’s a reason Hunters want slow weapons. It straight up increases the damage of Aimed Shot and Multishot (similar to how Arms-warriors want a slow 2h) compared to faster weapons, because it’s based on weapon damage and doesn’t care about attack speed, and it doesn’t cost as much ammo.
I see how it is. Still, the weapon speed number secretly being used as a multiplier and not just deciding the weapon’s speed is a weird mechanic I havent seen in other RPG’s.
Is it like this in retail?
Oh, I see. Yes. Slower weapons hit harder, faster weapons hit lighter.
If you compare weapons of equal rarity and level, but have different speeds, they will both end up doing the same dps. In general.
Edit: You’re still getting the extra attack power dps, it’s just spread out across more hits.
What’s important is DPS. Take your average damage and divide it by your speed. That’s your DPS. Faster weapons hit faster, and as a result crit more often in the same timeframe as a slower weapon does.
^ This.
Also, slower weapons means conserving ammo. If your weapon is 1.5 speed you will use twice the ammo of that of a 3.0 speed weapon.
More importantly, Aimed Shot is a 3 second cast. You want to weave that in between auto shots as much as possible to avoid clipping auto shots and lose dps. (:
Incorrect. It doesn’t crit more often, it just crits more frequently, as you are fiving faster. Fast weapons are unpreferable for the reasons I just stated above.
The way it’s calculated might not be the same as other games but the logic surely is the same.
Not entirely true, DPS is not everything. A slow weapon will utilize Aimed Shot and Multishot better (taking full advantage of your RAP, regardless of attackspeed), and as such, can actually do more damage than a faster weapon with higher DPS.
Also, while true that a faster weapon will on average crit more times per minute than a slower weapon, those crits will be weaker, so the DPS is.
And as already stated, a fast weapon eats up ammo quicker, and makes it harder to weave aimed shots between autoshots.
TLDR: Stay away from fast weapons as a Hunter.
Despite all the (good and less good) explanation of the impact of weapon speed above, I feel that it is your lower weapon skill in crossbows that is causing the problem.
Level up crossbows to the same level as bows and then run the test again.
Other point worth checking - are you using the same level of quiver and ammunition?
Ranged weapon skill as hunter has zero impact on damage since we cant get glancing blows.
To the op: i made a post a while back that something is off with hunter damage, probably bugged. I ran a SM run, we wiped alot, ended up with five red pieces. That increased my autoshot damage with about 60-70%. People said “well was it same mobs? did tank sunder?” etc etc. Yes, same mobs, yes same amount of sunders.
Stuff is wierd when it comes to hunter damage, no question about it.
I don’t understand your confusion.
First, it’s not secret. Weapon stats include both the weapon damage and damage per second, and both are directly accessible to the user.
And second, speed is not really a multiplier. Attack power always increases damage per second by the same amount (so it’s independent of the weapon speed). Logically each shot (or melee attack) then has to be scaled appropriately by the speed, or it gets crazy.
If any damage bonus was added to each individual attack, fast weapons would be vastly superior for autoattacks. There are still some “inconsistencies” or difficult decisions because of how “instant weapon attack” abilities work (favoring slow weapons), but in general it’s perfectly sensible.
What would you propose instead?
I’m just saying that most other games go like this:
(base weapon damage + attack power) * weapon speed = your damage per second
While WoW goes like this:
(base weapon damage + (attack power * the weapon speed number)) * weapon speed = your damage per second
I find it weird to use the weapon speed number twice in the damage calculation
I think one of us is misunderstanding. In WoW we have:
weapon_damage = base_weapon_damage + (some_constant * attack_power * weapon_speed)
or
weapon_damage_per_second = base_weapon_dps + (some_constant * attack_power)
edited my previous message to make it more clear