Quote (peterqwer @ Dec 10 2021 10:48pm)
thanks, how come casters are stronger, is it because their dmg scales with 100% of int whereas for weapons it's split, or something else?
In short
lots to do with crit chance and also to do with weapons having ratio's whilst 100% of int goes into damage. Also a little bit to do with how quickly the abilities charge up.
In length
Rough crit chances per weapon:
club/dagger ~1%
sword/staff ~3%
axe ~10%
Casting ~25-33%
For damage ratio's:
To understand what i mean by damage increase check this topic:
https://forums.d2jsp.org/topic.php?t=84442301&f=74&o=20 basically for ratio's sometimes adding to strength/dex will not add damage to your melee weapon.
Clubs/Daggers are 90/10, this is pretty good, but when you're using 200 strength, this is still 20 damage increases which is lost and very minimal damage gained from the 10% side.
Swords/Staffs are 75/25, this is pretty bad, when using 200 strength you lose 50 or so damage increases, gain a little bit from the 25% side, but seeing you don't stat that side not a lot.
Axes are 50/50 this is bad but allows for much more flexible gear. Use your highest stat gear!
Casting is pure int so 100% is gained.
So a generally decent place to use an ability in groups is around the 40% mark.
For charges on damage taken abilities, only gain 8% Needs to trigger for 5 times before 40%, used on Revenge/wildswing
For charges on weapon damage dealt, they gain 10%, needs to trigger 4 times before 40%
For charges on casting damage dealt, they gain 12.5%, needs to trigger only 3 times as 37% is close enough
So add it all up and casting generally does pretty well.