Quote (BWConformity @ Jul 17 2022 02:21am)
I'd just like to add something here about the ratios, damage ranges, and crit chances and uh, the "axe bonus."
Yes, generally speaking, daggers and clubs have the best ratios (90/10) which allows you to focus on just one stat and get higher damage. Swords/staffs have (75/25) which is less efficient for pumping a single stat, and axes are 50/50 meaning you need 45 str and 45 dex just to get the same amount of damage as 50 dex on a dagger or 50 str on a club.
However, there are some interesting differences between damage ranges and crit strike chances between the weapon types that factor into value for some.
In order of biggest to smallest damage range, it goes:
Sword (18% to 182% of the average)
Club (36% to 164% of the average)
Staff (55% to 145% of the average)
Dagger (73% to 127% of the average)
Axe (91% to 109% of the average)
In almost every case, smaller range is better (more consistent) since the average is the same for all weapons before stats are considered. More consistent means less overkill and less chance to get trolled by RNG. There are some reasons why a big range can actually be beneficial but for the majority of slashers, the pros of a big range are outweighed by the cons.
Then, crit...
For a long time we (myself included) said something like: axes crit the most, swords/staves crit next most, and daggers/clubs almost never crit... unless you add crit strike. We said stuff like, without crit strike the crit chances were like: axes -> 15% // swords/staves -> 7% // daggers/clubs -> 2% or so, as a rough estimate.
In the more recent past we did quite a bit of testing on crit chance and the results seemed to indicate to me that crit chance is modified entirely (or almost entirely) by "wrong stat." Wrong stat would be dex for clubs and swords and str for daggers and staves. For axes, both stats are "wrong stat" and contributed equally... actually you can add them together instead of treating each one separately and it doesn't make any difference for crit or damage.
Of course, we didn't collect enough data to really calculate the crit %s based on known stats and weapon type, nor were we able to definitively say if main stat was having an effect on crit chance. Enter Bigheaded who's taken up the reigns and is doing an awesome job taking that crit chance testing to the next level!
In any case, as far as crit chance goes, the order kind of goes like this:
Axes > swords/staves > daggers/clubs
One last little piece of info... Axes do significantly more damage than shown on their tooltip. Yeah... it's a thing. Even after considering mob physical defense, they will actually produce non-crit numbers with no armor pierce higher than the top end of the range shown on the weapon. So yup... that's there.
To sum up the ranking in each category contributing to "strongest hitting weapon" ignoring the value of utility on different classes:
Ratio:
1. Dagger and Club
2. Sword and Staff
3. Axe
Damage Range:
1. Axe
2. Dagger
3. Staff
4. Club
5. Sword
Crit Chance:
1. Axe
2. Sword and Staff
3. Dagger and Club
Doing Significantly More Damage than the Tooltip:
1. Axe
Just a small note for new folks reading this good information: stats on axes do NOT have to be equal/even. As in, you dont need the same amount of str and dex for max benefits. All you need is for the stat numbers to be EVEN numbers. You can have 200 dex and 20 str and still be fine.