I have several scenerio based questions that if answered correctly will pull the whole scope of things together for me.
Id like to know since enhanced dmg % is figured from on weapon first and off weapon second. What would the damage difference be from a balrog blade with 300 ed vs a regular plain balrog blade when wearing say armor that adds 300ed.
next whats the damage difference between a grief pb with damage +400 and the same on a 15ed base
what if I have a weapon containing 30 to max damage and nothing else vs the same weapon none to max dmg but a helm with 30 to max dmg.
next id like to throw in a factor most dont seem to bring up. I see all the debates as to whether min damage is better than max and its always about what that adds on a particular weapons damage and whether is original damage is high or low and seems the resulting consensus always leans to max adding more damage. But seems to me that min is unfairly getting discarded, as max dmg is the highest possible dmg per hit, but it doesnt always score the highest possible so its not accurately countable. minimum is achieved on every hit. say dmg is 10 to 20 on a weapon. you add 8 to max dmg its 10 to 28. in 5 hits you could be doing as low as 50 dmg or as high as 140. with 8 to min its 18 to 20, so in 5 hits you could do at least 90 or as much as 100. Well if you figure that average dmg to be right in the middle of its range, 50 to 140 is a 90 point range the middle of which is 45, so if we add 45 to 50 the avg dmg would be 95 for the max modifier. the middle of 90 to 100 is also 95, so in this instance they are perfectly equal arent they. Now if we throw in other numbers does this remain the same?
now for ias. what is the difference between say a 400 ed balrog blade and a 300 ed balrog blade with 40 ias in damage per second, because ias is everything right? In a perfect world sure it is, so making your damage 10 thousand per attack is not as good as 8 thousand per attack if you can attack 5 times a second with 8 vs 3 times with 10. Therefore no item by itself alone has better or worse value by its face value stats. So going by the numbers you see in your character stats damage field is not what you want to go by. correct?
Lastly, all this figuring is based on a perfect world where every attack scores a hit. Say you have a barb. Well strength adds damage so dump all to strength? Dexterity increases % chance to hit x monster. If this is 100 percent chance on a player that does half the damage of another whose chance is 50 then they kill at the same speed…right …not necessarily, that would be provided the attack the same number of times per second. Would not this make items that add attack rating more valuable than items adding dmg? and ias as well up to the breakpoint. I just wanted to also point out with this that dmg calculations alone should not so heavily determine the value of any item, nor should it reflect the ability of any character to eliminate enemies by its stats alone. Only the right combination of everything kill monsters fastest, and even then a good question is how long can you stay alive while doing so. There are combinations of common, non expensive items that I have found that in the right combination with certain choices of skills and base attributes that can have results you wouldnt have expected and can rival expensive cookie cutter builds. I just needed a little clarification on damage for some new ideas.