MashmalloMan wrote: »To highlight the disparity between axes and daggers more, we can look at Mundus Stones. As it stands, most dps parse vids recommend switching from Thief to Shadow if you have around 65% crit chance or higher. Even then, the similarity is so close, that getting better RNG with Thief rather than higher highs and lower lows with Shadow is recommended. Furthermore, not many builds will consider Axes or Shadow given the fact that the cap can be reached fairly easily using other means.
Mundus Stones:
- Shadow 11%
- Thief 6.08%
- 11/6.06 = 1.81
Now look at twin blade and blunt:
- Axes 6%
- Daggers 3.7%
- 6/3.7 =1.62
If we assume for a moment that the balance between Shadow and Thief is equal (even though I'd argue it's still in favour of Thief slightly).. then going from Daggers to Axes is a mathematical nerf. There isn't any real reason to use them.
If Axes were balanced like Mundus Stones:
- 3.7 * 1.81 = 6.7% Per Axe.
- Axes now increase Critical Damage AND Healing.
- If they're forced to round to whole numbers, than Axes should be 7%, not 6% as the ratio would only be slightly higher at 1.89 vs the standard of 1.81. This is much more neglible than the difference between 1.81 and 1.62 on live.
RaptorRodeoGod wrote: »MashmalloMan wrote: »To highlight the disparity between axes and daggers more, we can look at Mundus Stones. As it stands, most dps parse vids recommend switching from Thief to Shadow if you have around 65% crit chance or higher. Even then, the similarity is so close, that getting better RNG with Thief rather than higher highs and lower lows with Shadow is recommended. Furthermore, not many builds will consider Axes or Shadow given the fact that the cap can be reached fairly easily using other means.
Mundus Stones:
- Shadow 11%
- Thief 6.08%
- 11/6.06 = 1.81
Now look at twin blade and blunt:
- Axes 6%
- Daggers 3.7%
- 6/3.7 =1.62
If we assume for a moment that the balance between Shadow and Thief is equal (even though I'd argue it's still in favour of Thief slightly).. then going from Daggers to Axes is a mathematical nerf. There isn't any real reason to use them.
If Axes were balanced like Mundus Stones:
- 3.7 * 1.81 = 6.7% Per Axe.
- Axes now increase Critical Damage AND Healing.
- If they're forced to round to whole numbers, than Axes should be 7%, not 6% as the ratio would only be slightly higher at 1.89 vs the standard of 1.81. This is much more neglible than the difference between 1.81 and 1.62 on live.
You could reference the armor passives too. Using those, it's a 2 to 1 ratio.