shaktiboi
11-04-2006, 21:41
(Part 1 of 3)
================================================
Introduction
==================================================
Before the introduction of the Assassin class in GW:Prophecies, comparing the base damage per second (DPS) of the available melee and bow weapons was fairly straightforward. With the introduction of daggers and the Assassin class, however, comparing base weapon DPS becomes much less intuitive because of the following factors:
Base weapon DPS depends on the weapon speed, the weapon’s listed damage range, inherent EAL adjustments such as the 10% base AP for horn bows, the percent chance of crits, and the -20 AL GSM for crits.
Daggers, unlike other weapons, do not have one single speed. Instead, the speed varies depending on your ranks in Dagger Master, ranging from 1.33 seconds per attack at 0 ranks to 1.00 seconds per attack at 16 ranks in Dagger Mastery.
If you are an Assassin primary, the percentage chance of a critical hit (a “crit”) for all weapons is no longer dependent solely on your ranks in the corresponding weapon skill. It is now also affected by your ranks in Critical Strikes, and also by the “Critical Eye” skill.
The facts and derivations used in this FAQ are based on the following sources:
SonOfRah’s excellent Damage Article: http://www.gwonline.net/page.php?p=157#TDE
Deford’s post in the GWOnline Community forum that explains some inaccuracies in SonOfRah’s essay: http://forums.gwonline.net/showthread.php?p=4004064#post4004064
Pan Sola’s post in the GWOnline Community forum that explains how the threshold for Baseline values is dependent on your character level: http://forums.gwonline.net/showthread.php?t=378858
Also, I want to give thanks to Arredondo, BLAHHH, Bobross, Bravo, kate sullivan, ShadowKntSDS, Syes, Viri, and zampani for their comments and explanations in my previous two versions of the Dagger FAQ (and a related thread examining Expertise versus Critical Strikes).
================================================
Corrected Info in this Version of the FAQ
==================================================
I’ve renamed “The Relative DPS Tables” section to “The Auto-Attack DPS Tables” to more clearly indicate that FAQ is focused on weapon-specific damage output and is not trying to compare the relative damage output of the hundreds of weapon attack skills. In this section, I’ve also made the following important changes:
I removed the tables that tried to show DPS for Strength-based Warrior primaries, because Strength is not applicable to normal auto-attack damage output.
I clarified that the stats listed there are from the Base Damage and Armor Modifier portions of the total damage formula, and that other inherent damage adjustment bonuses such as the 20% for “customized” can be applied to these stats by using simple modifiers.
I added three more tables to show the DPS values for someone with 16 ranks in the relevant weapon mastery. (The original tables in previous versions of the FAQ assumed 12 ranks in mastery.) The reason for this addition was to show how Daggers in particular benefit *more* from ranks 13-16 than other weapons do, because of the effective increase in dagger speed.
I’ve corrected my misuse of the term “pip” regarding energy regen (I had previously said that 1 pip on the Energy bar = 1 energy per second regen rate. This is incorrect: it is only 0.33 energy per second regen rate.)
Observations from others have confirmed that Dual attacks make a check for the crit chance separately for each of the two attacks, so my previously “unsure” statement has been revised to state that fact.
In the “Understanding Dagger Mastery and Dagger Speed” section, I’ve corrected the formulas that explain the Baseline threshold above which you get only +2 per rank in weapon mastery. (SonOfRah didn’t quite get this formula correct, as Pan Sola has subsequently explained.)
I’ve added a section called “Why Strength Is Not Applicable to DPS Comparisons” to explain why arguments that Strength has a large effect on DPS are fallacious.
I’ve added a section called “Expertise versus Critical Strikes” to discuss the relative merits of these two routes to energy efficiency.
I’ve added a section called “Dual Attacks Versus Double Strikes” to clarify the different behaviors between these two different types of “double-hit” damage.
I’ve made other miscellaneous clarifications here and there.
================================================
The Auto-Attack DPS Tables
==================================================
The following tables show the sustained auto-attack DPS for all the melee/ranged weapons with various common attribute values. These DPS values are derived from the base weapon-specific factors in the total Damage Formula, which looks like this (I’m using Deford’s corrected version of SonOfRah’s formula):
Received Damage = (Victim’s Damage Enhancement) x [[(Attacker’s Damage Enhancement) x (Base Damage) x (Armor Modifier)] + (Bonus Damage)]
By weapon-specific factors, I mean the (Base Damage) portion of the formula, coupled with part of the (Armor Modifier) part of the formula. In particular, the (Armor Modifier) contains bits that relate to the -20 AL GSM modifier for critical hits, and also contains bits that relate to the effect of base AP% from Strength and for horn bows.
All of the other factors in the total damage formula will adjust this base[/s] DPS value up or down. For example, a customized weapon (+20% damage enhancement) that also has the +15% damage enhancement when above 50% health both factor into the [b]Attacker’s Damage Enhancement portion of the formula, so all other things being equal, you would increase any of my base DPS numbers by a flat +38% if you had these two mods on your weapon. That’s just one simple example. Regardless, the point is that the numbers I give are based on the weapon-specific factors that DO NOT CHANGE, so they are the best basis for comparison.
TIP: Since most people PvP with a customized 15/50 weapon, you can multiply each of the following DPS values by 1.38 to determine what the auto-attack DPS would be if you are wielding a customized 15/50 weapon.
The first three tables are based on these assumptions:
12 ranks in the corresponding weapon mastery skill. This what many will consider the optimum value, because even though Dagger speed continues to increase at 13 ranks and higher (thereby proportionally increasing DPS relative to other weapons), the improvements to the Baseline portion of the (Armor Modifier) are only 2 per rank instead of 5 per rank) AND you have less attribute points to spend in other useful areas. I will show a 5th table in a following section that compares the DPS at 16 ranks of weapon mastery.
13 ranks in Critical Strikes (for Assassin primaries). This is the optimum value due both to maximizing crit potential, but also to getting +3 energy back per crit because Assassin is an energy-hungry class.
Table 1: Base Weapon DPS for Assassin primaries, WITH Critical Eye running full-time (35% crit chance)
Hammer Base DPS: 19.8
Axe Base DPS: 18.8
Sword Base DPS: 17.2
Dagger Base DPS: 15.1
Short/Flat Bow Base DPS: 14.0
Horn Bow Base DPS: 11.5
Long/Composite Bow Base DPS: 11.2
Table 2: Base Weapon DPS for Assassin primaries, WITHOUT Critical Eye (29% crit chance)
Hammer Base DPS: 19.1
Axe Base DPS: 17.8
Sword Base DPS: 16.6
Dagger Base DPS: 14.5
Short/Flat Bow Base DPS: 13.4
Horn Bow Base DPS: 11.0
Long/Composite Bow Base DPS: 10.7
Table 3: Base Weapon DPS for non-Assassin primaries with NO Critical Strikes attribute (16% crit chance)
Hammer Base DPS: 17.4
Axe Base DPS: 15.5
Sword Base DPS: 15.4
Dagger Base DPS: 13.0
Short/Flat Bow Base DPS: 12.2
Horn Bow Base DPS: 10.1
Long/Composite Bow Base DPS: 9.8
The next three tables are for builds with 16 ranks in the relative weapon Mastery and 13 ranks in Critical Strikes. This is the optimum combination of attributes for a pure DPS dagger-based Assassin primary, because the additional 4 ranks in Dagger Mastery not only increases your Baseline and your chance of crits, but also increases the weapon speed of Daggers even more than 12 ranks, which increases the DPS for daggers proportionally more than for all other weapons. However, note that this leaves you with only 4 attribute points left over for other useful attributes, so this is a highly specialized build without much flexibility.
Table 4: Base Weapon DPS for Assassin primaries with 16 weapon mastery, WITH Critical Eye running full-time (40% crit chance)
Hammer Base DPS: 22.3
Axe Base DPS: 21.2
Sword Base DPS: 19.2
Dagger Base DPS: 18.4
Short/Flat Bow Base DPS: 15.4
Horn Bow Base DPS: 13.4
Long/Composite Bow Base DPS: 12.4
Table 5: Base Weapon DPS for Assassin primaries with 16 weapon mastery, WITHOUT Critical Eye (34% crit chance)
Hammer Base DPS: 21.3
Axe Base DPS: 19.9
Sword Base DPS: 18.4
Dagger Base DPS: 17.4
Short/Flat Bow Base DPS: 14.1
Horn Bow Base DPS: 12.9
Long/Composite Bow Base DPS: 11.8
Table 6: Base Weapon DPS for non-Assassin primaries with 16 weapon mastery, with NO Critical Strikes attribute (21% crit chance)
Hammer Base DPS: 18.7
Axe Base DPS: 17.2
Sword Base DPS: 16.7
Dagger Base DPS: 15.4
Short/Flat Bow Base DPS: 13.2
Horn Bow Base DPS: 11.8
Long/Composite Bow Base DPS: 10.6
One final note about relative DPS among the weapons. In general, faster weapons yield more reliable DPS in a short fight. In the time it takes to attack 3 times with a hammer, for example, your typical dagger-based Assassin primary can swing 5 times. If the Assassin gets blocked or evaded 20% of the time, that’s one attack that doesn’t connect. If the hammer user gets blocked or evaded 20% of the time, that’s one hammer attack that doesn’t connect, so the hammer user loses 33% of their damage, while the dagger user loses only 20% of their damage. Many other MMOGs have proved time and again that two weapons might have similar DPS when you do the math, but the faster weapon of the two is always the better choice.
This basic fact is mitigated somewhat by Guild Wars’ implementation of attack skills, but it’s still something to consider if you’re on the fence regarding, say, a decision between daggers and swords (both of which have very similar DPS values). A dagger is significantly faster than a sword at typical values for Dagger Mastery.
================================================
Why Strength Is Not Applicable to DPS Comparisons
==================================================
In version 2 of this FAQ, I included tables that showed DPS values for Warrior primaries with 10 ranks in Strength. This was a poor choice because the 10% AP of Strength is applied only to attack skills, not to normal auto-attack damage. Therefore, trying to compare DPS over time for Warriors with Strength is a bad comparison; apples to oranges. Trying to calculate an improvement in overall damage output due to Strength is a tedious proposition.
As a rule of thumb, however, you can safely assume that running a Warrior with 10 ranks in Strength would add relatively little to the overall auto-attack DPS for a 16% critical chance (for 12 ranks in the corresponding weapon mastery) or for a 21% critical chance (for 16 ranks in weapon mastery). The overall DPS that 10 Strength will buy you certainly falls somewhere below the halfway mark between the auto-attack DPS values for 16% and 29% crit chance (for 12 ranks in mastery) or below the halfway mark between the auto-attack DPS values for 21% and 34% crit chance (for 16 ranks in mastery).
================================================
Understanding Dagger Mastery and Dagger Speed
==================================================
The Dagger Mastery attribute works like all other weapon mastery attributes in that it affects your Baseline portion of the Armor Modifier:
12 ranks at character level 20 gives you a Baseline of 60. This is optimal.
For each rank below or equal to ((CharLevel / 2) + 2), add 5 to the Baseline.
For each rank above ((CharLevel /2) + 2), add 2 to the Baseline.
Dagger Mastery also works like all other weapon masteries in that it partiallyaffects your base chance to score a critical hit, to the tune of 1 + (1.25 x Attribute). Some examples:
16% at 12 ranks (1+[1.25 x 12] = 16)
12% at 9 ranks (1+[1.25 x 9] = 12.25)
21% at 16 ranks (1+[1.25 x 16] = 21)
The other factor to consider with crit chance % is the relative level of you versus your opponent. If you are exactly the same level, the preceding numbers apply, but if you above or below your opponent’s level, the preceding numbers double or halve every 5 levels in difference, as follows:
For every 5 levels you are above your opponent, your crit chance doubles. For example, if you are level 20, with 12 ranks in your weapon mastery, and your opponent is level 15, your base crit chance is 32%. If your opponent is level 10, your base crit chance is 64%, etc.
For every 5 levels you are below your opponent, your crit chance halves. For example, if you are level 15, with 12 ranks in weapon mastery, and your opponent is 20, your crit chance is 8%.
Where Dagger Mastery does not work like the other weapon masteries is that it also affects the overall speed of your Daggers. The base Dagger speed is the same as swords and axes (1.33 seconds per attack). But for each rank of Dagger Mastery, you also get a 2% chance to strike twice in one attack. If you have 12 ranks in Dagger Mastery, you have a 24% chance on any given attack to strike twice. On average, then, every 100 attacks will yield 124 strikes, which equates to a 24% increase in overall weapon speed.
So a simple formula for determining your effective dagger speed is this:
Dagger Speed = 1.33 / [1 + (Attribute x .02)]
Some examples:
9 ranks in Dagger Mastery = 1.13 seconds per attack (1.33 / 1.18)
12 ranks in Dagger Mastery = 1.07 seconds per attack (1.33 / 1.24)
16 ranks in Dagger Mastery = 1.00 seconds per attack (1.33 / 1.32)
Why is knowing the speed of your dagger important? One obvious reason is that it affects your overall DPS, with faster speeds meaning more DPS than slower speeds. This is why daggers benefit more from ranks 13 – 16 in mastery than all other weapons do.
A less obvious reason is that dagger speed also affects the rate at which you regen energy from your Critical Strikes attribute and from your Critical Eye skill. Which leads us to the next section…
================================================
Introduction
==================================================
Before the introduction of the Assassin class in GW:Prophecies, comparing the base damage per second (DPS) of the available melee and bow weapons was fairly straightforward. With the introduction of daggers and the Assassin class, however, comparing base weapon DPS becomes much less intuitive because of the following factors:
Base weapon DPS depends on the weapon speed, the weapon’s listed damage range, inherent EAL adjustments such as the 10% base AP for horn bows, the percent chance of crits, and the -20 AL GSM for crits.
Daggers, unlike other weapons, do not have one single speed. Instead, the speed varies depending on your ranks in Dagger Master, ranging from 1.33 seconds per attack at 0 ranks to 1.00 seconds per attack at 16 ranks in Dagger Mastery.
If you are an Assassin primary, the percentage chance of a critical hit (a “crit”) for all weapons is no longer dependent solely on your ranks in the corresponding weapon skill. It is now also affected by your ranks in Critical Strikes, and also by the “Critical Eye” skill.
The facts and derivations used in this FAQ are based on the following sources:
SonOfRah’s excellent Damage Article: http://www.gwonline.net/page.php?p=157#TDE
Deford’s post in the GWOnline Community forum that explains some inaccuracies in SonOfRah’s essay: http://forums.gwonline.net/showthread.php?p=4004064#post4004064
Pan Sola’s post in the GWOnline Community forum that explains how the threshold for Baseline values is dependent on your character level: http://forums.gwonline.net/showthread.php?t=378858
Also, I want to give thanks to Arredondo, BLAHHH, Bobross, Bravo, kate sullivan, ShadowKntSDS, Syes, Viri, and zampani for their comments and explanations in my previous two versions of the Dagger FAQ (and a related thread examining Expertise versus Critical Strikes).
================================================
Corrected Info in this Version of the FAQ
==================================================
I’ve renamed “The Relative DPS Tables” section to “The Auto-Attack DPS Tables” to more clearly indicate that FAQ is focused on weapon-specific damage output and is not trying to compare the relative damage output of the hundreds of weapon attack skills. In this section, I’ve also made the following important changes:
I removed the tables that tried to show DPS for Strength-based Warrior primaries, because Strength is not applicable to normal auto-attack damage output.
I clarified that the stats listed there are from the Base Damage and Armor Modifier portions of the total damage formula, and that other inherent damage adjustment bonuses such as the 20% for “customized” can be applied to these stats by using simple modifiers.
I added three more tables to show the DPS values for someone with 16 ranks in the relevant weapon mastery. (The original tables in previous versions of the FAQ assumed 12 ranks in mastery.) The reason for this addition was to show how Daggers in particular benefit *more* from ranks 13-16 than other weapons do, because of the effective increase in dagger speed.
I’ve corrected my misuse of the term “pip” regarding energy regen (I had previously said that 1 pip on the Energy bar = 1 energy per second regen rate. This is incorrect: it is only 0.33 energy per second regen rate.)
Observations from others have confirmed that Dual attacks make a check for the crit chance separately for each of the two attacks, so my previously “unsure” statement has been revised to state that fact.
In the “Understanding Dagger Mastery and Dagger Speed” section, I’ve corrected the formulas that explain the Baseline threshold above which you get only +2 per rank in weapon mastery. (SonOfRah didn’t quite get this formula correct, as Pan Sola has subsequently explained.)
I’ve added a section called “Why Strength Is Not Applicable to DPS Comparisons” to explain why arguments that Strength has a large effect on DPS are fallacious.
I’ve added a section called “Expertise versus Critical Strikes” to discuss the relative merits of these two routes to energy efficiency.
I’ve added a section called “Dual Attacks Versus Double Strikes” to clarify the different behaviors between these two different types of “double-hit” damage.
I’ve made other miscellaneous clarifications here and there.
================================================
The Auto-Attack DPS Tables
==================================================
The following tables show the sustained auto-attack DPS for all the melee/ranged weapons with various common attribute values. These DPS values are derived from the base weapon-specific factors in the total Damage Formula, which looks like this (I’m using Deford’s corrected version of SonOfRah’s formula):
Received Damage = (Victim’s Damage Enhancement) x [[(Attacker’s Damage Enhancement) x (Base Damage) x (Armor Modifier)] + (Bonus Damage)]
By weapon-specific factors, I mean the (Base Damage) portion of the formula, coupled with part of the (Armor Modifier) part of the formula. In particular, the (Armor Modifier) contains bits that relate to the -20 AL GSM modifier for critical hits, and also contains bits that relate to the effect of base AP% from Strength and for horn bows.
All of the other factors in the total damage formula will adjust this base[/s] DPS value up or down. For example, a customized weapon (+20% damage enhancement) that also has the +15% damage enhancement when above 50% health both factor into the [b]Attacker’s Damage Enhancement portion of the formula, so all other things being equal, you would increase any of my base DPS numbers by a flat +38% if you had these two mods on your weapon. That’s just one simple example. Regardless, the point is that the numbers I give are based on the weapon-specific factors that DO NOT CHANGE, so they are the best basis for comparison.
TIP: Since most people PvP with a customized 15/50 weapon, you can multiply each of the following DPS values by 1.38 to determine what the auto-attack DPS would be if you are wielding a customized 15/50 weapon.
The first three tables are based on these assumptions:
12 ranks in the corresponding weapon mastery skill. This what many will consider the optimum value, because even though Dagger speed continues to increase at 13 ranks and higher (thereby proportionally increasing DPS relative to other weapons), the improvements to the Baseline portion of the (Armor Modifier) are only 2 per rank instead of 5 per rank) AND you have less attribute points to spend in other useful areas. I will show a 5th table in a following section that compares the DPS at 16 ranks of weapon mastery.
13 ranks in Critical Strikes (for Assassin primaries). This is the optimum value due both to maximizing crit potential, but also to getting +3 energy back per crit because Assassin is an energy-hungry class.
Table 1: Base Weapon DPS for Assassin primaries, WITH Critical Eye running full-time (35% crit chance)
Hammer Base DPS: 19.8
Axe Base DPS: 18.8
Sword Base DPS: 17.2
Dagger Base DPS: 15.1
Short/Flat Bow Base DPS: 14.0
Horn Bow Base DPS: 11.5
Long/Composite Bow Base DPS: 11.2
Table 2: Base Weapon DPS for Assassin primaries, WITHOUT Critical Eye (29% crit chance)
Hammer Base DPS: 19.1
Axe Base DPS: 17.8
Sword Base DPS: 16.6
Dagger Base DPS: 14.5
Short/Flat Bow Base DPS: 13.4
Horn Bow Base DPS: 11.0
Long/Composite Bow Base DPS: 10.7
Table 3: Base Weapon DPS for non-Assassin primaries with NO Critical Strikes attribute (16% crit chance)
Hammer Base DPS: 17.4
Axe Base DPS: 15.5
Sword Base DPS: 15.4
Dagger Base DPS: 13.0
Short/Flat Bow Base DPS: 12.2
Horn Bow Base DPS: 10.1
Long/Composite Bow Base DPS: 9.8
The next three tables are for builds with 16 ranks in the relative weapon Mastery and 13 ranks in Critical Strikes. This is the optimum combination of attributes for a pure DPS dagger-based Assassin primary, because the additional 4 ranks in Dagger Mastery not only increases your Baseline and your chance of crits, but also increases the weapon speed of Daggers even more than 12 ranks, which increases the DPS for daggers proportionally more than for all other weapons. However, note that this leaves you with only 4 attribute points left over for other useful attributes, so this is a highly specialized build without much flexibility.
Table 4: Base Weapon DPS for Assassin primaries with 16 weapon mastery, WITH Critical Eye running full-time (40% crit chance)
Hammer Base DPS: 22.3
Axe Base DPS: 21.2
Sword Base DPS: 19.2
Dagger Base DPS: 18.4
Short/Flat Bow Base DPS: 15.4
Horn Bow Base DPS: 13.4
Long/Composite Bow Base DPS: 12.4
Table 5: Base Weapon DPS for Assassin primaries with 16 weapon mastery, WITHOUT Critical Eye (34% crit chance)
Hammer Base DPS: 21.3
Axe Base DPS: 19.9
Sword Base DPS: 18.4
Dagger Base DPS: 17.4
Short/Flat Bow Base DPS: 14.1
Horn Bow Base DPS: 12.9
Long/Composite Bow Base DPS: 11.8
Table 6: Base Weapon DPS for non-Assassin primaries with 16 weapon mastery, with NO Critical Strikes attribute (21% crit chance)
Hammer Base DPS: 18.7
Axe Base DPS: 17.2
Sword Base DPS: 16.7
Dagger Base DPS: 15.4
Short/Flat Bow Base DPS: 13.2
Horn Bow Base DPS: 11.8
Long/Composite Bow Base DPS: 10.6
One final note about relative DPS among the weapons. In general, faster weapons yield more reliable DPS in a short fight. In the time it takes to attack 3 times with a hammer, for example, your typical dagger-based Assassin primary can swing 5 times. If the Assassin gets blocked or evaded 20% of the time, that’s one attack that doesn’t connect. If the hammer user gets blocked or evaded 20% of the time, that’s one hammer attack that doesn’t connect, so the hammer user loses 33% of their damage, while the dagger user loses only 20% of their damage. Many other MMOGs have proved time and again that two weapons might have similar DPS when you do the math, but the faster weapon of the two is always the better choice.
This basic fact is mitigated somewhat by Guild Wars’ implementation of attack skills, but it’s still something to consider if you’re on the fence regarding, say, a decision between daggers and swords (both of which have very similar DPS values). A dagger is significantly faster than a sword at typical values for Dagger Mastery.
================================================
Why Strength Is Not Applicable to DPS Comparisons
==================================================
In version 2 of this FAQ, I included tables that showed DPS values for Warrior primaries with 10 ranks in Strength. This was a poor choice because the 10% AP of Strength is applied only to attack skills, not to normal auto-attack damage. Therefore, trying to compare DPS over time for Warriors with Strength is a bad comparison; apples to oranges. Trying to calculate an improvement in overall damage output due to Strength is a tedious proposition.
As a rule of thumb, however, you can safely assume that running a Warrior with 10 ranks in Strength would add relatively little to the overall auto-attack DPS for a 16% critical chance (for 12 ranks in the corresponding weapon mastery) or for a 21% critical chance (for 16 ranks in weapon mastery). The overall DPS that 10 Strength will buy you certainly falls somewhere below the halfway mark between the auto-attack DPS values for 16% and 29% crit chance (for 12 ranks in mastery) or below the halfway mark between the auto-attack DPS values for 21% and 34% crit chance (for 16 ranks in mastery).
================================================
Understanding Dagger Mastery and Dagger Speed
==================================================
The Dagger Mastery attribute works like all other weapon mastery attributes in that it affects your Baseline portion of the Armor Modifier:
12 ranks at character level 20 gives you a Baseline of 60. This is optimal.
For each rank below or equal to ((CharLevel / 2) + 2), add 5 to the Baseline.
For each rank above ((CharLevel /2) + 2), add 2 to the Baseline.
Dagger Mastery also works like all other weapon masteries in that it partiallyaffects your base chance to score a critical hit, to the tune of 1 + (1.25 x Attribute). Some examples:
16% at 12 ranks (1+[1.25 x 12] = 16)
12% at 9 ranks (1+[1.25 x 9] = 12.25)
21% at 16 ranks (1+[1.25 x 16] = 21)
The other factor to consider with crit chance % is the relative level of you versus your opponent. If you are exactly the same level, the preceding numbers apply, but if you above or below your opponent’s level, the preceding numbers double or halve every 5 levels in difference, as follows:
For every 5 levels you are above your opponent, your crit chance doubles. For example, if you are level 20, with 12 ranks in your weapon mastery, and your opponent is level 15, your base crit chance is 32%. If your opponent is level 10, your base crit chance is 64%, etc.
For every 5 levels you are below your opponent, your crit chance halves. For example, if you are level 15, with 12 ranks in weapon mastery, and your opponent is 20, your crit chance is 8%.
Where Dagger Mastery does not work like the other weapon masteries is that it also affects the overall speed of your Daggers. The base Dagger speed is the same as swords and axes (1.33 seconds per attack). But for each rank of Dagger Mastery, you also get a 2% chance to strike twice in one attack. If you have 12 ranks in Dagger Mastery, you have a 24% chance on any given attack to strike twice. On average, then, every 100 attacks will yield 124 strikes, which equates to a 24% increase in overall weapon speed.
So a simple formula for determining your effective dagger speed is this:
Dagger Speed = 1.33 / [1 + (Attribute x .02)]
Some examples:
9 ranks in Dagger Mastery = 1.13 seconds per attack (1.33 / 1.18)
12 ranks in Dagger Mastery = 1.07 seconds per attack (1.33 / 1.24)
16 ranks in Dagger Mastery = 1.00 seconds per attack (1.33 / 1.32)
Why is knowing the speed of your dagger important? One obvious reason is that it affects your overall DPS, with faster speeds meaning more DPS than slower speeds. This is why daggers benefit more from ranks 13 – 16 in mastery than all other weapons do.
A less obvious reason is that dagger speed also affects the rate at which you regen energy from your Critical Strikes attribute and from your Critical Eye skill. Which leads us to the next section…