Originally Posted by

**epyon96**
The discussion about weapon speed and effective dmg in battle is rather interesting.

Just thought I might add my two cents in.

**shaktiboi** kept emphasizing the variability involved with slower attacks. At first, I was curious how he derived that since averages always work out to be the same over a long period of time. However, with a bit more thought, I would have to agree with him whole-heartedly.

Consider this:

Why do two people sharing one washroom encounter far more difficulty than ten people sharing five washrooms. Technically the ratio of 2:1 people to washrooms is unchanged. Yet one situation often results in more problems than others.

It has to do with the central limit theorem, one of the basis of statistical science. Given more data points, in this case washrooms and people, you are more likely to average out to a mean. In the latter scenario of 10:5 people to washrooms, it means it will be a more harmonious environment.

So how is this related to the dmg discussion earlier you might ask.

Consider this:

A fast weapon hits 10 hits for 9-11 dmg in 10 seconds.

A slow weapon hits 2 hits for 45 - 55 dmg in 10 seconds.

If the block rate is set at 50%. That means on average you deal 50 dmg with either weapon considering the block rate.

However, if we look at the ranges, we get:

Fast weapon: 90 -110 and can range from 0-110 if we consider block rate since 50% block is random and can just as easily block all 10 attacks, although it is unlikely (chance is 1/2^10)

Slow weapon: 90-110 and can range from 0 -110 if we consider block rate.

You look at those numbers and at first glance it looks the same. However, now is where central limit theorem comes into play. Because of the far greater number of data points in the 10 hit scenario, it is far more likely to average out with a smaller variance. This means you are more likely to hit close to 45-55 range in dmg.

What is the benefits of this you might ask? The slow weapon can do the same too right? It can but it has a much higher risk of being in the extreme scenarios of 0 or 110. The problem is that in a game like Guild Wars PvP, I imagine overdamage is not anywhere near as important as being able to avoid the scenarios of dealing little dmg. In fact, ideally, you probably want the weapon that is completely consistent in dmg in order to best utilize your build and avoid externalities of luck.

EPYON