I thought this would be rather useful, especially for this forum.
All the damage is based on the formulas from here.
Has tabs to calculate the following:
Raw Damage: Just enter a damage number and see what the actual damage would be based on all the modifiers such as sundering, armor, and customization. It's basically just the straight formula.
Weapons: Pick a weapon from the list, and based on the attribute level, AL, and other modifiers it'll give you the range of damage that the weapon can hit for with those stats. Also includes a separate "Critical" hit function to see what it would critical for with the specified stats.
DPS: This is average DPS - what DPS you can expect to get on average. I just figured the average damage a weapon would do based on the stats, the number of attacks it would make in a certain amount of time (default is 1000 seconds) - yes it does figure in critical hits and their damage, as well as the Sundering with a chance based on the slider.
TRU-DPS: This actually does the exact same thing as GW itself - calculates every single attack separately for how many attack could be done by a weapon in a given time. Also includes the critical chance and sundering chance (if applicable.) Depending on your machine and the interval this one may take a second or two to calculate. If you hit this multiple times you'll notice that it nicely matches up with the way the average DPS was calculated - especially if you set the interval to the maximum, where it's off the average no more than 0.10 DPS (at least what I've noticed.) Mainly I point this out to show that using average damages and average DPS works well and is actually the best number to use for "definitive" DPS of a weapon. Hitting this multiple times shows how widely it can vary though, especially when you shorten the duration to combat times of 20-30 seconds (but still average out to *gasp* the average DPS.
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Many may be surprised by the results.
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I programmed this in visual studio.net, source code is available upon request.
Constructive criticism and suggestions for additional features/ways to make it better are welcome - esp bug reports.
Known issues:
Have not yet figured in double strikes or critical strikes for Daggers. It's a low priority though since Daggers are so far below all other melee weapons in terms of DPS.
I don't have a formula for weapon attributes above 12, so I just statically set the modifiers for 13-16 based on the chart on the guru formulas page linked to in the beginning of the post - which I'm sure are off a little bit.
No Bows are included - I don't really see anyone caring about DPS of bows, but if I get enough requests for it, I'll put them in.
Critical Hit % may be a bit... off. Only formula I found was on the Guildwiki page on criticals based off someone's test of over 8000 hits. It matches nicely with the numbers for the low and high attributes, but the middle it deviates by a few %. If someone has a better formula for it I'll be happy to plug that one in again.
Enjoy!
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