Why sundering mods are bad.
Sixty
In general, sundering mods are bad. They provide very little benefit in comparison with other mods. First of all, there are only two classes that can even use a sundering mod: the ranger and the warrior. So, in order to explain how other mods can be better for you, consider this:
Q: Why do you use a sundering mod on a warrior or ranger?
A: To increase your DPS, of course.
Now, if you wanted to take this from a technical standpoint, you can. Since an axe or sword attaks a 1.33 second attack rate. With a perfect sundering modification, a perfect +35% ideal axe will only increase the average dps 0.293 (against an unbuffed 60 armor target). For that extra 0.293 dps, you're spending a large sum of gold for that modification.
On the other hand, you can equip zealous modification for superior energy management. With 1 pip of energy regeneration and with 1 hit for every 1.33 seconds, you'll have around 1.08 energy per second. So, if you used that ~1 eps or so to fuel, say, frenzy, you would have a 33% damage increase, taking your DPS up to 32.6.
Now, assume, you didn't want to use your energy skills. You want to run some sort of warrior loaded up solely on adrenaline skills. First of all, that's a bad idea - using frenzy can easily help your dps better than a sundering. So, compare this to other mods:
Using an elemental mod, you can negate other warriors' +20 armor bonuses, which turns that 100 armor to 80, so you'll be causing another 25% damage.
If you didn't want to do that, saying you won't be able to kill rangers well, then you can also use a vampiric weapon. A vamp will increase your dps to 25.91, with five damage per hit armor-ignoring.
Finally, people think that their sundering mod will help their damage against a higher-armored target, such as a warrior. Well, so what? With your 10% sundering mod, your DPS will be increased by just .207 to just 11.127. A vampiric mod, however, will cause 10.92 DPS plus 3.76 from the vampiric mod, for a total of 14.68 DPS. Finally, using an elemental mod against a warrior target will cause your DPS to be 15.44 against that warrior. Your zealous mod will give you 16.3 DPS. Looking at those numbers, even against higher armored targets, sundering mods can provide less benefits than any other mods, except perhaps furious and elemental (in the case that it's not against a warrior.
When you look at these numbers, you come up with this:
22.133 DPS against a 60 armor target with a 10% sundering mod.
21.84 DPS against a 60 armor target with a zealous mod, but you gain around 1 energy per second (including energy regen), and frenzy can be used to kick up your DPS to 32.6. In addition, using frenzy will increase your DPS further.
Even an elemental damage mod will increase your damage better, with a 25% bonus damage on a warrior.
A vampiric weapon will give you -1 health degeneration but will increase your DPS to 25.91, but will give you 5 health per hit.
Finally, sundering is the most expensive of them all. A sundering mod will cost tens of plat, while a zealous mod will be a could plat at most, and elemental mods are mere hundreds. A perfect vampiric may cost 20-30 plats or so (not sure; it's been months since I last played pve) at the most.
Hopefully this post will help the mistaken GW players that are intent on using their sundering mod. All numbers were taken using the GW damage calculator and the built-in computer calculator.
Q: Why do you use a sundering mod on a warrior or ranger?
A: To increase your DPS, of course.
Now, if you wanted to take this from a technical standpoint, you can. Since an axe or sword attaks a 1.33 second attack rate. With a perfect sundering modification, a perfect +35% ideal axe will only increase the average dps 0.293 (against an unbuffed 60 armor target). For that extra 0.293 dps, you're spending a large sum of gold for that modification.
On the other hand, you can equip zealous modification for superior energy management. With 1 pip of energy regeneration and with 1 hit for every 1.33 seconds, you'll have around 1.08 energy per second. So, if you used that ~1 eps or so to fuel, say, frenzy, you would have a 33% damage increase, taking your DPS up to 32.6.
Now, assume, you didn't want to use your energy skills. You want to run some sort of warrior loaded up solely on adrenaline skills. First of all, that's a bad idea - using frenzy can easily help your dps better than a sundering. So, compare this to other mods:
Using an elemental mod, you can negate other warriors' +20 armor bonuses, which turns that 100 armor to 80, so you'll be causing another 25% damage.
If you didn't want to do that, saying you won't be able to kill rangers well, then you can also use a vampiric weapon. A vamp will increase your dps to 25.91, with five damage per hit armor-ignoring.
Finally, people think that their sundering mod will help their damage against a higher-armored target, such as a warrior. Well, so what? With your 10% sundering mod, your DPS will be increased by just .207 to just 11.127. A vampiric mod, however, will cause 10.92 DPS plus 3.76 from the vampiric mod, for a total of 14.68 DPS. Finally, using an elemental mod against a warrior target will cause your DPS to be 15.44 against that warrior. Your zealous mod will give you 16.3 DPS. Looking at those numbers, even against higher armored targets, sundering mods can provide less benefits than any other mods, except perhaps furious and elemental (in the case that it's not against a warrior.
When you look at these numbers, you come up with this:
22.133 DPS against a 60 armor target with a 10% sundering mod.
21.84 DPS against a 60 armor target with a zealous mod, but you gain around 1 energy per second (including energy regen), and frenzy can be used to kick up your DPS to 32.6. In addition, using frenzy will increase your DPS further.
Even an elemental damage mod will increase your damage better, with a 25% bonus damage on a warrior.
A vampiric weapon will give you -1 health degeneration but will increase your DPS to 25.91, but will give you 5 health per hit.
Finally, sundering is the most expensive of them all. A sundering mod will cost tens of plat, while a zealous mod will be a could plat at most, and elemental mods are mere hundreds. A perfect vampiric may cost 20-30 plats or so (not sure; it's been months since I last played pve) at the most.
Hopefully this post will help the mistaken GW players that are intent on using their sundering mod. All numbers were taken using the GW damage calculator and the built-in computer calculator.
Lt.Crumpet
ok A: you rock. number crunchers are just plain frikin cool.
B: dont kno ( and im too lazy to look ), but i THINK this may have been addressed before. not to rain on your parade tho, good job with all that.
thanks from us all
B: dont kno ( and im too lazy to look ), but i THINK this may have been addressed before. not to rain on your parade tho, good job with all that.
thanks from us all
unienaule
Quote:
Ristaron
unienaule beat me to saying it, so I'll just pass on my congratulations and spare you the critisism.

LifeInfusion
I always knew sundering was useless and only good for selling so that you can buy 6 vampiric and other mods :P
linkid
I don't really know how sundering mods work, but you need to correct the zealous mod:
Quote:
Originally Posted by Sixty
Quote:

Good point about the elemental hilts. You can always have 3 (collector) weapons, one with zealous, another with elemental, and one plain (or vamp/sundering) for maximum effects of each.
What I haven't been sure about is the "armor-ignoring" damage from vampiric weapons. If I put 0 points in axe and go up against let's say minotaurs, I only see -1s and -2s, although I have a 3/1 vamp mod. Maybe it does 3 extra damage that's not shown, but I've never been entirely sure about it. Also:
Quote:
Originally Posted by Sixty
A vampiric weapon will give you -1 health degeneration but will increase your DPS to 25.91, but will give you 5 health per hit.
If you're talking about axe or sword (1.33 second attack cycle), it is only 3 health per hit max, which would change the math (again).
VGJustice
linkid, don't forget that with a Zealous mod, you gain energy one every hit. So, if you use a skill like Hundred Blades or Cyclone Axe, then the energy regen increases dramaticly.
Nit picking aside, nice work debunking the Sundering Mod with your l33t uber math skilz0rs. /clap Vermilion Okeanos
I think the article need a bit mroe organization.
From the start, I assume he talk about axe differences, yet near end he wrote "5 health per hit" (only hammer and bow is 5 /1). Then what happen in between? Was those all hammer or bow's DPS? Other than that, nicely put. Savio
Quote:
Originally Posted by Sixty
|
http://www.guildwarsguru.com/forum/s...d.php?t=114209
Quote: Using an elemental mod, you can negate other warriors' +20 armor bonuses, which turns that 100 armor to 80, so you'll be causing another 25% damage. It's not 25% more damage.
http://www.guildwarsguru.com/content...nics-id674.php
Quote: A perfect vampiric may cost 20-30 plats or so (not sure; it's been months since I last played pve) at the most. 10-15k; prices tanked because idiots want Sundering instead.
Quote: Originally Posted by linkid
5/12 is 0.417, which is far off the 1.08 you hinted (which would be correct if you gained 4 energy in the 12 second cycle like you suggested).
He's talking total energy regen. Normally a Warrior has 2/3 energy per second. 1/3 more energy per second, or one more pip, isn't too bad, especially with area attacks like Cyclone Axe.
Still, I do agree the zealous mod is better than sundering in most cases. Frenzy can be used anyways and maintained without a zealous hilt (8 seconds, 5 energy, warriors gain 2/3 * 8 or 16/3 or 5.333 energy in 8 seonds without zealous).
Still, I do agree the zealous mod is better than sundering in most cases. Frenzy can be used anyways and maintained without a zealous hilt (8 seconds, 5 energy, warriors gain 2/3 * 8 or 16/3 or 5.333 energy in 8 seonds without zealous).
Quote:
But then if you use frenzy why not use a zealous mod ![]() Quote:
|