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This is a comparison of possible illusionary weaponry builds, involving the following combos:
A/Me
Me/A
W/Me
Me/W
R/Me
Me/R
First, some numbers:
Dagger attack rate = 1.33 (unconfirmed but believed to be the case)
One point of dagger mastery gives 2% chance to dual strike (was the case in the PvP beta event)
16 illusion magic means 42 damage per hit with illusionary weaponry.
12 illusion magic means 34 damage per hit with illusionary weaponry.
Illusionary weaponry lasts 30 seconds without any buffs.
Illusionary weaponry will last 36 seconds with a 20% longer enchantment mod
Illusionary weaponry has a 0.75 second aftercast.
Swords and axes attack once every 1.33 seconds.
Frenzy, Flurry, and Tiger's Fury give a 33% attack speed boost.
A sword or axe or dagger under frenzy attacks once every (1.33 - [1.33 * 0.33]) 0.8911 seconds.
We assume the maximum in illusion magic for each build.
Mesmer/Assassin
In the Me/A's case, we will assume 12 points in dagger mastery, resulting in a 24% chance to get a second hit on an attack. You will attack (35.25/1.33) 26.50 times with the main hand (round this to 26, whole attacks are the only ones that matter because even 1.99 hits will only deal 42 damage) 26 attacks will yield (26 * 0.24) 6.24 offhand attacks at 12 dagger mastery, giving a total of (26 + 6) 32 hits. That is (32 * 42) 1344 damage with illusionary weaponry.
Mesmer/Warrior Frenzy
In the Me/W's case, you need no points in any warrior attribute to gain the benefit of frenzy. If you use frenzy you will get (35.25/0.8911) 39.55 (rounded) attacks, which means an overall damage of (39 * 42) 1638.
Mesmer/Warrior Flurry
If flurry cannot be renewed fast enough to prevent a normal attack every time it ends, then when using flurry you have (35.25/5) 7.05 normal attacks. 7 normal attacks will take (1.33 * 7) 9.31 seconds of the overall time, leaving (35.25 - 9.31 ) 25.94 seconds of buffed attack speed, or (25.94/0.8911) 29.11 (rounded) attacks, for a total of (29 + 7) 36 attacks, or (36 * 42) 1512 overall damage. If you can renew flurry before you do a normal attack, you do the same damage as a frenzy user, or 1638 overall damage. So we can say flurry IW's theoretical damage range is 1512-1638
Mesmer/Ranger
A Me/R will be assumed to have 12 in beast mastery for a 10 second tiger's fury. As with flurry however, you may not get to renew it fast enough to prevent a normal attack, and so will have (35.25/10) 3 normal speed attacks. Which leaves (35.25 - [3 * 1.33]) 31.26 seconds of buffed attack speed. That gives us (31.26/0.8911) 35.08 (rounded) attacks when buffed, or (35 + 3) 38 total attacks. That is (38 * 42) 1596 total damage. If tiger's fury could be used in such a way that it is always up, you would do the same damage as a frenzy user, or 1638 total damage. So we can say that tiger's fury's theoretical IW damage range is 1596-1638
Assassin/Mesmer
In the A/Me's case, we will now assume 16 in dagger mastery, or a 32% chance to dual strike. You will again get (35.25/1.33) 26.50 main hand hits, but this time you will get (26 * 0.32) 8.32 offhand attacks, for a total of (26 + 8) 34 attacks, or (34 * 34) 1156 overall damage.
Warrior/Mesmer Frenzy
For the W/Me, we will again start with frenzy. You should get (35.25/0.8911) 39.55 attacks for an overall (39 * 34) 1326 damage.
Warrior/Mesmer Flurry
Flurry is the same as last time, if it cannot be renewed fast enough to prevent a normal attack every time it ends, then when using flurry you have (35.25/5) 7 normal attacks. 7 normal attacks will take (1.33 * 7) 9.31 seconds of the overall time, leaving (35.25 - 9.31) 25.94 seconds of buffed attack speed, or (25.94/0.8911) 29.11 (rounded) attacks, for a total of (29 + 7) 36 attacks, or (36 * 34) 1224 overall damage. If you can renew flurry before you do a normal attack, you do the same damage as a frenzy user, or 1326 overall damage. So we can say flurry IW's theoretical damage range is 1224-1326
Ranger/Mesmer
A R/Me can place 14 points in beast mastery to get an 11 second tiger's fury, thus theoretically making the damage equal to frenzy, or 1326. If you choose to stay with a lower beast mastery however, you may not get to renew it fast enough to prevent a normal attack, and so will have (35.25/10) 3 normal speed attacks. Which leaves (35.25 - [3 * 1.33]) 31.26 seconds of buffed attack speed. That gives us (31.26/0.8911) 35.08 (rounded) attacks when buffed, or (35 + 3) 38 total attacks. That is (38 * 34) 1292 total damage. So if you keep a 10-second tiger's fury we can say that tiger's fury's theoretical IW damage range is 1292-1326, and 1326 with an 11+ second tiger's fury.
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Results
As you can see, a Me/W with frenzy or a Me/R with 12 beast mastery and tiger's fury are the damage machines here, with the other possibilities being less effective. It is worth noting however that a build with 12 beast mastery cannot place many points into inspiration or fast casting, and a build running frenzy takes a lot of damage. No surprise then that Me/W with flurry is the general choice.
When looking at these numbers it is very important that you remember that they do NOT account for kiting, enchantment removal, snaring on you, and so on. These are the numbers you would see if you could stand next to an enemy and smack him for the full duration of IW. They also do not account for things like other available skills, such as conjure phantasm etc.
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Anyone care to double-check the numbers for me?
