This is mainly for the Exotic versus Ascended debate players who refuse to do this themselves, yet still try to claim that the difference is minimal (around 5%).
TL:DR at the bottom, all the supporting evidence is in the middle.
Some disagree with the previous analysis of the Exotic vs. Ascended so I am going to redo the analysis with a finer comb. I will not, however, add in the new bloodlust buff, as it is not constant (meaning you could be holding one orb at any given time and lose it in the middle of the fight, or gain another). I will also be ignoring all flat damage+% since all they do is scale and inflate the numbers. Since it is all multiplicative the percentage increase will remain the same.
I will be looking at extreme cases: aka lowest possible armor for each armor tier.
For ease on the eyes:
CD=Critical Damage P=Power Pre=Precision T=Toughness V=Vitality H=Healing Power Con=Condition Damage BD=Boon Duration ConD=Condition Duration AR=Agony Resist
D=Damage increase by a % CC=Critical Chance
The Thief build I will be looking at will be a D/D backstab build, 25/30/0/0/15.
I will start with listing out the base stats for the Thief (not including might/food)
Exotics:
Dagger: 921-984d 90p 64pre 5%cd sigil: Force + 5%d
Dagger: 921-984d 90p 64pre 5%cd sigil: Bloodlust 0-250p
Helm: 97 armor 45p 32pre 2%cd Rune: Ruby Orb: 20p 14pre 2%cd
Shoulders: 97 armor 34p 24pre 2%cd Rune: Ruby Orb: 20p 14pre 2%cd
Chest: 338 armor 101p 72pre 5%cd Rune: Ruby Orb: 20p 14pre 2%cd
Gloves: 157 armor 34p 24pre 2%cd Rune: Ruby Orb: 20p 14pre 2%cd
Legs: 218 armor 67p 48pre 3%cd Rune: Ruby Orb: 20p 14pre 2%cd
Feet: 157 armor 34p 24pre 2%cd Rune: Ruby Orb: 20p 14pre 2%cd
Amulet: 90p 64pre 5%cd Orb: Exquisite Ruby 25p 15pre 3%
Back: 22p 16pre 1%cd Orb: Exquisite Ruby 25p 15pre 3%
Ring 1: 67p 48pre 3%cd, Orb: Exquisite Ruby 25p 15pre 3%
Ring 2: 67p 48pre 3%cd, Orb: Exquisite Ruby 25p 15pre 3%
Trinket 1: 56p 40pre 3%cd Orb: Exquisite Ruby 25p 15pre 3%
Trinket 2: 56p 40pre 3%cd, Orb: Exquisite Ruby 25p 15pre 3%
Deadly Arts: 250p, 25% ConD
(III) Steal does damage & heals
(IX) Daggers do +5%d
Stealing applies poison
Weaken target when poisoning
+10%d if target has condition
Critical Strikes: 300pre, 30%cd
(II) 5 might on signet use
(III) +7%CC
(XI) +20% damage if target <50%
+5%cc while >90% health
critical hits have 20% chance to restore 1 initiative
+10%d when >6 initiative
Trickery: 150Con, 15% shorter steal
(IV) +5%d behind or beside target,
Stealing gives 3 initiative
increase max initiative by 3
Healing Skill:
Signet of Malice
Utility Skills:
Assassins Signet: 180p,
Active: Deal 15% more damage on next 5 attack
Signet of Agility: 180pre,
Active: Refill endurance and cure 1 condition for each nearby ally
Infiltrator’s Signet: Regen 1 Initiative every 10 seconds,
Active: Shadow step to target (stun breaker)
__________________________________________________________________
Including base values and passive signets (values in [] will not include signet passives)
Totals: P: 2,469 [2,289] {full bloodlust without signet 2,539} Pre: 2,178 [1,998]
T: 916 V: 916 CD: 104% Con: 150 ConD: 25%
CC: 76.1% [67.52] Steal Rate: -15% +Damage%: 35% [55% if target >50% health]
Armor: 1980 Health: 10,805
The only values that change when going from Exotic to Ascended are currently the weapon, amulet, back, rings, trinkets. Below are their values for the same Thief with the same exact set up except for the newly Ascended weapon and accessories.
Ascended:
Dagger: 970-1,030d 94p 67pre 5%cd sigil: Force + 5%d
Dagger: 970-1,030d 94p 67pre 5%cd sigil: Bloodlust 0-250p
Amulet: 126p 85pre 9%cd
Back: 56p 35pre 5%cd
Ring 1: 103p 68pre 8%cd
Ring 2: 103p 68pre 8%cd
Trinket 1: 91p 61pre 7%cd
Trinket 2: 91p 61pre 7%cd
__________________________________________________________________
New stats for Ascended Gear.
P: 2,539 [2,359] {full bloodlust without signet 2,609} Pre: 2,214 [2,034]
CD: 112%