So I’ve been thinking a lot lately after taking some time off and decided to look into using zerkers. We all know that offensive gear + offensive traits/runes/sigils (aka no attempt made to mitigate any damage) = on the floor. Let’s just get that out of the way right now, that is not what this thread is about. The following is some interesting math. Also, my perspective is coming from mainly running dungeons (fractals =/= dungeons).
So let’s say we want to compare the effectiveness of zerkers with some other armor set. The damage formula is:
Damage done = weapon damage * power * skill coefficient / target armor
Now since we are theory crafting for the same weapon against the same opponent (Heavy Golem in the mists perhaps), the skill coefficient, weapon damage, and target armor will be the same for all calculations. This means (along with the fact everything is multiplication/division) means we can relate the damage between builds by comparing power. This will be a fictional number which is only useful for comparison purposes and will not reflect the exact damage you would do in game (you need to actually use skill coefficient, weapon damage, and target armor for this).
Now, what about crit chance and crit damage? Well, the theoretical average damage can be represented by:
Avg Dmg = damage done * (100% – crit chance) + damage done * (crit chance) * (150% + crit damage)
Also: precision from stats / 21 + 4 = % crit chance; and any % increase in damage from traits will be simply: Avg Dmg * (100% + % increase from traits)
So according to the wiki exotic armor combined major stats are 1003 points, minors are 698 points, and minor percent’s are 62 percent
Edited due to errors and for clarity. I now have a google doc up which you can see the comparisons between zerkers, knights, and soldiers at different specs. The last set of comparisons is for you to do some figuring on your own if you wish, the green and grey zones are editable if you choose to download the document and try. Link (may have to copy and paste into your address bar for it to work): https://docs.google.com/file/d/0B_plfQ-9x-xjNENZWmg1ZThocFU/edit?usp=sharing
This proves that full offensive armor with full defensive spec is similar damage to full defensive armor with full offensive spec. The difference is: provided you can survive with the defenses of fully devoted traits to survival (and, who can’t under most circumstances? I mean, guardians get a ton of great ways to survive, and the common 30 valor 30 honor spec is common for a reason) zerker would be a better option for growth. Because as you grow and get better, you can drop defensive things and pick up offensive ones. Zerker is also less restrictive, with the other sets needing to take swords (or for a dip in damage, one handers) for the same amount of damage. Sigil and rune effects weren’t included due to the nice comparison without them, but you can obviously put them in for yourself in the custom spot.
Now I understand some people wanna play “healer” or whatever. This isn’t for you. This is for the average guy that wants to run around, not be on the floor the whole run, do some good damage, and learn how to play better as he goes. So what is the point of this thread? Education. Such as: Don’t write someone off when you hear they are using zerkers, they could do just as good as you in your knights with damage boosting traits. Save yourself some money when you hit 80 on ur guard alt, just use your zerker farming gear for dungeons. Set yourself up for growth, wear zerkers, spec tank, and as you get better slowly mix in some damage stuff till you hit your cap.
(edited by Dead Water.2715)