So I have been going through forums and Guru and Wiki trying to find out what is better to put stats into and I could find nothing definitive. So I made my own excel calculation and broke it down, and here are the results.
Theory and Thoughts
So most of what I have read has said that for pure damage, go for Power. It’s true that it has a Direct Linear increase effect on the damage done, but the catch is in Critical Damage. I figured there would be an optimization where the % increased chance for critical hits would be worth more than the increased base damage from Power. That is to say, Doing double Dmg more often makes up for doing less Base Dmg.
I play a Zerker Phantasm Mesmer so everything needs to be full zerker for maximum damage, but the runes/sigils/consumables are up to you. Zerker armor/trinkets treat precision/power/crit as non-exclusive so it is the most useful for high damage, but the runes/sigils/consumables do make them mutually-exclusive so this is where changes can have effects (with exception of Ruby Orbs).
Why Zerker?
I mostly do dungeons(fractals), and with a few exceptions, more damage is more useful despite being squishy. I find its more of an L2P issue when you down a lot and not to do with having no toughness. So when you learn, the Damage speaks for itself.
Disclaimer
These stats apply to these traits only as changing the traits will change the Optimization of your choices. I will explain further down in the calculations part.
Traits
I run a lot of fractals and I find running more Utility is better for the team and therefore better for the run, Glass Cannon traits could be useful in a group you run well with, but in Pugs I like being safer. So I use 10/30/0/30/0. Dueling, although I don’t like any of Grandmaster traits, the extra 10% Crit Damage and 100 precision is so hard to say no to. 25 of the Inspiration Phantasmal Strength (15% damage on phantasms) and I just put it to 30 because of the extra Utility you can bring with it. 10 in Domination is for Empowered Illusions (15% more damage for phantams!!).
Weapons and some formulas…
Doesn’t matter what weapon you use for this calculation as long as it is Zerker stats. The Sigils do matter, but we will explain them below. The reason the weapon doesn’t matter is it’s damage is exclusive to the changes in Power or Precision. The damage for each weapon is fixed in a set range and can not change. The formula for Damage is Damage =(weapon damage) * Power * (skill-specific coefficient) / (target’s Armor). In the formula Power is made up of your Stat Power and your Damage Bonus Multiplier. These are the only two things we can drastically change (Stat Power is directly increased by more power, and Damage Bonus Multiplier is increased by Rune bonuses, Sigils and Critical Damage % which is increased in chance by Precision).
Sigils
Stacking Precision or Power, Force for 5% Dmg, Accuracy for 5% Crit Chance. Which to choose? Well, when i was running a shatter build, i liked having a sigil of Energy for the added dodge clone production, but for Phantasm, I chose the sigils of Force and Accuracy for my main and offhand and Accuracy for my two handed weapons. Running Zerker I don’t Down too often, but enough that stacking sigils don’t get the chance to add up. That means they’re out, especially when you can get the 5% bonus right up front all the time. This can be up to you, but again, it will change your optimization. For my calculations I ran with the added 5% of each stat.
Runes
Goal is Damage, so the only real choices are Runes of the Mesmer/Scholar/Eagle/Ranger and Ruby Orbs. I don’t like/need the 6th trait from Mesmer or Ranger so I would just stick a Ruby Orb on one piece (For calculation purposes I left Ranger out as having Eagle gives way better 6th trait and is same stats without it). Considering the condition to get the +Dmg Bonus on Scholar and Eagle, I factored them in separately too (hard to keep over 90% as a zerker…) The majority of the calculations revolve heavily on these runes.