I drew a graph of your formula or i should say the formula, damage at attack speed:
index.php?page=Attachment&attachmentID=4157
the yellow represents without a damage modifer i.e. some Mastery.
Can you see that having a mastery has nothing to do with being a DPS?
As skill percent reaches 500% it is a near linear or nominal effect to damage for weapons over 2.3 seconds , past 500% it eventually increases expoentially. But we yield no skill above 500%. Therefore those with s/p over 500% are called in terms DPS. Calling damage a base number for Knights. We want to see a higher base. This is achieved by a mastery.
If this is not possible for us we would rather see: damage
index.php?page=Attachment&attachmentID=4158
On one skill called Holy Strike.
But since this is not going to happen back to a mastery suggestion would look more like this in damage:
index.php?page=Attachment&attachmentID=4159the blue represents without a mastery.
Now let me draw you another graph:
index.php?page=Attachment&attachmentID=4160
that is still using your formula.
There is nothing wrong with the formula except how it is being used for knights.
Since DPS is a given number it can be replaced by Weapon physical damage. Higher number = higher damage. simple.
The damage coefficient seems to be the integral of the DPS formula, Increase the damage coeeficient = better damage potential.
So there are 3 suggestions for Knights to be a balanced class in the RoM community.
And sorry, but....I can't follow your argumentation at all.
there is no argumentation that is only in your head.
Anyway, you are still better with the DPS formula, since DPS can be raised much more than the pure dmg (cause of speedbuffs as Raid Rune, Lute, Strong Stimulant...), so in the end you do more dmg than with old formula.
that is such a small figure that it gets buried in the enviroment variables. or in other words practically canceled out.
Anyways.. If none of this then how about you remove the red when i spam holy strike. It get kinda annoying and usually I pan around the camera to avoid having to look at it.
Sure wish we'd get a mastery tho.
so your figure of 2.75 is actually found by attack speed - (damage coefficient / attack speed) You must recalulate for 2.4 seconds which is about 2.1 so for letins DPS*(2.1 + 2*skillpercent) = damage Therefore changing from 3 seconds to 2.4 seconds a higher DPS on weapon is to be expected. But we also must take into account that the lvl is changed on the weapon by 5 which is a 2:1 base in gameplay so realalissticly it is DPS*(2.1 + 2.2*skillpercent) = damage as we approach lvl 75 HS this will be reduced to DPS*(2.1 + 2*skillpercent) = damage. Therefore increasing lvl of player and lvl of HS seems to invalitate each other. Yet it is needed to continue on but having little to no effect on damage. Plus it makes you feel better with a newer weapon.
Sorry about the graphs that u can't see but it would show that you need over 500% skill lvl to achieve a damage equal or greater to using the weapon damage over DPS. Us knights know the DPS system is great for other classes b/c it would do more damage than using weapon damage times skill percent. But this will never happen for knights. We don't care.
As for aggro generation. On the tooltip says each skill lvl adds to aggro. But we don't have a skill for it. To make this a true statement we would need a mastery skill that modifys our damage. For each skill lvl in mastery, adds to aggro. See how it is worded? Im tired of the formulas and figures. I was before I started this thread. No need to make sense here just give us a way of coming to better damage on a overall scale.