I cant help but feel that Mamn00n is giving false information. Can you link some proof with screenshots from goh,pomh,coeh? to support your claims.
Sure, and your claim is entirely valid. But I don't think screen shots from instances is going to do much. Let alone a specific instance. All you are comparing at that point is your patk, and crit vs boss pdef and crit resistance and then of course how much damage/AS you have, and how much crit damage increase you have.. Which is just a matter of gear and stats. Something that, can be increased and decreased by % bases.
So I can conclude, with X damage and X attack speed with X patk Vs X Pdef I can come out with approximately the amount I'll hit. And scale comparisons accordingly.
As for why I say nimble hands isn't what it was, let me elaborate a little. With the damage formula that Scouts specificly use, makes attack speed have half of a half of the effect other classes get. For example; 10% attack speed for rogues is the equivalent of 20% damage. For scouts, 10% attack speed is 5% damage. Likewise speed shooting mastery has suffered greatly from this.
If what you are saying is that I'm wrong that S/Wd beats S/R in just about every instance then here:
S/Wd gets -> 5% more accuracy (for what it's worth)
-> 17% more Patk
-> Skill that is instant cast that does more % DPS than snipe (but not more damage, roughly 3/4 [75%]the damage of snipe however) which, with the "fix" is now instant, AND does not trigger GCD. So, If I am at a boss fight, I can use Snipe -> CC -> Autoshot -> Shot -> combo and hit target 8 times in 2 seconds. That's insane burst.
-> Skill that allows your Shot to have a second shot going by it's side. The second shot does about 60-70% of the initial shot damage.
-> 5% passive damage
-> 275 reduction in target physical and magical resist (good for not so heavy crit groups)
-> 10%? idk what the level 70 elite buff max's at, but it's comparable to exploiting shot
-> 2 skills that have considerably higher % DPS than most scout skills (Thorn arrow and Hidden Peril, strong fillers)
-> A mid range attack that has a high chance to crit and hit targets in a range of 80 (aoe)
S/Wd's burst consists of using Snipe -> CC -> Shot -> Autoshot -> Comboshot -> (if buffed) shot shot shot shot shot and pop CC, combo, and HP for snipe proc chance when snipe is nearing CD.
If not buffed; Comboshot -> shot -> thorn arrow -> shot -> piercing arrow -> shot -> vamp arrow -> shot -> hidden peril -> shot -> combo and so on... Shot does the most damage for S/wd, and more damage than most scout skills will do (that all have a CD of 6s or more). Giving it consistently higher damage than every other scout combo could manage in all but 1 situation.
S/R gets -> 11.2% attack speed (5.6% damage) passively
-> Offhand weapon (more patk). So, to determine the % of patk that can be gained (roughly) would be as so: 1/16 (1 out of 16 pieces, this weapon making it 17) is about 6.25% more patk gain. That off-hand dagger however, will probably have a nice big patk buff on it. Let's say 3500 patk, which you can get from about 4 stats. And then I'll add in the runes, we'll say you can get 1k patk (I don't feel like mathing this) is about 1.25 more stats. That turns the patk bonus to about 11.7%.
10.5% (roughly) bonus Patk
-> 16% reduction in target pdef/mdef (good for heavier crit groups)
-> 16% increased damage on target
-> 2 extra reflected shots and the damage doesn't decrease (considerably good upgrade to an aoe)
-> Some bonus crit with a skill that does a little more damage than the main scout skills
-> Poisonous bite is a strong filler (but not as much as CC but more than Hidden peril)
S/R's burst consists of, Using snipe -> sapping arrow (0 damage) -> autoshot -> shot (260.8% dps) to proc exploiting -> combo shot -> vampire arrow -> poisonous -> weak spot -> piercing -> and after that you are poppin wind arrow (unless you don't have enough TP to max it, cause wind arrow does more damage than shot) and any of your cd's, combo, vamp, poison, weak spot, and piercing.
TL;DR
If they were to fix the damage formula for scouts so that 1% attack speed =\= 2% damage like
EVERY OTHER CLASS DOES then S/R would be just about on par with S/Wd. The difference right now, as to why S/Wd is better than S/R could be most simply said as so:
S/Wd has more physical attack, more buff potential (situationally) and almost every skill used having = to or more % dps
S/R has .6% more passive damage, and they have equal buff potential, but Sapping Arrow (S/R) doesn't stack with withering seed (Druid general). So, without a druid S/R is a good way to get more debuffs on the bosses. But with a druid, S/R is not as practical.
I'm pretty confident in my claims. But feel free to disagree