Below I show a technique that can be used to compare two similar weapons based on a %dmg increase or decrease on any enemy.
In many games as your atk stats increases it deals an exponential increase in dmg. So when comparing weapons it might be better to compare the %difference in base dmg rather than the difference between their atk stats.
A similar test can be carried out to see the %reduction in dmg for any protective equipment (helm, armour, etc). Block change is excluded here only def stat will be taken into account if you use this test for def equipment.
You can find out if a new weapon you are aiming to get is better than your old weapon, without even having this new weapon. This is especially useful for end game where you have to save up lots for a new weapon that maybe is barely better than the one you already own (diminishing returns as you head towards end game!).
NOTE1: you can just go by base magic/physical atk stats for your new weapon. But this test is useful for finding a good approximation of the damage dealt by your new equipment compared to your old one in case you are interested in that.
NOTE2: Weapons with a magic amplification stat will be calulated a bit differently. A magic amplification stat givea an additional atk stat boost to the base stat anywhere from 0%-100% of the max amplification value. This means they would give a random dmg value everytime, even for the same enemy. Follow step 1b if the new weapon you want to get has this stat.
NOTE3: This only compares pure dmg given out by a weapon and doesn’t account for range, 1 hand/2 hand or atk speed.
Steps:
1a.
First you must have a similar weapon with the same elemental attacks (fire,ice,lightning,wind etc) and attack type (stab,pierce,slash) as the one you want to get. Also make sure you use your basic atk on an enemy or that you use the same skill throughout this test (skill mustn’t have a variable atk stat). The stars, lvs and gems differences between the old and new weapon shouldn’t affect this technique since the game reflects all these when displaying any weapons base atk stat.
1b.
Skip this step if your new weapon doesn’t have a magic amplification stat. This is a bit different. Your old weapon needs to be similar as described in 1a, but it shouldn’t have an amplification stat. Then follow all the same steps but choose 6b instead of 6a.
Second, find an enemy. Ones that get K.Oed in 1 shot are better. It’s fine even if they have some resistances to your weapons but as long as your damaged isn’t nerfed to just 1 or as long as they don’t have total immunity to your attack.
The levels of your enemy must also be exact during these tests. Kill anywhere from 20-40 enemies (the more enemies the more accurate this test will be). You can stop at 40 or even 50 due to diminishing returns. Record this damage value, try and use a skill that hits just once.
Take the average of this value. This is the damage done with your old weapon.
Find the damage done to this enemy per atk stats.
dmg per atk = (damage done to enemy/atk stat of weapon)
6a.
Just multiply the previous number with the atk stats of your new weapon
** Dmg of new weapon = dmg per atk * atk stat of new weapon**
6b.
[only for those with amplification stat].
** dmg for new weapon (0% magic amplification) = dmg per atk * [ base atk stat of new weapon +( 0% amlification * amplification stat) ]**
** dmg for new weapon (100% magic amplification) = dmg per atk * [ base atk stat of new weapon +( 100% amlification * amplification stat) ]**
Dmg of new weapon is the average of the two:
Dmg of new weapon= [dmg for new weapon (0% magic amplification) + dmg for new weapon (100% magic amplification)]/2
Find the %dmg increase in your new weapon compared to your old one.
** % dmg increase of new weapon = [(Dmg of new weapon/Dmg of old weapon)100] - 100*
If you get a negative % then it means that your new weapon is that much weaker compared to your old weapon. That % you just found should stay same for any enemy unless his resistance nerfs damgs down to 1 or total immunity.
Now any enemy that you damg with your old weapon just take that dmg and add this %dmg increase and you will always know how much dmg your new weapon will deal to that enemy. It’s as if you were using your new weapon on them.
What needs to be tested:
Steps 8 & 9 assume that this technique can be applied to any enemy. This still needs to be tested. But as far as I can see, steps 8 & 9 should work on all enemies. The reason this topic is here is to test this last theory.
Some clarifications to this topic can be found in my 2nd post below.


