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The main fact is that with a slow weapon, you can do alot more damage for the same amount of mana.
Printed weapon damage + AP/14 * 2.8 + ammo * delay.
A slower weapon may have up to 100 higher on printed damage, and maybe another 25 damage on the ammo. There shouldn't be any wider margin that this, beyond multipliers like RWS, Barrage, and crits. If you're seeing a margin of over 200 on a non-crit, Blizzard's normalization isn't working.
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Anyway, I was only using using DPM meters as a small experiment to ponder what DPM was actually like, not a way of finding hard proof for something or another.
I understand. Mana efficiency is not something I've done a great deal of personal research on. I really should look into what a point of MP5 is worth, but it's very hard depending on what people do in their cycle. A poster earlier on this page analyzed it moderately well, but I'm all for hearing comments about DPM because I've studied DPS, not DPM.
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Surely this isnt true; with crits included, it was weapon speed which made slow weapons so superior prior to normalisation, why should it be any different when the moves which had been normalised (aimed and multi shot) are removed from the dps equation?
The shot cycles are purely based around the way the use of Aimed Shot interrupts your autoshooting.
Let's say I'm out soloing, and firing my Ashjre'thul, which takes 2.96 seconds per autoshot (with quiver.) And let's say I do nothing but autoshot. Every 2.96 seconds, I'm going to land a shot that is worth 2.96 seconds worth of autoshot DPS. However, if the pet kills the target when I'm about to fire my next autoshot, I don't get 2.8 seconds of my DPS in damage. The shot simply never fires.
If I were firing a steady laser beam of damage, I would actually get that 2.8 seconds. It seems like I *should* get it. If my DPS is 100, and I was autoshooting for 20 seconds, I should do 2000 damage, darnit! Instead, I only do 1776. (100 damage/sec * 2.96 sec/shot * 6 shots)
That all should make sense to you. Now, imagine you're shooting at a target where you can shoot at it for 6 or 7 seconds, and then it despawns and pops up again 3 seconds later. (Kinda like the purple ghosts in West DM, but more annoying.) This is what firing the cycle is like. So obviously the best situations are going to be ones where I can stretch out my DPS across the entire period I have to fire. I want to be shooting from the instant I can to the last moment I could possibly get a shot off.
The part that hasn't already been made clear is that the autoshot timer starts after your first shot, which happens pretty much right as you push the button. So if I have a 6 second window, and I'm firing in almost exactly 3 seconds, I can potentially get 3 shots in. When you're just autoshooting for a long long time, that isn't very noticeable, but when you're only firing for 6 seconds and then pausing, you ought to notice that 3 shots * 2.96 seconds means I should be getting almost 9 seconds worth of DPS...in 6 seconds!
Aimed Shot interrupts your actual shots, but not the cooldown on them. So when you start an Aimed Shot, you are postponing your auto until it finishes; however, Aimed Shot takes long enough to fire that with a 15% quiver, no weapon in the game will not finish the cooldown while you're aiming. So you are basically repeatedly getting 7-9 seconds worth of shot time every 6 seconds...because it's actually 9 seconds elapsed counting the AS, and you're losing whatever time your weapon is ready to go during the charge-up.
And this is why Ashjre'thul is so powerful. It's a 3.4 delay, which works out to almost exactly 3 seconds with a quiver. So you fire at t=0 seconds, t=3 seconds, and t=6 seconds, and then it's just ready to fire again as your Aimed Shot finishes. It fits not only the firing window but the charge length of Aimed perfectly.
Unfortunately, this is all in a perfect world. If you have an Ashjre'thul, you know that it doesn't work out quite so cleanly. Although it's listed as a 9 full cycle, in practice you end up using a 9 clip or a 10 full, because the first auto shot does not occur
instantly, Multi Shot will sometimes partially interrupt your shooting, and internet lag and your inability as a human being to push the button at exactly the right moment keeps this from working out quite the way it should in theory.
My later renditions of the weapons spreadsheet have incorporated some arbitrary amount of delay to try to better imitate the "real" world rather than pure math theory. Ironically, this is why Huhuran's Stinger has taken a dive from my initial version to present. It fits a 10 second cycle perfectly, without the lag and delay and all that junk.
Overly long explanation to basically come back and say: Yes, it's all because of Aimed Shot. Multi doesn't even really factor in, just Aimed.