"Inarion1986 wrote:Hey there,

being a shadow player myself I read your guides both for caster and melee shadow.

Recently I started a build similar to yours mentioned in the OP (I did not know about the cold-to-fire support at that time so I based it mainly on cold damage).

And I eventually came to the point where I wondered whether to take wand or dagger (some +% spell damage versus lots of +% critical chance). Even though I thought the dagger would clearly outclass the wand I did some damage calculations with it.

Now the surprise: In almost any scenario the worst wand (+8% spell damage) outdamages the standard dagger (+40% critical chance). Sometimes even the high-crit daggers with +80%.

And wands with the highest modifier (+20% spell damage) are basically always the weapon of choice when it comes to raw dps-increase. (The 80%-dagger only starts to shine once you reach +250% or more(!) crit damage increase - this is pushed further if you also add more sources of +x% critical chance)

I calculated this all based on an (imaginary) spell base damage of 100, base critical of 6% and base critical damage of 150%. Then I separately increased first base damage, then +% critical chance from other sources and finally +% critical damage and compared the average damage with +8%/+20% wand and +40%/+80% dagger to each other.

I can provide tables and/or graphs if someone is interested.

Of course my calculations do neither account for additional benefits of chosing one or the other weapon (ranged normal attack vs. possibility to use whirling blades!) nor do they include any thoughts on secondary effects of a high critical chance (freeze/burn/shock) but do only look at raw damage increase. So if that is what you're looking for, please equip a +20% wand and a +15% shield... :)

whoa this is brilliant stuff! someone give this guy a medal! thanks mate, I'll include your quote in the guide :)