Heavier damage weapons should receive a greater benefit from percent-based modifiers, while quicker weapons should receive a greater benefit from additional damage. What do I mean by that? So if we have something that modifiers damage by a 1.2 modifier, or in other words increases the damage by 20%, the higher base damage of two-handed weapons is going to receive a greater numerical benefit from the modification than a lower base damage dagger or sword might. To use actual examples, a Greatsword has an average damage of 19, a Sword 15, and a Dagger 10.5 average damage. Increasing all those numbers by 20% would result in: 19 * 1.2 = 22.8 damage, or a 3.8 damage increase
15 * 1.2 = 18 damage, or a 3 damage increase
10.5 * 1.2 = 12.6 damage, or a 2.1 damage increase As you can see, multiplication and division have a greater impact the higher your base damage is to begin with and thus naturally favor heavier hitting weapons and broadening the gap between the amount of damage that the various weapon options will do. On the other hand, adding damage to the base will favor quicker weapons as the amount of damage being added can be added more quickly on quicker weapons. The amount of damage added is the same regardless of which weapon you put it on, so the only other variable left to factor is that of speed. So to use an example: Weapon 1 does 20 damage, and makes an attack every 5 seconds Weapon 2 does 8 damage, and makes an attack every 2 seconds Their DPS should be exactly the same at 4 damage per second, or 240 damage every 60 second interval. However, let's go ahead and simply add another 5 damage to both. In Pillars of Eternity this would be the same as enchanting a weapon, or perhaps taking a talent or ability that reduces enemy Damage Reduction. Weapon 1 does 20+5 damage, and makes an attack every 5 seconds for 5 damage per second.
Weapon 2 does 8+5 damage, and makes an attack every 2 seconds for 6.5 damage per second.
In other words (20+5) / 2 = 5 (8+5) / 2 = 6.5
As expected, the extra 5 damage benefits the quicker weapon more than it does the the slower weapon even though their initial damage per second was exactly the same. The more damage I add the more dramatic this difference will become, and even if the slower weapon has an initially higher base damage than the faster weapon adding enough damage to both weapons will eventually over-come it. For example: Weapon 1 does 40+100 damage, and makes an attack every 5 seconds for 28 damage per second. Weapon 2 does 8+100 damage, and makes an attack every 2 seconds for 54 damage per second.
Even though I doubled the amount of base damage weapon 1 does, adding such an extreme amount of damage to both weapons still dramatically favors the faster weapon. Granted, that isn't necessarily the order of operations Pillars of Eternity follows; it might calculate added damage first and then apply multipliers at the end, which would give an example like this: Weapon 1 does (20+100) damage, and receives a 100% bonus to final damage. Its modified per hit is 240 damage, and if it makes an attack every 5 seconds it will do 48 damage per second. Weapon 2 does (8+100) damage, and receives a 100% bonus to final damage. Its modified damage per hit is 216 damage, and if it makes an attack every 2 seconds it will do 108 damage per second. Hopefully you are starting to see that you shouldn't take the vanilla attributes as a signal that something is more powerful than something else; it really is an end result of what you can do to modify those numbers that gets you through the door towards optimizing final damage. How many options do I have for multiplying damage vs adding damage, what are the speed variables for weapons, how often can I hit the enemy and is the added accuracy more valuable to me than something else or is the added damage worth sacrificing something that might offer more powerful damage mitigation? I bring this up because I had noticed a trend on this forum while trying to gather data that dual wielding was an inferior style to two-handed weapons, and as I became more familiar with the methods available for increasing damage in Pillars of Eternity, my understanding of damage formulas naturally began to challenge this collective wisdom. The only piece of information I'm still missing (and why I'm in this thread to begin with) is how quickly weapons can apply their damage as this information is critical for me to start plugging in all the modifiers and summations to start figuring out how to optimize damage for various weapon types. So... How about them frames?