A Complete Guide to Choosing Your Weapons - Part 1

Written by and adapted with permission of Shannong (US Forums)

One of the most confusing and oft-debated aspects of LOTRO game mechanics is the general question of whether faster or slower weapon setups are "better". Specifically, this usually revolves around a debate about dual-wielded weapons versus 2H weapons, but can also apply to a debate about whether guardians are better-served by 1H + Shield setups versus 2H weapons.

There are six main aspects to this debate:

  • Which setup gives superior auto-attack damage during a short fight: fast or slow weapons?
  • Which is the most important weapon statistic: Speed, DPS, Average Damage, or Max Damage?
  • Which setup is more "power efficient"? In other words, which setup gives you the most damage per point of power expended?
  • Which setup benefits all the "extra swings" and + damage bonus of your weapon-based?
  • What exactly is the interplay between the auto-attack ticks and cool-down timers?
  • Do special damage types trump all of the preceding factors?

Contents - Part 1

Faster weapons are always superior auto-attack damage in a short fight

The fact that faster weapons always yield superior front-loaded auto-attack damage in short fights is counter-intuitive to most newcomers to the MMO genre, and is therefore contested quite often on discussion forums. Nevertheless, it is a true statement.

The basic principle to grasp is simply that a "miss" with a slower but harder-hitting weapon hurts you far more than a miss with a faster but lighter-hitting weapon in a short fight where there is an effective "race" to do N points of damage first.

For example, let's use an extreme and artificial comparison of two players of equal level with weapons that are equal DPS. Player A has the fast weapon and it hits for 10 damage every second. Player B has the slow weapon and it hits for 30 damage every 3 seconds. Both players have 70 hit points.

  • Player A needs to connect with 7 hits to kill player B. This could happen as quickly as 7 seconds with a 100% hit rate.
  • Player B needs to connect with 3 hits to kill Player A. This could happen as quickly as 9 seconds with a 100% hit rate.
  • If both players experience a 25% miss rate (75% hit rate) here's how long it takes each player to kill the other.
    • Player A needs 10 attacks (2-3 will be misses); that's 10 seconds.
    • Player B needs 4 attacks (1 will be a miss); that's 12 seconds.

Can you see how in all cases, Player A has the statistical advantage? Statistically, Player A will more often win the "race" to do 70 points of damage first because their misses "hurt" a lot less. Missing one big attack puts you behind in the race. This has been proven time and again. And remember, this applies to *short* fights only--that's where faster weapons always have the edge. Statistically, your odds to "win the race" are better with a faster weapon.

This basic principle aside, there are still two unresolved points of contention in LOTRO that could modify this basic principle

  • It is yet unproven whether or not your first "strike" of weapon damage occurs immediately upon commencing auto-attack, or must instead occurs after the first "swing delay" of the weapon. Regardless of the true answer to this question, all that gives the slower, harder-hitting weapon is a small "head start" on the "race" compared to the faster, lighter-hitting weapon. The basic principle described in this section still stands, and all this point of contention means for LOTRO, in particular, is that if you can kill something in only 1-3 "hits" then it's possible that a slower, harder-hitting weapon would win this very extreme kind of "race". Most fights that will actually yield experience, even fast ones, tend to take more than a few hits, so this point of contention is probably moot.
  • It is yet unknown how armor mitigation works in LOTRO.
    • In some MMOs, armor mitigation works by reducing a flat percentage of each hit, so a harder-hiting weapon and a lighter-hitting weapon are equally penalized by the armor mitigation.
    • In other MMOs, however, armor mitigation works by "absorbing" damage off the top of a hit. In this case slower weapons are often better because every hit of a harder-hitting weapon gets more damage through the absorbtion. In these MMOs it was possible for a fast but light-hitting weapon to do practically no damage to a heavily armored foe. It's worth noting that in previous Turbine games, specifically Asheron's Call 2, armor mitigation usually worked on an absorption principle, so big-hitting single attacks were far more useful at the high levels than small-hitting "flurry" style attacks

The most important weapon statistic depends on your class and your most-used skills

In many other MMOs, a weapon's listed DPS statistic was a good indication of overall performance and a good way to compare the relative value different weapons. Unfortunately, this is not the case in LOTRO. DPS is a statistic that is almost a red herring in this game.

Instead, the stats that matter are Speed, the Average Damage of the listed damage range (which you must calculate for yourself), and both the Min and Max damage values of the listed damage range.

  • Speed determines how often the ticks of your auto-attack cycle occur and how much delay occurs between queued active skills. Note that the effective Speed for dual-wielded weapons will be an average of both weapon's listed Speeds.
  • Average Damage is calculated by adding both numbers in the weapon's listed damage range and dividing the result by 2. Average Damage is the most important factor in determining how much damage most of your weapon-based active skills will do. Any skill that uses the keywords "main-hand" or "off-hand" in the skill's tooltip description is basing that damage component on the full listed damage range for the weapon in your main hand or off hand, and therefore the Average Damage of the weapon is the best indicator of how much damage will be done for each "swing" of main-hand or off-hand damage generated by that skill. The important point here is that a fast weapon will have a high DPS value but a very low Average Damage value, and therefore your weapon-based attack skills will not deliver nearly as much damage as a slow weapon with the same exact DPS (or even a lower DPS) but a much higher Average Damage value.
  • Min damage is the lowest value in the weapon's listed damage range. This value is important because it determines how much damage that weapon will do when it's equipped in your off-hand slot.
  • Max damage is the highest value in the weapon's listed damage range. This value is the most important factor in determining how much damage some of the Burglar's weapon-based active skills will do. Any skill that uses the keywords "max damage" for either the main-hand "swing" or the off-hand "swing" will use that max damage value every time the "swing" hits successfully. For these skills, a weapon with lower DPS but a higher Max value will generate more damage from such skills than a weapon with high DPS or high Avg Damage but a lower Max damage.

Dual-wielding is available to Champions at level 1, Burglars at level 10, and Hunters at level 20. Dual-wielding works much differently in LOTRO than it does in most other MMOs:

  • Your effective Speed becomes the average of the Speed value of both your weapons (add both Speed values and then divide by 2). For example, if you have a 2.3 Speed weapon in your main hand and a 1.7 Speed weapon in your off-hand, your effective Speed is 2.0. It does not matter which weapon is in which slot; the effective Speed is the same with either possible combination.
  • There are not separate auto-attack "ticks" for each weapon. Both weapons always attack on the same tick. Our two hypothetical weapons in the previous example would always attack together on a 2.0-second auto-attack tick rate.
  • The weapon in your off-hand slot is capped to hit for the lowest value in the weapon's listed damage range, plus or minus a small percentage (usually just a point or two on either side of the lowest listed value). This means you generally want to put the weapon with the highest Min damage in your off-hand slot, but this advice should be weighed against all the other considerations covered here.
  • The offhand weapon can still crit at a normal rate (with no penalties for being in the off-hand), but it crits for roughly double the capped off-hand damage range. For example, a 9 - 13 weapon in your off-hand usually hits for 9 points (sometimes 8 or 10 points), and it crits for around 17 points, give or take a point.
  • The off-hand damage reduction mechanics described above affect only your auto-attack damage. All of your weapon-based skills that mention bonus damage based on your "off-hand" weapon are not affected by this damage reduction. In other words, if you have a skill that uses the "max damage" of the off-hand, and your off-hand weapon's listed Max Damage value is 10, then the bonus damage from that skill is based on a value of 10.
  • For Champions only, the Fervour threshold of your various weapon-based active skills is lower (usually by one point) when you dual-wield than when you are wielding a single 1H weapon, a 1H + Shield, or a 2H weapon. When dual-wielding, the Fervour cost will be listed as a flat cost like "3 Fervour" in the skill's tooltip description. When you are not dual-wielding, the Fervour cost will be listed as a cost like "Requires at least 4 Fervour, but Removes 3 from Fervour", which means the skill still only costs you 3 Fervour, but you need to attain a threshold of 4 Fervour to queue the skill.

(Continue to Part 2)

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Last Updated: Mar 29, 2016

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