#### How to Calculate the Difference

So to get a difference we need two numbers. Let's check out two full

*Berserker*equipped of the same type and level but with different rarities. Rarities in*Guild Wars 2*are categorized into*Basic**Fine**Masterwork**Rare**Exotic**Ascended**Legendary*

To do this we need to sum up all the items. There are 14 item slots available with some extra that replace others. For example, you can either have one weapon or two weapons if you switch weapons your previous ones don't count until you swap back. Same with underwater equip. Your underwater breather replaces your head item when underwater, while your underwater weapons replace your normal weapons.

#### Summing Up the Stats

So let's sum the stats up nice and cozy through the help of a table. We're starting off with the

*basic*white gear with*Berserker*stats, level 80, of course. Unfortunately, some*basic*items don't have a level 80 type so we'll go with what we have/can get.Item Name | Power |
Precision |
Ferocity |

Berserker's Apprentice Band |
36 | 26 | 26 |

Berserker's Apprentice Shoulders |
27 | 19 | 19 |

Berserker's Apprentice Coat |
81 | 58 | 58 |

Berserker's Apprentice Gloves |
27 | 19 | 19 |

Berserker's Apprentice Pants |
54 | 39 | 39 |

Berserker's Apprentice Shoes |
27 | 19 | 19 |

Berserker's Axe |
72 | 52 | 52 |

Berserker's Axe |
72 | 52 | 52 |

Total | 396 | 284 | 284 |

*Power*will stay the same but

*precision*and

*ferocity*are converted into their corresponding attributes. To convert

*precision*to

*critical chance*we need to divide it through 21 which means through our equip we get

*284 / 21 = 13.52%*. For the conversion from

*ferocity*to

*critical damage*, 15

*ferocity*equals 1%

*critical damage*. Thus with 284

*ferocity*we get

*284 / 15 = 18.93% critical damage*. This means we get 396 power, 13.52%

*critical chance*and 18.93%

*critical damage*. Let's check what we get from the next rarity using another table, of course. There are accessories now but not with

*Berserker*stats so let's still leave them out. Besides we didn't have them at basic so... yeah.

Item Name | Power |
Precision |
Ferocity |

Berserker's Cabalist Hood |
45 | 32 | 32 |

Berserker's Cabalist Shoulders |
34 | 24 | 24 |

Berserker's Cabalist Coat |
102 | 73 | 73 |

Berserker's Cabalist Gloves |
34 | 24 | 24 |

Berserker's Cabalist Legs |
68 | 48 | 48 |

Berserker's Cabalist Boots |
34 | 24 | 24 |

Berserker's Iron Axe |
91 | 65 | 65 |

Berserker's Iron Axe |
91 | 65 | 65 |

Total | 499 | 355 | 355 |

Our

*power*increased by

*(499 / 396) - 1 = 26.01%*and the secondary stats

*precision*and

*ferocity*increased by

*(355 / 284) - 1 = 25%*. Anyways we gain

*355 / 21 = 16.90% critical chance*while our

*critical damage*increases by

*355 / 15 = 23.67%*through the gear. We get 499

*power*as well.

#### Damage Calculation in Guild Wars 2

To calculate damage in*Guild Wars 2*the following formula is used:

damage = (weaponStrength * power * skillCoEfficient) / targetArmorSince we're comparing only the difference in stats

*skill co-efficient*and the

*armor of our target*will be constant. So we can ignore those factors:

damage = (weaponStrength * power * 1) / 1For the

*weapon strength,*we will assume the average. The other factors such as

*critical chance*and

*critical damage*can be multiplied with this value. So we get this formula now:

avgDamage = weapon Strength * power * (1 + critical chance * critical damage - 1)

*avgDamage stands for average damage*;

If you don't know how this formula came to check out my post about damage calculation in

*WildStar*.

Last but not least we need to know the

*base values*. With no equip how much stats do we start with?

We're only looking at the stats relevant to our calculation so that's

*critical chance*and

*precision*due to the relation,

*critical damage,*and

*ferocity*due to the relation and

*power*. The

*power*starts at 1000.

*Precision*starts at 1000 too. However, 895 of this

*precision*is subtracted. So we have

*1000 - 895 = 105*left. This rest is then

*105 / 21 = 5% critical chance*. For

*ferocity,*it starts at zero. This makes it easier for us. However

*critical damage*starts with 150%.

Keeping this in mind our formula would look more like this

avgdmg = weaponStrengthAvg * power * (1 + ((prec / 21 / 100) + 0.05) * ((fero / 15 / 100) + 0.5))

*dmg stands for damage; weaponStrengthAvg stands for the average weapon strength; prec stands for precision; fero stands for ferocity;*

or

avgDmg = weaponStrengthAverage * power * (critical hit chance + 0.05) * (1.5 + critical damage)

*avgDmg stands for average damage; weaponStrengthAverage stands for the average weapon strength;*

Now before we start calculating we need to check the

*weapon strength*. The

*Berserker's Axe*has a

*weapon strength*from 522 to 638. The average of that is

*(638 - 522) / 2 + 522 = 580*. For our

*Berserker's Iron Axe*it is 654 to 799. The average of this is

*(799 - 654) / 2 + 654 = 726.5*.

#### First Comparison

All we have to do now is fill our formula.

**Basic damage**

580 * 1396 * (1 + ((284 / 21 / 100) + 0.05) * ((284 / 15 / 100) + 0.5)) = 913068.68

726.5 * 1499 * (1+ ((355 / 21 / 100) + 0.05) * ((355 / 15 / 100) + 0.5)) = 1264753.86

These numbers look big because this is the average damage you do to a small white bug. Those bugs as you may have seen them have no armor. With no armor, the damage is respectively high. If you want some better numbers you can divide these by 1967 to get your average damage on a player with

To know how much more damage we do we can simply divide the changed number through the previous one. We want to switch from

Actually, let's check out the damage against the previously described player.

**Fine damage**726.5 * 1499 * (1+ ((355 / 21 / 100) + 0.05) * ((355 / 15 / 100) + 0.5)) = 1264753.86

These numbers look big because this is the average damage you do to a small white bug. Those bugs as you may have seen them have no armor. With no armor, the damage is respectively high. If you want some better numbers you can divide these by 1967 to get your average damage on a player with

*ascended*light armor and no*toughness*.To know how much more damage we do we can simply divide the changed number through the previous one. We want to switch from

*basic*to*fine*equipment so let's divide the newer 1264753.86 damage through the old one 913068.68. Doing this we get a factor of*1264753.86 / 913068.68 = 1.3852*. This means we do 138.52% damage now. If we subtract one or 100% from this we get the actual increase which is 38.52% or 0.3852.Actually, let's check out the damage against the previously described player.

*913068.68 / 1967 = 464.19**1264753.86 / 1967 = 642.99**Not so much anymore.*

#### Done for Now

You, I'd love to continue this but I can't spend more than two hours a day on gathering data, writing this post and doing the calculation. I want to do other things as well in my life. :P So I'll have to split this post. Though now that a lot is clarified, defined and done I can focus on the calculation. So I'll probably be able to do like 2 or 3 comparisons per post from now on. We have 4 more comparisons to do.