In order for a WW to have true value it needs that 130 dex. That's their selling point, and what makes them special.
-Weakest (lowest str + dex) WW is better than the best dragon -Just has slightly reduced intelligence -It even has better a better armor rating -Need mask of the wilds to 3 box chars with WW
Im pro white wyrm for sure but does that factor in the ~41 damage (obviously based on current hit point value) every 10 seconds from firebreath that dragons have but wws do not? That 41 damage can really tip the scales and make these two formidable beasts more equal than they appear. Boss mobs, or mobs with really high AR in particular, are more prone to quicker deaths by dragons because of the unmitigated 41 damage coming every 10 seconds, where the melee damage by both dragon and ww per attack round might reach only 5 or 6. But yes, strictly speaking about melee damage-per-second only, the ww is definitely more potent, it just becomes more feasible to use dragons the higher the AR of the opponent is that you'll be facing.
40 damage every 10 seconds is 4 damage per second. Add 4 to the dragons damage per second on that chart and look how similar they are now.
30-45 seconds between breaths, dragon stops moving for 1 second while breathing, 1.3 second effect delay, 1 second damage delay after effect.... at best lets say 2x firebreath in 1 min @ 40dmg (which is impossible due to effect and damage delays 32.3 seconds between breath min) 80 damage over 60 seconds = 1.333 dps which is cool and all because its guaranteed but its quite negligible when it barely pushes the best dragon's avg dps (23.3) over the worst ww's avg dps (23) (Dragon firebreath damage = hits * .05) we must also assume the dragon is constantly healed for that measly 1.3 dps Code: // Base damage given is: CurrentHitPoints * BreathDamageScalar public virtual double BreathDamageScalar{ get{ return (Core.AOS ? 0.16 : 0.05); } } // Min/max seconds until next breath public virtual double BreathMinDelay{ get{ return 30.0; } } public virtual double BreathMaxDelay{ get{ return 45.0; } } // Creature stops moving for 1.0 seconds while breathing public virtual double BreathStallTime{ get{ return 1.0; } } // Effect is sent 1.3 seconds after BreathAngerSound and BreathAngerAnimation is played public virtual double BreathEffectDelay{ get{ return 1.3; } } // Damage is given 1.0 seconds after effect is sent public virtual double BreathDamageDelay{ get{ return 1.0; } } public virtual int BreathRange{ get{ return RangePerception; } }