The answer ?
Statistically speaking... the axe !!!
Now in practice it is a lot easier to chain hits and get crits with the sword...
Here is the accumulated damage over time:
(there are 100 data points per line, one every 0.05 seconds, this is a graph of the first 5 seconds)
In the graph, 0.400 corresponds to 40 HP or 20 hearts. Multiply the damage by 100 to have the correct value :/
The way to read this graph:
This is for people clicking at regular intervals, clicking as soon as the weapon is charged at 100%
This was based off the data of the weapon damage and the time it takes to achieve 100% from this wiki page :
http://minecraft.gamepedia.com/Damage
Technical stuff :
Statistically speaking... the axe !!!
Now in practice it is a lot easier to chain hits and get crits with the sword...
Here is the accumulated damage over time:
(there are 100 data points per line, one every 0.05 seconds, this is a graph of the first 5 seconds)
In the graph, 0.400 corresponds to 40 HP or 20 hearts. Multiply the damage by 100 to have the correct value :/
The way to read this graph:
You follow a line of the weapon you want to compare until you reach a spike (a strike at 100%)
Imagine a vertical line at that point.
compare the damage with the last strikes of the other weapons behind that vertical line.
Example (here of the iron axe):
Imagine a vertical line at that point.
compare the damage with the last strikes of the other weapons behind that vertical line.
Example (here of the iron axe):
This is for people clicking at regular intervals, clicking as soon as the weapon is charged at 100%
This was based off the data of the weapon damage and the time it takes to achieve 100% from this wiki page :
http://minecraft.gamepedia.com/Damage
Technical stuff :
For each point I multiplied the % of damage at a the time in $C17 by the damage of the item in D$3
=$C17*D$3
I then used an if function on the table : if(condition; if true; if false)
=IF(AT12=1;$D12;IF(AT12+$C12>1;1;AT12+$C12))
AKA : "If the value in the precedent cell is equal to 1 (100%) then check if, when increased by the increment of damage/time between the two cells, the percentage is superior to 100% if it is, input 100% if it is not, input increased %. If the value in the precedent cell is not equal to 1 input increased %"
Basically when the weapon reaches 100% it restarts the % at the original starting % at the beginning of a hit.
I then multiplied the damage of the weapon by the calculated % per time and added it to the orginal.
I made a third table with the accumelated damage which is just cells with an addition formula.
ex: =E69+F41
=$C17*D$3
I then used an if function on the table : if(condition; if true; if false)
=IF(AT12=1;$D12;IF(AT12+$C12>1;1;AT12+$C12))
AKA : "If the value in the precedent cell is equal to 1 (100%) then check if, when increased by the increment of damage/time between the two cells, the percentage is superior to 100% if it is, input 100% if it is not, input increased %. If the value in the precedent cell is not equal to 1 input increased %"
Basically when the weapon reaches 100% it restarts the % at the original starting % at the beginning of a hit.
I then multiplied the damage of the weapon by the calculated % per time and added it to the orginal.
I made a third table with the accumelated damage which is just cells with an addition formula.
ex: =E69+F41