Gibbon_raver posted:
lol, when in game have you ever attempted to sell\describe\post stats about a weapon without considering the bottom end damage? (or even attempting to present the weapon stats as a % variance of top end?). The bottom end damage is many times a deciding factor in determining the value\usefulness of a weapon, i.e., a 12-66 heavy weapon spear would be junk.
In any real world user application to require the user to perform their own calculations is absurd. I have been an application\systems\database developer for more years then most players have probably been alive and to provide a single calculated column so that every person who uses the application can get more effective use out of it, much less a one time coding that would eliminate keystrokes and calculations for each and every user, would have not even been a second consideration.
Lastly, as mentioned above, "simple arithmetic", especially requiring calculations of fractions, is not as a simple a thing for many as it is for you and I.
You should understand that variance is the easiest thing in the world to correct for. The difference in total tinked DoT for a weapon with top versus the level below top variance is fractions of a point of damage. Even the difference between three or four levels of variance (weapons spawn with one of five different variances) is not a make-or-break thing for any weapon really, whereas correcting for a weapon two points below the top maximum damage means much, much less DoT once fully tinked.
Do the math yourself on the tinkering, or use Endy's calculator to do it for you. You'll see that minimum damage (and thus variance) are not as important as the maximum damage.