Which should I get (assuming MKB's Truesight is not needed)? What is the base damage threshold I should have crossed to make Daedalus more effective?

I'm under the impression that Daedalus will always be better unless you need that truestrike/mini-crit.

MKB is always the safer and more reliable choice. However, none of its components are as impressive as Crystallis.

You have to ask a mechfag for the damage threshold thing. But i'm just going to say that choosing between mkb and dae is based on the situation, like if you are expecting more teamfights, then go for daedalus, or if u want good pushing power, take mkb.

There isn't a fixed break-even point because you have to consider: 1. Attack speed from MKB 2. Damage type of minibash (always magic damage in dota 2).

Dunno why so much useless math up there x = AS y = damage buriza = x * (y+81) * 1.375 mkb = (x+15) * (y+123) So we must find when they do the same DPS. x * (y+81) * 1.375 = (x+15) * (y+123) Buriza > MKB pretty much always.

How does that work if x=0? Implying that when saying: Buriza = x * (y+81) * 1.375 (x=AS) is not the DPS formula. Instead of "x" it should be APS = (1+x/100)/BAT Making Buriza(dps)=(y+81) * 1.375*(1+x/100)/BAT Same with MKB. (APS = (1.15 + Y/100)/BAT)

As I said, x = Attack Speed, not increased attack speed, your attack speed can't go below 20, even in the case that it would be 0, it means you are not making any attack at all, so MKB is better cause it allows you to do attacks... Or in other words it means that if x = 0 there is never a point in which they do the same DPS, remember that it is an hyperbola, if you want the full graphic for negative values and much larger values input that in geogebra online application. Of course this is considering you don't allow negative values for damage, but if that is the case then there are points in which you are healing the target if your damage is too low. Either way MKB should deal 0 DPS at -15 AS and at -123 damage, so the point (0, -123) should be in that graph since both deal equal DPS, 0.

Edited the post above. Also, you are wrong. If x=0 => APS=1/(BAT)=1/1.7 attacks per second (in most cases, where BAT=1.7sec)

As I said, x = AS not APS, BAT an irrelevant factor when comparing the items. Suppose we have a hero that deals x damage, with y AS and z BAT. What would be the increase % wise of DPS if we add x1 damage? It would be (x+x1)/x For AS is the same, as you see z is not involves in any of those calculations, meaning it is irrelevant to calculate the % increase. If one gives more % increase than the other and z is irrelevant always then we can say that z is irrelevant when comparing what item brings more DPS to the hero.

Or if you want a more simple way to understand if that does not make sense to you. The DPS is: buriza = x * (y+81) * 1.375/BAT mkb = (x+15) * (y+123)/BAT When comparing g(x): (x+15) * (y+123)/BAT = x * (y+81) * 1.375/BAT Since BAT != 0 f(x): (x+15) * (y+123) = x * (y+81) * 1.375 f(x) = g(x)

Then your formula is not the DPS formula. DPS=DMG(of one attack)*APS(attacks per second) You replaced APS part with AS, making x * (y+81) * 1.375 stand for nothing. What is DMG * AS? No. APS=1+x/(BAT) buriza= 1+x/(BAT)*(y+81) * 1.375 MKB=(1.15 + x/100)/BAT*(y+123)

That graph works perfectly, they do the same DPS at the following: (x+15) * (y+123)/BAT = x * (y+81) * 1.375/BAT Where x is you attack speed and y is your damage. That graph yields the same result as the one I posted as I said already above, if you want to move the axis x by 100 units so you get IAS instead of AS do it, fine by me, not like I care. If you are truly clueless about math then don't even try.... tl;dr You don't need to use the DPS formula, you need to use your brain. Also stop confusing AS = IAS, a hero that is itemless and has 0 agility has an AS of 100 and an IAS of 0.

The most attractive features of the MKB is its ability to make every hit counts, and more. I won't deny that in terms of raw damage buriza has an edge.

Let's make it simpler. Let's say a hero has x=0 (no IAS AT ALL) and DMG=1.000.000.000 and (BAT) = 1 I put dmg so high because, for the following calculations, i will assume for simplicity's sake, the dmg of the items are negligible. What's 123 or 81 dmg when you have 1.000.000.000 dmg? Same thing with (BAT). Simplicity. According to your calculations, MKB is always better here. Right? The graph line never reaches zero, making => IF:x=0 always be MKB>Buriza. Let's see about this. Normally DPS=1.000.000.000 With MKB DPS=1.000.000.000*1.15(from attack speed)=1.150.000.000 With buriza DPS=1.000.000.000*1.375(from crit multiplier)=1.375.000.000 So there is a point where buriza>MKB for x=0 So your graph is wrong. So your math is wrong. So AS is irrelevant with DPS, APS is relevant. Only thing, x=IAS in your math, otherwise, x+15 in MKB formula, is wrong. The +15 is the IAS MKB gives, not the AS. How can you add AS and IAS? Still wrong.

ignoring the Math: low dmg? yes: get mkb 1st or 2nd core item? yes: get mkb high dmg? yes: get buriza *but for drow ranger , i prefer getting buriza after yasha+hotd because she has a lot of dmg even though it would be her like 1st/2nd luxury item