First calculate the sum of all stats used of this weapon, which is just multiply and add. We refer the result as "STAT".
Then add STAT to your physical power (gained from STR, weapon mastery, and general physical power bonus), and rescale it as usual. Note that 2H penalty, daze and scoured happens after STAT is added and just before rescaling. We refer the result as "PHYS".
Add STAT to your base weapon damage (the lower number of the base power range). We refer the result as "A", and sqrt(A / 40) + 0.5 as "POWER".
The final weapon damage in 1.6.0 is 0.3 * PHYS * POWER * (1 + the % bonus shown in your weapon mastery talent).
The final weapon damage in 1.6.1 is (the number in 1.6.0) ^ 1.04.
I'm not a math expert so the only thing I can inspect so far is that weapon damage is far lower than before.
A simple test result in 1.6.0:
a lv50 berserker, with all base stats to 100, no talent but 6.5 effective lv of Weapon Mastery. Wielding Murderblade (60 damage, 120% str, +15 str), and the damage on character sheet is 138. ICCTW increases this by 46. AM increases this by 53. Superpower increases this by 22.
So I assume that ICCTW and AM are still good prodigy for increasing weapon damage. APR is probably far better than before.
And Armor and hardiness is also far better. On Insane difficulty, in 1.5.10 you can see white skeleton archers with about 250 character sheet weapon damage in high peak and rares/uniques/bosses with weapon class can easily exceed 400, yet now my friends say they rarely encounter things with more than 200 weapon damage there in 1.6.0.
Can some math expert come to explain how much impact weapon damage, physical power and stats have on weapon damage now
