I was also lead to believe somewhere that the FTP bonus only applies to the first hit but the secondary modifiers apply to all hits. Is this true? Would that increase the worth of Delta (Or Pixie)?
First to give a straight answer to your question before elaborating, this is true and yes it raises the value of delta or pixie earring on every hit, just like attack also does on every hit.
The first hit of a weaponskill gets additional bonuses that all succeeding hits do not, and is a big reason that 1 hit weaponskills differ in mechanics from multi hit. The first hit of a weaponskill gets a bonus of 60 accuracy which is a big reason those "one hit wonders" tend to miss less. Slugwinder is the exception because it has a wicked accuracy penalty (I've played ranger at level ~~60-65, I'll vouch for this). At 100% tp it's hard to land once you get it, but tp is its accuracy mod so more tp == better chance. That aside
the formula for weaponskill damage on the first hit is
(( D + fSTR + wsc) x fTP) x pDIF
D is your weapon's base damage, fSTR is the strength/vit differential, wsc is the secondary mods (in dancing edge 300% dex 40% chr), and fTP is the bonus your weaponskill gets based on how much tp you have. Mercy stroke has a constant fTP of 3.0 no matter how much tp you have. Consequently, slugwinder has an fTP of 5 no matter what tp amount, which is where its quadruple damage kicks in. Shark bite has an fTP of 2.0 at 100% tp, and 3.0 at 300% which is why a 300% tp shark bite hits a lot harder than a 100% etc etc. pDIF is just the attack multiplier that comes after the base damage calculations and multiplies the final byproduct.
By the way, if you stack sneak or trick attack that bonus of dex comes AFTER fTP outside the bracket, so it looiks like this
((( D + fSTR + wsc) x fTP) + DEX) x pDIF
Because the critical hit mod comes AFTER the fTP bonus it's given much less weight than if it would be coming BEFORE the fTP bonus. Now the only difference between the damage portion of a FIRST hit and succeeding hits (beside the potential for sa/ta bonuses) is the fTP, namely they don't get that (they also don't get the bonus of 60 accuracy as they do on the first hit either of course).
( D + fSTR + wsc) x pDIF Summary:
Weaponskill secondary modifiers affect EVERY hit of a multi hit weaponskill, meaning they always matter equally. However attack ALSO affects every hit of a weaponskill, so both sides of the coin appear each hit. It's a matter of balance really.
By the way, Dancing edge has very LARGE secondary mods in relation to other weaponskills (asuran fists for example is only 10% str and 10% vit, guillotine is 25% str and 25% mnd. We get a whopping 30% dex and 40% chr, and because dex is so important ANYWAY and because it helps with accuracy as well, dancing edge is somewhat easier to work with than other weaponskills. It still needs accuracy, but those heavy mods really add up over time. My dancing edge's WSC is approximately 50 base damage increase on every hit, and when you consider that this applies to 6 hits (/nin) which can spike to 7 or 8 with double/triple activation you can see how even a little dagger weaponskill can rival the power of the 2 handed weaponskills. Edited, Aug 24th 2009 11:48am by Melphina