i let my words get away from me, i didnt really mean same dps, meant similar, also taking into account the utility and defenses of the other aspects of speed. but im just throwing ideas around, seeing what sticks. i just really didnt like the stat descriptions i saw originally
Sorry Taragon, I was a bit snarky with my point there. What I was trying to get across was that even accounting for defense and the ability to trade attack for more movement multiple small attacks are generally more useful than one big attack.
If you've played a lot of turn based strategy I imagine you will have very often run into a situation where it's vitally important to do just a little bit of damage to one or more enemies. Maybe you've just blasted a few ogres with some fireballs that didn't quite do the job, maybe there are some small archers with low hp targeting your wizard. But the only time you absolutely have to do a lot of damage or none at all is when you're just about to lose.
The only situation I've seen that might generate an exception to this is resistance in D&D. Those reduce damage by a flat amount. That flips the situation on its head and suddenly risky overwhelming attacks become more powerful than a steady stream of reliable attacks. I don't think we're likely to see that often here, but if we did there'd be more room for Perception and possibly even Speed being important factors in the amount of damage you do.