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What part?
The amount of time it takes for a yoyo to be out is the same for all yoyos of that type so that doesn't matter. You still get a higher DPS with less knockback. You want as much time to count while you are still using your yoyo as possible. Again, don't rely on critical chance as a fraction of the hits you make because sometimes you can be very lucky with your hits while at other times you won't be. For me, critical chance is nice but it isn't something I intend to rely on.
The yoyo glove only adds to what the yoyo currently does so if you've got a lot of knockback then the yoyo glove won't help you much. With the added damage it gives one modifier it will give to other modifiers. So knockback is even more of an issue with the yoyo glove.
That's why I said earlier that the Terrarian is one exception.
I've tested it, too. There must be some other variables involved because I get a higher rate of constant damage. You can still get lucky with a demonic yoyo's crit chance which is what I think you must be seeing because more often than not the overall damage I see from a Ruthless yoyo averages higher.
EDIT: Fixed a typo and added six words.
But FYI I wasn't referring to the yoyos themselves bouncing. Knockback isn't as easy to notice with a yoyo because you have it out after the mob has been hit and you're running at it the whole time. That, or you've got a stationary training dummy. Yoyos with a high-knockback modifier still do show a good amount of knockback when you are standing still and you are able to notice it more.
EDIT: And for reference purposes, while the Demonic modifier has standard knockback for its weapon type, the Godly modifier has +15% knockback, making it a full +25% higher than Ruthless for knockback. So I shouldn't be seeing anyone saying here that Godly is better than Ruthless for DPS against your average mob.
In the short run, I have been collecting shackles and I hope to get Warding on all of them. That will be my WoF build, plus or minus a couple accessories but still with the Warding modifiers.
Defense is a luxury in expert mode that you simply cannot afford. I use armor for its set bonuses/ stat boosts alone. defense boosts of less than 10 are pretty much useless. here's why:
Let's say your character has 25 defense (decent for PHM), and you get hit by an attack that does 80 damage (say, you get hit by a tomb crawler). Now, defense in expert mode is halved before its protection is calculated, so the defense will remove a total of 13 (Terraria rounds up) damage from the amount dealt to the player.
You're still taking 67 damage. that's a fair bit lower, but that's still a lot.
So you beat the Wall, and now you're in hardmode. that 13 damage protection you have is now facing more than 100 damage per hit. now you're taking 87 damge per hit. That ratio is a lot scarier than than the one before.