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Also buff builds run the risk of having their buff being taken away via the duel charms.
So if you plan to use buffs, keep something like a crystal long sword or whatever as backup.
To be fair it's hardly ever used for some reason. It's just a buff removal version of the undead hunter charm.
It's honestly not really hard to land, since it has a decent AoE and slightly lingers, plus it's only risky if you throw it into their face or as they're casting a spell. But for some reason no one ever uses them.
Also you are comparing for 60 int which is not how element-damage melee builds work, they cap at 35-40 and invest to str/dex to get more damage. So, if you want to compare raw+buff at 60 int with element-infusion, compare it to 35-40 int with 20-25 points added to str/dex (exact distribution depends on weapon).
I stopped using them in duels becauae people kept getting mad and it would ruin the fight.
Now I just stand still until their buff runs out.
I'm a sorcerer going pure int. But I'm choosing to have casting and melee options using a raw caestus with the crystal magic buff. I wanted to invest in 1 stat for damage. Based on some dmg calculation programs, these was be best route if I'm not investing in Str or Dex.
Consider the following scenario...
An enemy has 1000 HP.
Weapon 1 deals 900 damage
Weapon 2 deals 500 damage
Which weapon is better?
They both require two hits to kill the enemy so their 'effective damage' is the same. If weapon 2 is faster and lighter, it would in fact deal higher dps against this enemy. Now consider a boss with 10000 HP. Weapon 1 will kill the boss in fewer hits so it is (probably) the better weapon.
This applies to the buff vs infusion debate as well. If you can kill enemies in the same number of hits with infusion, then the buff won't gain you anything against mobs. If it reduces the required hits against tough enemies then buffing might be worth it, provided you can spare the slot. The reduced base weapon damage might leave you with a lower 'effective damage', though. Because you will have to recast your buff during boss fights you might end up missing an attack window, or taking a hit while doing so. This will reduce your dps against said boss.
Having played around with buffs and infusions I've found that buffs, while granting significantly more damage, are just too fiddly and will run out just as you need it. Excellent for short burst damage but then again, so are spells.
For reference, I've used the following
Str 16
Dex 40
Int 60
Fth 45
+10 Lothric Knight Swords in the following formats
Crystal
Dark
Sharp + Crystal Magic Weapon
Crystal gives good base damage until Dark overtakes it with increasing Fth, at around 40-45. Damage is around 300-500, depending on the enemy.
Sharp deal about 250-400, up to 400-600 when buffed.
These numbers are very rough but you get the idea.
As an experienced Dex-caster I use a Dark Lothric Knight Sword alongside the Witch's Locks.
For most engagements, with the lingering whatever ring, the buff time last more than long enough to complete the fight.
I do see what you are saying with the dps amounts. What's interesting in how resistances work with regard to Raw weapons. Raw weapons will always do more physical/type dmg than their crystal counterparts. Crystal magic buff seems to always beat out the Crystal infusion. Even if the target has high resistances in magic or physical, the Raw + buff always puts our more damage. With high magic resistance and knowing that dmg is split favoring magic damage regardless of weapon, the buffed raw weapon wins out, especially if the enemy has high magic resistance. Raw weapons have the flexibly to be buffed in a different element as well.
For me, the benefit of using crystal infusion is that I don't have to buff and can swap weapons w/o losing my dmg buff. Considering that this is a numbers game, while Raw + buff puts out higher numbers, I haven't tested if this was inconsequential to the amount of hits per different targets.