View Full Version : Sorry to be redundant, but....Weapon Speed ?
Finnmaccool
07-22-2008, 05:02 PM
<p>Hi, pretty much nub when it comes to understanding game mechanics, but want to get better at mostly solo, sometimes group dps.</p><p> lv 64 brig, I buy/use mc weapons.</p><p>Don't have any haste items.</p><p> I'm looking for input for a fairly average player, pretty casual in my approach. </p><p>I currently use the 5.0 delay ( lvl 62 mc assault axe) MH and 1.6 delay ( lvl 62 mc dagger) OH</p><p>If I am understanding my reading of the forums correctly, I would be better off with both weapons = in delay, at the 2.4, 3.2, or 4.0 delay.</p><p>Please remeber no haste items, and probably not going to have any items soon.</p><p>I apologize in advance if this post is bothersome in it's redundancy. I just would like to get a little better with my class.</p><p> Love my brig, been having fun <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Thanks for any input.</p>
Its all about minimizing delay for weapon swings that become ready for use but must wait because a combat art.If you have sailwind your total time for a combat art is .8 seconds consisting of .4 for casting .4 for recovery.Your dagger would be well timed with a 1.6 delay because if you queue your combat arts you will have 2 combat arts between swings then an immediate swing of your weapon with no delay.Your axe on the other hand would have 7 combat arts take place between swings totaling 5.6 seconds resulting in a delay of .6 seconds.Conversely if you do not have sailwind each combat art takes 1 second. Your axe would be perfectly timed and could be swung with no delay. Your dagger on the other hand would have to wait until the second comabat art finished and would have a .4 delay on its swing.Over the course of a fight more delays = less melee dps.The general rule is that weapons with long delays are better because they will be delayed less often.Duufus
Finnmaccool
07-22-2008, 08:17 PM
<p>thanks for reply,</p><p> I do have sailwind, so with that in mind...</p><p> It seems as if you are reccomending the 1.6 delay, if so, i should get the two weps with the same delay.</p><p>I just want to make sure I summed up your reccomendation correctly <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>I am bit confused tho, because in the end you state that the general rule = long delay weps are better, which would seem to be adverse advice from the 1.6 delay</p><p>Sorry to ask again, and I know Im just trying to grasp the generalities of it to suit my own play style.</p><p>I appreciate your time and response .</p>
If you had a perfect setup where you could count on always having a constant .8 second time for each CA and you were single wielding then your 1.6 weapon would be optimal. However lots of things can happen in encounter that will change the flow of your CA as well as your weapon speed.Say you are in a group with a dirge and he has cacophony. All of a sudden you are going to be swinging your weapon faster than 1.6 seconds.Say you dual wield now your 1.6 second delay is going to be 2.1 and your 5 second weapon is going to be 6.7 seconds.Stuns, stifles, interrupts, resists are going to throw off a perfect CA cycle.So the general rule is that you look for the slowest speed for the least amount of delayed swings and you look for the biggest spread between minimum and maximum damage to get the best crits.Duufus
Don't forget to find items that have + spell crits and + melee on them....
<cite>Devastatin@Unrest wrote:</cite><blockquote>Don't forget to find items that have + <b>spell crits</b> and + melee on them....</blockquote>Think Dev meant + Melee Crits instead of + spell crits. My undestanding is melee crits control both autoattack and combat arts.Spell Crits are for caster spellsDuufus
<cite>duuf wrote:</cite><blockquote><cite>Devastatin@Unrest wrote:</cite><blockquote>Don't forget to find items that have + <b>spell crits</b> and + melee on them....</blockquote>Think Dev meant + Melee Crits instead of + spell crits. My undestanding is melee crits control both autoattack and combat arts.Spell Crits are for caster spellsDuufus</blockquote>No, i meant + spell critsFind every Item you can that has both + spell crit and + melee crit.+ Spell crit is used for all proc's and all poisons. Very useful. =) (AKA ROLL ON BARD GEAR IF YOU CAN WEAR IT!!)
I'm pretty sure they changed it a while back so if your melee attack is supposed to land while a CA is firing, the CA will fire immediately after the CA is finished firing. Which means to me, at least, that damage rating should be the priority factor, and speed shouldn't really play much of a role. Especially in solo pvp.
<cite>Kruhl wrote:</cite><blockquote>I'm pretty sure they changed it a while back so if your melee attack is supposed to land while a CA is firing, the CA will fire immediately after the CA is finished firing. Which means to me, at least, that damage rating should be the priority factor, and speed shouldn't really play much of a role. Especially in solo pvp.</blockquote>Nope weapon speed is important....Extreme Example :Weapon 1 with a 1.1 swing rate vs Weapon 2 with a 4.1 swing rate and a one second CA cycle:Weapon 1 will be delayed .9 seconds on every swing resulting in a weapon that is in effect had its damage rating reduced by delayed swings by about 45%.Weapon 2 will also be delayed .9 seconds on every swing also but its damage rating will only be reduced by about 18%Duufus
In short to OP, slower is better, because you lose less of the weapon's potential when CA's get in the way. Get two of the 5 second MC's you are using. And be thankful we now have those nice slow MC weapons to level up with, they are a HUGE improvement over the old 1.6 and 1.8s.
Leafkiller
08-04-2008, 06:46 PM
<p>The other thing you want to look at not that you are getting into your 60+ levels is maximizing your melee critical damage. Contrary to popular belief this is NOT related to weapon speed, but is related to the spread between your weapon' minimum and maximum damage. The wider the spread between the two the better, and slower weapons often have a wide spread, but not necessarily. </p><p>So, a few definitions: </p><p>DPS, the number that rates your weapon, is (minimum damage + maximum damage) / time</p><p>Critical Damage, when you roll a Melee Critical, is worked out far a weaponin a range (maximum weapon damage +1) to (maximum weapon damaage*1.3) This is calculated by rolling weapon's damage as usual, and adding 30% of that...AND THEN rounding up to a minimum of Max+1.</p><p>Look at some stats:</p><p>Weapon damage range 1-60 , 2.0 second delay, gives a dps of 30ratio 60, crits 61-78, so if crit is at 100%, WEAPON WILL DO 61-78, but all rolls up to 47 will do 61 points.</p><p>Weapon damage range 10-50 , 2.0 second delay, dps 30ratio 5, crit 51-65, so if crit is at 100%, WEAPON WILL DO 51-65, but all rolls up to 39 will do 51 points.</p><p>Weapon damage range 20-40 , 2.0 second delay, dps 30ratio 2, crit 41 - 52, if crit is at 100% WEAPON WILL DO 41-52, but all rolls up to 32 will do 41 points.</p><p>Roughly 78% of hits will do better than 30% and the wider the range of damage, the greater impact this has. - So, for example, a weapon that does 1-60 and hits a critical and rolls a minimum 1 damage, does 61 points or a bonus from the melee crit of 60 points. a weapon that does 20-40 and rolls a minimum 20 does 41 points, or a bonus from the melee crit of 21 points. Add to that the greated MAX damage, and you can see that the crit effectiveness is greater at both ends when the ratio between minimum and maximum damage is wider. </p><p>Note that the weapons have the SAME delay and the SAME dps, but the effectiveness of melee crits is quite different. I have not included other bonuses, stats or procs - this is pure auto attack.</p><p> Whats it all mean?</p><p>So, you want a reasonably slow weapon, with as high a damage spread as possible to get the most out of your melee attack, especially once your melee crit starts getting higher</p><p>One caveat, especially solo. Really really slow weapons are less useful since most mobs topple over in 10 seconds or so...</p>
Finnmaccool
08-06-2008, 05:37 PM
<p>you guys rock, thanks tons for all the easy to understand feedback it really is a big help.</p><p>I am going to buy a 2nd slow wep then , I am mostly solo, ( tiny guild , occasional group) player.</p><p>Looking forward to increasing my dps, thanks again all.</p>
Matrixnin
08-21-2008, 09:30 AM
on a side note if you are trying to max out your DPS macro all your combat arts with the combat art first and then a comand line with "/autoattack 1" this deff help out that almighty parse
<cite>Dratsabtar@Nektulos wrote:</cite><blockquote>on a side note if you are trying to max out your DPS macro all your combat arts with the combat art first and then a comand line with "/autoattack 1" this deff help out that almighty parse</blockquote>Why?EVERY combat art that does damage a brigand has automagicly does this without you telling it to. (with the possible exeption of ruse)
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