View Full Version : optimum swing delay on weapons?
JackBurtonBTLC
10-09-2009, 06:49 PM
<p>So is there an optimum 1 hand weapon delay to use as a paladin(thinking weapon and shield mode)? I see weapons that go from 1.2 to 5.0+ (if I recall correctly)</p><p>Does it matter?</p><p>Is there a weapon delay that is optimum for paladins in general?</p><p>Is there a delay that helps with damage and optimizes power usage?</p><p>AND</p><p>How about 2 hand weapons? is there some delay that gives some advantage.</p><p>Thanks for any insights here.</p>
Boli32
10-10-2009, 04:05 AM
<p>The only issue I see with delay is at max haste it should be 1.5s or more. This allows all of our spells to be used in such a way they do not delay autoattack swing. This means a 3.5s or a 4s delay weapon should be used as MINIMUM. 3s delay weapons are just too fast for us.</p><p>As long as you can be sure delay is not too short to delay swings your delay can be anything really (within reason) the only real numbers you should look at is max damage and the spread of the weapon in general.</p><p>for example out mythical is 1:6 ratio and a delay of 6s it is pretty much ideal and at max haste drops to 2.4s. so all our spells can be cast between its swings without interuption and the max damage of 614 makes it a lethal killing machine.</p>
Prestissimo
10-11-2009, 05:01 AM
<p>The only thing I would add to boli's post is that the larger the range, the better melee crit will be for you since melee crit will massively help increase the damage done with a large range weapon. Since the mythical is a 6 second delay and does hit like a train when it lands a good shot and espeically when it lands a crit, it would be wise to get 100% melee crit asap in addition to a large delay, otherwise the auto attacks that do happen to be a low end non-crit and land like a soggy noodle will hurt your non-transfer generated hate more so than not having an optimal delay.</p><p>I shamelessly borowed this from Chillispike on eq2wikia (since i couldn't reasonably find it on the forums) to help explain a little bit behind why larger ranges are better especially with crits.</p><p>The crit amount of an Autoattack:</p> <ul><li>(Max dmg + 1 + Max dmg - Min Dmg) * Crit multiplier or (Max dmg*2 + 1 - Min Dmg) * Crit multiplier <ul><li>Example1: a weapon has a min dmg of 35 and a max dmg of 75 <ul><li>(75 + 1 + 75 - 35)*1,3= (150 - 34)*1,3 = 116 * 1,3 </li></ul> </li><li>Example1: a weapon has a min dmg of 25 and a max dmg of 100 <ul><li>(100 + 1 + 100 - 25)*1,3= (200 - 24)*1,3 = 176 * 1,3 </li></ul></li></ul></li></ul><p>For our mythical it would be as follows:</p><p>Non-Crit:</p><ul><li>109-617 damage</li></ul><p>Crit:</p><ul><li>(617+1+617-109) * 1.3 = 1463 damage</li></ul><p>Of course this doesn't take into consideration dps mod, the effect of your stregnth rating, or any other considerations that will modify the damage amount. To give you an idea, even wearing Tier 2 shard armor and legendary reward jewelry from RoK and TSO questing and casual instancing, you can expect your mythical crit auto attacks to land for 1.8k-2.2k in groups depending on your gear. When it doesn't crit, it can land for anything from a few hundred damage up to about 1.5k damage.</p><p>The reason that this should be duely noted is because our auto attack makes up a large portion of our dps as paladins and more noteably melee crit will benefit us more than anything else including other potentially beneficial bonuses that you may find on weapons or other gear that could sway your choice of weapon. To borrow some numbers because I'm lazy and don't want to merge scattered parses that are half relevent and half not, I will borrow the numbers that Mahgnus posted on the site whos name when written will attract bad juju.</p><p>Auto Attack 42% (44%-47%*)Procs 21% (this was back when procs could crit, so it's currently probably closer to 10-16% in the same gear/setup*)Spells 19% (21%-22%*)CA's 18% (19%-21%*)_____________________________</p><p>Melee Crits affects 60% of my DPS [auto attack + CAs] (63%-68%*)Double Attack affects 42% of my DPS [auto attack] (44%-47%*) Spell Crits affects 19% of my DPS [spells + very few procs if any that will still crit] (21%-23%* + a proc or two) +Spell Dmg affects 19% of my DPS [spells] (21%-22%*) +CA Dmg affects 18% of my DPS [CAs] (19%-21%*)</p><p>* = approximate modification to reflect non-critting procs.</p><p>While this will not be exact for everyone and it will be different based on your solo/group/raid setup, it should give you a good reference point to use for judging how valueable or not your weapon and the bonuses you can obtain that do or don't affect it are.</p>
Zergosch
10-11-2009, 08:06 AM
<p>At least in the end, there is no real choice (at least for me) the mythweapon do just fine, with a delay of 6 secs.</p><p>In grps or raid i get buffed to 100 swingspeed, i can cast all my spells and with my specs i hit the target more often with 6-10k hits + double attack.</p><p>At least in the end, there´s only one weapon to choose (just for the bonuses on em).</p><p>regards</p><p>Zergosch</p>
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