Fencer Archive
Thread: Delay mod on 1hHit2?
Can anyone vouche for whether a gaderaffi stick hits the cap at master footwork while using specials (particularly 1hh2 and/or bodyhit3). Please lists delay on your weapon if so.
My observations:
At expert footwork with master brawler (+65 speed) my calculations show me spamming 1HandHit2 every 1.375 seconds with my 1.7 speed sword. That comes out to 2.31 delay mod on 1hh2.
So... a dmg sliced gaffi stick would be roughly 3.4 delay I'm thinkin? That comes out to hitting about every 1.2 seconds so it does not look like without a speed slice it will hit the speed cap. Just curious if thats true I guess. But for curiosity sake we'll look at some data on whether capping it is better or just getting damage since it's nearly to the cap.
(using raphs example gaderaffi with best of the best slices for extreme comparison and calculating actual average dps (1.5xavgDmg X multiplier) Using the dmg mod in the FAQand from my own calculations since I saw a large descrepency:
Gaderiffi Baton (AP0) 132-223 3.4 (54/32/15) Kinetic
35% speed (2.2 delay)
35% dmg (178-301)
Master Footwork (Master Brawler)(+85 Speed) using 1hh2 (2.31 delay mod):
dmg mod from FAQ (3.5) 931.88dps vs. 1047.81dps
dmg mod from my calculations (4.25) 1131.56.5dps vs. 1272.34dps
I discovered the discrepency in dmg mod when I analyzed my own combat spam. Now, as a master brawler I get to basically have a 20 second KD. This means I get 50% dmg bonus (or dmg x 1.5). All weapons base hit is 1.5x listed damage as stated by the devs (unless melee get ssomething diff from ranged?). So mathematicallymy maximum damage hit should be:
1.5 * maxWeapDmg * specialDmgMod * 1.5 = Raw CombatSpam Damage (combat spam doesnt adjust armor or resists that appears above the mobs head)
But I am hitting fairly often (and its not the killing blow) for 1500+ on things with my curved sword which is merely 159 max dmg. We plug that in and the specialDmgMod on onehand hit 2 does not come out to jive with what's listed in the FAQ:
1.5 * 159 * specialDmgMod * 1.5 = 1500
(1.5 * 159 * 1.5 ) * specialDmgMod = 1500
specialDmgMod = 1500/357.75 = 4.2
Given higher damage than that (1545 is highest I can remember not being a killing blow on a kd mob) that comes out to around 4.3. Maybe my math is screwed somewhere ... it's late on new years and I had a couple after lighting the asphalt on fire.
OK, found the part of the faq that states fencer (and wonder if its for all melee?) weapons get a 1.82x mod (not 1.5).
Got 1.5x from a dev post but I think it was regarding pistols or all ranged. New calculations come out dandy with 1.82x