Swordsman Archive
Thread: Reflections on lower HAM costs with new sword core
For example, no one really knows how our attack speed modifiers affect speed, and whether we're capped. So doing a straight DPS based on min/max speed is borked on the very face of it, not to mention that it doesn't take into account the very significant boost to damage that occurs through use of styles. So its not simply about DPS the way people are calcuating it, its about true damage over time which has to take into account to-hit modifiers, speed modifiers, speed caps, and extra damage from attacks.
As I said, the only way to get a true picture is to use a combat log parser and kill a large number of mobs (to factor out random variability) with the same swords using the same type of styles, and without any additional variables (such as power ups or buffs).
I can say that its my perception with my new sword that I can use styles much more often, and kill mobs much faster with the new lower HAM sword... comparing it to my other sword that had much higher damage but also higher HAM. And if I can get 2 extra styles in per fight, that's a boost of ~1000-1500 damage per fight. I'm not saying my new sword is the best, and it certainly isn't particuarly since the slice did not succeed, but I thought I'd share my perceptions.
Attack speed modifier is 1% for every +1. So if you have +25 then you have a 25% decrease in swing time. This has been started by Holo and I think one other Dev. Thus far, every +1 stated has been a 1% modifier.
If we only knew how much HAM each style took and exactly how our weapon's HAM cost factored into the cost then we'd have a viable arguement on either side. For instance, I KNOW that a knockdown's HAM cost is alot more than Dizzy1 for a TKA with Vibro Knuckles.
I think that they should give all actions a base HAM cost and the weapons modify that cost vs. the other way around that it seems.
CaidenVumes wrote:
Attack speed modifier is 1% for every +1. So if you have +25 then you have a 25% decrease in swing time. This has been started by Holo and I think one other Dev. Thus far, every +1 stated has been a 1% modifier.
I know Holocron has stated this, but respectfully, after seeing the way SOE misunderstood its own game mechanics with the T21, I'm not convinced that this is correct... particularly since many people have said the above does not seem to be true, or at least is different, when using styles. Remember, sytes cause an enormous increase to damage, and there are style speed and damage modifiers, so straight up comparisons just using the base weapon stats is nearly totally useless IMHO. So the DPS based on base weapon speed/min/maxthat people have been mentioning in this forum is a fairly useless stat.
The only two ways, besides anecdotal evidence,to settle the issue is a complete and accurate accounting of all of the algorithms by SOE (which I doubt they'll give and I'm not even sure it is a good idea, this is supposed to be a game and not a math contest, and we're supposed to discover what works best through playing, that's part of the fun), or reverse engineering the algorithm through a combat log parser and lots and lots of experiments.
Aada, another part of the reason you're using up less HAM with the sword is because it's attacking slower, so you're actually doing few specials per minute.
If I remeber right I could get an overall increase of around 9 with each point of damage experimentation in the damage category (which also controls speed...dont want a 3.7 2H cureved do ya?)
1 point used on HAM = 1 less HAM. Thats it.
Bottom line, Get a high base damage 2H curved, use doctor buffs/food/powerup (I use mind reduction since Im rodian and get back action at an insane rate) and hope for a 25% + damage slice. If you dont get it, try try again
I'm a master swordsman, and I'm sorry but just because somone is a master Weaponsmith, that doesn't make them an expert on the combat. Lowering HAMs can be a huge benifit PVP, mainly because Headhit is your best friend. It has a massive HAM drain so the lower you can get those costs the better IMHO. If you think you can get your opponent to stand there while you auto swing with the occassional special thrown into the mix, you have a large shock headed your way. For those of us who 'tank' in pvp (that doesnt include range players who pull a sword when the fight gets close) it's all about fast special kills, switch to the next target and repeat.
These are my findings and my opinion.
primus_fan wrote:
If a MASTER weaponsmith, ESPECIALLY Dtox, gives you advice on how to make/use a weapon, you would do well to listen
If a MASTERweaponsmith wants to give meadvice on how to MAKE a weapon, I'd sure listen with all ears. But advice on how to USE a weapon - lol, you can't truly be suggesting that with a straight face. I'm sure Dale Earnhardt Jr. asks the guy in the shop who tunes his carbuerators for race car driving tips - lol. It isn't like grinding away making gun barrels at the crafting station gives you any special insight into how to best tune your combat styles and tactics.Even if the weaponsmith is also an activeswordsman, it doesn't alone make their impressions on how best to play the profession particularly more valid than anyone else's.
I'm curious, why don't more of you use Berzerk instead of say 2 hand hit 2? I seem to get better damage berzerking than spamming the specials and it doesn't eat the ham bar.