So now that you have such vast knowledge of all these mechanics can you provide us with any general takeaways or practical advice on how we can take advantage of this information? I understand that the mechanics are deep and there are plenty of nuance situations that could arise based on this knowledge, as well as certain exceptions, but generally speaking, how can we play the game better knowing this stuff?
The most important thing is: recovery reducing effects are very weak, while there is only 1 of them.
Yet they provide a very, very sensible benefit when they start to pile on.
For example, let's take warbow: 5 frames (delay) + 45 frames (attack) + 75 frames (recovery) = 125 frames.
If you equip only gauntlets of swift action (15%): 5 + 45 + 63.75 = 113.75 (or just a x1.09 action duration reduction)
If you only used DAoM (50%): 5 + 45 + 37.5 = 87.5 (or just a x1.42 action duration reduction)
On the other hand, if you amassed enough effects, especially from the same category (since they multiply), you could have:
DAoM + Durganized Weapon + Gloves: 5 + 45 + 0 = 50 (or a x2.50 action duration reduction; or a x2.50 increase in dps)
Another interesting thing, is that estoc and dw stilettos are amazing for heavy armored character, early in the game. See spreadsheet
And plate armor is especially good early as well.
I have heard that gunners and crossbowers should go with heavy armor because the negative armor effect on the overall action cycle is negligible. But after I read your data though it seems that the armor penalty affects all aspects of the action cycle so is this true or not
You have probably missread)
Armor penalty only affects recovery duration. Reloading is the same, be your character naked or encased in plate.
Imagine a 10 dex character:
naked arquebus: 5 + 45 + 75 + 204 = 329
naked warbow : 5 + 45 + 75 = 125
plate arquebus: 5 + 45 + 112.5 + 204 = 366.5
plate warbow : 5 + 45 + 112.5 = 162.5
Plate has increased action duration for warbow: 125 -> 162.5 (by 30%)
Plate has increased action duration for arquebus: 329 -> 366.5 (by 11.3%)
So generally, from auto-attack dps point of view your gunners don't lose that much from wearing heavy armor.
Still through, it depends on what niche does a character fill in your party. For example I had a fire priest with an arquebus, but still used robe, because:
- I wanted faster buffing
- I was using that moon godlike as a bait for shades. (placing her closer to frontline than other squeshies, and setting the def/dr to be the lowest in my party).
Are there any bash shields in the game that are actually worth it from a DPS perspective?
From pure auto-dps perspective, I think a flail + Larder Door would be better than a flail + non bashing shield, early on before you are able to enchant weapon quality and lash.
Otherwise it all comes to what proc a shield has.
Badgradr's Barricade has a natural synergy with deathblows rogue.
Dragon's Maw Shield has synergy with carnage.
25% chance to cast Taste of the Hunt on Hit or Critical Hit - would be a 25% for a 55.8 dmg dot (@18 mig, 20 int); or, assuming it stacks with itself: 14 raw dmg per hit/crit.
So consider that a bash attack for such barbarian inflicts: 1.24 * [13-18] + 14 (if taste of the hunt stacks with itself).
Although main hand will attack slower, as it will be affected by single-weapon-penalty. And dual-bittercuts with corrode enchant / spirit of decay, would still out-dps it.
Since it's so much easier to get zero recovery with a dual-wield build even with plate than the two-handed counterpart does that mean two-handers usually lose in the DPS game?
The plus of dual-wielding is that you can achieve zero-recovery earlier in the game. And at that moment DW is quite ahead. Although later, two-handlers with speed enchant start to catch up. Especially Blade of the Endless Paths.
Do veterans of this game, generally speaking, seem to believe that getting a zero recovery build on your DPS is more important than anything else?
If you have a quick-switching gunner, or a a character who after unleashing a few full attacks switches to supporting; it is not that necessary.
But for a character focused on auto-attacking, like interrupt barbarian, blasting wizard, stormcaller ranger and especially cipher, it is indeed very important. Being able to increase your dps by x2.5 is huge.
What are the easiest builds to hit zero recovery without the use of DAoM?
Dual-wielding Lady of the Pain due to Armored Grace + Outlander's Frenzy / Sanguine Plate proc.
Without frenzy it could be:
Dual-wielding ranger with Swift Aim.
Dual-Wielding monk with Swift Strikes.
In any case you want gauntlets of swift action and durgan enchants asap.
I don't see Hastening Exhortation on the list of attack speed buffs. Does that stack with anything?
Hmm. I've forgot about it.
But I am 99% sure it will have same behaviour/suppression as Vielo Vidorio.
I have a question about ranged attack speed & recovery. When we are talking about attack speed on two-handers or dual wield it's supposed to affect the recovery time (frames) you have after attacking. What happens then to ranged weapons that have attack speed? For example, Hold Wall which is pretty useless (I tested a normal arbalest and this one and the +20% attack speed does nothing on it) because of the reload time not being affected.
Same thing happens.
As JerekKruger already said "+x% Attack Speed" only affects recovery duration.
Hunting Bow (no speed): 5 (delay) + 30 (attack) + 50 (recovery) = 85
War Bow (no speed): 5 (delay) + 45 (attack) + 75 (recovery) = 125
Arbalest (no speed): 5 (delay) + 45 (attack) + 75 (recovery) + 180 (reloading) = 305
Hunting Bow (with speed): 5 (delay) + 30 (attack) + 40 (recovery) = 75 (13.3% action duration reduction)
War Bow (with speed): 5 (delay) + 45 (attack) + 60 (recovery) = 110 (13.6% action duration reduction)
Arbalest (with speed): 5 (delay) + 45 (attack) + 60 (recovery) + 180 (reloading) = 290 (5% action duration reduction)
Question to the experts on this thread, I'm thinking of going as an offensive support paladin for my potd play through. Which of these would be the most effective:
-Strange mercies DW paladin
-strange mercies 2H paladin
-strange mercies Ranged paladin
-darcozzi ACC buffer 2H offtank
-darcozzi ACC buffer ranged support/dps
A Kind Wayfarer will use FoD a lot. Since it is a primary attack, 2H is not optimal.
For a melee KW it is either DW sabres or [Strike Hard + Shatterstar / Godansthunyr] or [Rimecutter + Wē Toki].
While a ranged KW would:
- either opt for Dulcanale. If it is an aumaua, quick switching pistols could be an option.
- or stack penetration stuff (vambraces + penetrating shot + wizard's Expose Vulnerabilities) and use blunderbusses.
A melee Darcozzi imho is best used as a support or main tank. No FoD. Outwarn Buckler + Shame or Glory / Marking Cladhaliath / Strike Hard.
A ranged Darcozzi would love Pliambo per Casitàs. 2 FoD uses plus Runner's Wounding Shot. You emphasize on alpha strike and providing extra acc to the party.
Which one out of these four to use, depends on your party composition.
Note-worthy is KW synergy with a chanter:
- it is easier to finish enemies gradually reduced to low-hp by Dragon Thrashed.
- Mercy and Kindness Followed Where'er She Walked, amplifies healing done by paladin as well.
- Aefyllath + FoD + Scion of Flame.
- Wayfarer is best suited for sturdy parties that gradually bring enemies down
- While Darcozzi is best suited for low-hp and crowd-control oriented parties, especially if you have weapons with onCrit procs.
Edited by MaxQuest, 22 March 2017 - 09:13 AM.