Good question.
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.
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 = 162.5Plate 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).
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.
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.
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.
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.
Hmm. I've forgot about it.But I am 99% sure it will have same behaviour/suppression as Vielo Vidorio.
Same thing happens.As JerekKruger already said "+x% Attack Speed" only affects recovery duration.
Look:
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)
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.
Shortly speaking:
- 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.
Thank you so much wise one! I've decided on making a Darcozzi paladin version of Boeroer's Counselor Ploo build. The only question now is whether or not it would be beneficial to be a wood elf for the accuracy buff or the island Aumaua for an extra blunderbuss....but being limited to two FoDs.