Various Melee-Related Questions

Cahrin

Dalayan Beginner
I've never played a melee in EQ before now, and am at the point now where holes in my knowledge base are starting to become costly.

1. What is the equivalent dps between 1h and 2h weapons? For example, say I have a 2h weapon that has 1:1 ratio (10 dmg, 10 delay, for example). Is the equivalent two 1h weapons that are both 1:2 ratios (5 dmg, 10 delay)? This makes the most logical sense and is probably quite obvious, but it is a pretty important question nonetheless.

2. If you have the choice between equivalent 1h and 2h weapons, what is the better choice to use? My assumption is that the 2h would be the best, because of the fact that you will not dual wield every single time. So, for example, assuming misses are the same rate for 1h and 2h, you hit for 10 (or 20/30 from double/tripple attack) every time with a 2h, but will sometimes hit for 5 (or 10/15) with two 1hs when dual wield fails. I've also heard 2h weapons generate less agro, giving 2h weapons another advantage (from a non-tank point of view) over 1h weapons (this begs the question of why to use 1hs as a dps melee, but this isn't something I really want an answer to).

3. When does dual wield go off, or rather, when do you swing with your offhand? It seems that the most logical way for it to work would be for both weaposn to swing whenever their timer is up, i.e. a 1h weapon in your MH with delay 10 will swing every 10 (milliseconds?), while a 1h in your offhand with delay 15 will swing every 15. However, I think it's quite clear that it doesn't work this way, as, if this were true, you could potentially never quad (or 5/6 attack), as weapons with delays that have no common multiples would never hit at the same time. Plus, as I have seen from experience, dual wield only skills up when I swing my mainhand, implying that you can only swing with your offhand when you swing with your mainhand. Taking this further, I draw the conclusion that it works in one of two ways: 1) your offhand delay means nothing, and you will always swing with your OH when you swing with your MH, assuming dual wield doesn't fail, or 2) you swing with your OH when you swing with your MH if dual wield goes off, only if your timer on your OH is up. As an example of 2), MH has a delay of 5, OH has a delay of 6. Your first attack gives the chance to swing your OH, the second doesn't (since the delay on the OH isn't up), and on the third you get a chance to swing the OH again. It then keeps alternating in rounds where you swing and doesn't swing your offhand, until 30 delay has gone by, when you will swing with your OH twice in a row, at which point the cycle will repeat.

I believe 2) to be the way it works, and, as such, I assume it is a complete waste to have an OH with a delay lower than your MH.

4. Are procs based on a percentage per hit, or a percentage per unit time (i.e. WoW)? Meaning, if I have a combat proc on all my equipment, would I want to have fast delay weapons so my procs will go off more often, or does it not matter?

Thanks!
 
3. Dual wield works like this as far as I know. Each time your offhand weapon's delay comes up, the system checks against your dual wield skill. If that roll succeeds you swing, if not you don't. It is not tied to your mainhand. If it worked like you think, then wielding a very low delay mainhand and a very high damage / high delay offhand would be ridiculously overpowered. The connectedness of the two hands is an illusion created by the very low swing rate at low DW skill levels. Because the skill goes up relatively slowly, and you swing your mainhand much more often it gives the appearance of skilling up only on the main hand. While posting I tested this using a very low delay offhand and nothing in main, I definately attacked with the offhand without first attacking with my mainhand.
 
I think you misread what I wrote. I said that OH would go off only when two conditions are met: 1) the OH weapon's delay has come up (or come up previously, and you have not swung with your OH since then) and 2) your MH delay has come up. This would prevent the overpowered fast MH slow OH combo. My hypothesis was that they were linked, but not linked in such a way that the OH delay is completely disregarded.

If you say you've tested it in practice, I believe you. However, you are not accounting for quadding. Are you implying that quadding will only happen if you double attack on your MH and OH at the same time, and ONLY then? If you're saying this, then two weapons with delays 9 and 11 will only have the chance to quad on the first round of attacks, and at the 99th delay point (and any futher multilpes from there on out)? I'm skeptical because I see a lot of quad attacks, and the odds of double attacking AND being on the same delay time for both MH and OH are pretty small. You could simply say that I'm only thinking I see the attacks come up at the same time, but that's neither here nor there, as it's my word against yours, and I think I'm right...

I agree that it makes the most sense for it to work in the way that you described, but it just seems off in practice.
 
In this thread:

Wiz said:
Hands appear to be synced on live for the same reason they appear to be synced here -- all combat packets within a certain timespan are combined and sent out as one to reduce lag.

Hands are independent here, on live, and everywhere else.

So they do only actually swing when their delays align, but hands are indepenent, so it really doesn't matter.

1) the OH weapon's delay has come up (or come up previously, and you have not swung with your OH since then) and 2) your MH delay has come up

If this were the case, having a high dmg + delay in the main hand, and a low dmg + delay (could still be a very good ratio, however) in the offhand would make the offhand quite crippled.
 
do 2h weapons get a damage bonus here as on live? I remember when they added the 2h weapon bonus you could see the # it had depending on delay or something. I dont see that on SoD, do they still have one?
 
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