Perhaps the solution here is to break away from the DAoC speed calculations and reduce the real speed reductions so all weapons fall within the possible swing speeds. It seems to me the melee speed bonus needs to remain the same ... 75% increase in swing speed should really be a 75% increase, but perhaps quickness should have less of a factor than it does now.
original equation:
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// --- .62 with max QUI --- ---- .155 with max meleespeed
// 30 = 4.65
// 40 = 6.2
// 50 = 7.75
speed *= (1.0 - (qui - 60) * 0.002) * 0.01 * GetModified(eProperty.MeleeSpeed);
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speed *= (1.0 - (qui - 60) * 0.001) * 0.01 * GetModified(eProperty.MeleeSpeed); // = .2 for max quickness and melee speed
// 30 = 6.07
// 40 = 8.1
// 50 = 10.125
I think the key is to find the actual client/server limited swing speed, and then understand what weapon speeds are being capped. I also need to make sure players understand the relationship of swing speed to damage per swing. Everyone thinks Two Handed weapons do the most damage because they do the most damage per hit, but if the swing speed is really slower then the overall DPS should be equivalent to a faster weapon doing less damage per swing. A DPS test mob would be nice to have, where you say start and stop and the mob tells you the DPS number.
Next, there's the issue of damage done by D2 specials on a per swing basis. The melee AoE skills all do damage based on weapon damage, so they works as expected. Fire, Cold, Lightning damage is a fixed amount per swing, so IMO it's possible to do more overall damage by swinging 2 weapons very fast.
Let's assume we have +200 to fire damage and a 100% change to fire it. A 2 handed weapon swinging once a second will simply add 200 fire damage to the attack every second. Two weapons swinging once every half second, and assuming a 50% left hand swing chance, should add an average of 600 damage per second (200 per swing + 200 for a single left hand swing)!
Why am I not hearing complaints that dual wield is overpowered?