Quote:
You must have the data...
Well, in fact, you don't need the solid numbers when dealing with abstract mathematics, which is exactly why I hate the field so much. The numbers may not be accurate, but that's why he uses variables. A variable does not represent an absolute numeric value, but a conceptual value that is not absolute.
Here are the basic formulas of the game (and his proposals), from what I've gathered while reading the board.
Weapon Delay Information
Weapon delay is measured in frames, with 60 frames equalling one second. While this measure of delay is accurate for Melee weapons, Ranged weapons use 70 frames to measure each second. I gathered this from a thread discussing the mchanics of Rangers, so while it may not be entirely accurate, this is enoug to give us some variables:
Ranged Delay [R]/70 = D
Melee Delay [M]/60 = D
So a Melee weapon with delay 666 (Chaosbringer; Level 1, WAR/DRK) has 11.1 seconds between every swing based on this formula. This is simple math based on the above formula, which I concede may not be 100% accurate, but 666/60 = 11.1, so there's our D.
Now our OP uses "Wd" where I simply use "D", bbut otherwise the math carries over. Let us say that Haste provides a 20% improvement in attack speed. This works out to 1.2*attacks [A]. Let's go with Attacks per Minute [APM]. Using the example of Chaosbringer, 60/11.1 = 5.405r attacks per minute. Now let's throw this 20% Haste (Haste effect will be H) on that number.
M/60 = D
60/D = APM
A*H = Modified Attacks
So 666/60 = 11.1 seconds of Delay. 60/11.1 = 5.405r Attacks in a 60 second period. 5.405r * 1.2 = 6.486r attacks WITH HASTE.
And now, not to endorse the Brady Guide (At least Spring 2004 edition) being "right" about something, but I seem to recall they do report the benefits of Dual Wield as follows:
Dual Wield (1) = Combined Delay * 0.9
Dual Wield (2) = Combined Delay * 0.8
Dual Wield (3) = Combined Delay * 0.7
Dual Wield (4) = Combined Delay * 0.6
These are not quie the same as 10% - 40% Haste effects. I assume that the Martial Arts effect is similar, though it may not be as swift for each occurence.
If these are accurate, they probably are calculated BEFORE Haste. Thus DW(4) with two 210 delay weapons looks like this:
(210 + 210) * 0.6 = 420 * 0.6 = 252 = D
Now using that, you can calculate the effects of Haste on a Ninja or /Ninja's attack rate exactly as above.
252/60 = 4.2 seconds of delay
60/4.2 = ~14.28 attacks per minute
14.3*1.2 = 17.14 attacks per minute
Though in an individual minute, the fractional attacks don't matter, they add up in a prolonged fight to be full attacks every few minutes. If, however, haste has the effect of "-x% Delay" instead of "+x% attack rate" (I assume the "-x% Delay") then his math is wrong, and the formula looks more like this:
20% Haste = D * 0.8
in which case the delay is probably ADDED to the factor of DW or MA boosts (ie -20% Delay = -0.2, so DW4 + 20% Haste equals Combined Delay * 0.4).
Running with Haste = -x% Delay, with 20% as the number value, we'll use our above examples again.
Chaosbringer: Delay 666
Chaosbringer [Haste]: Delay = 532.8
Chaosbringer: 11.1 seconds delay
Chaosbringer [Haste]: 8.88 seconds delay
Chaosbringer: 5.405r attacks per minute
Chaosbringer [Haste]: 6.756r attacks per minute
Not the above math actually provide MORE APM than the earlier formula, which was 0.27 APM lower.
For Dual Wield:
Earlier Formula: (210 + 210) * 0.6 = 252 delay
New Formula [Haste]: (210 + 210) * 0.4 = 168 delay
Earlier Formula: 252/60 = 4.2 seconds delay
New Formula [Haste]: 168/60 = 2.8 seconds delay
Earlier Formula: 60/4.2 = ~14.28 attacks per minute
New Formula [Haste]: 60/2.8 = ~21.43 attacks per minute
Wow. Just... Wow, is that a lot of attacks for a Dual Wielder using lightweight daggers...
Now he also posited information on Double Attack and Triple Attack, but I think that's completely unrelated unless you're aiming for a count of attacks per minute.
Let's assume that Double Attack and Triple Attack have an activation rate of around 10-15%. This means every 7-10 attacks or so, they're likely to activate. Bearing in mind that a Dual Wield 2A or 3A can affect the sub weapon (I believe that it's just as frequent, except it needs to first affect the main weapon on that round), this allows a gives extra attacks per minute. Haste, giving more chances to land blows, also gives more chances to activate Double Attack or Triple Attack, but the number of attacks is fixed for these:
Double Attack = +1 attack per weapon it activates on
Triple Attack = +2 attacks per weapon it activates on
I do not know if 2A an 3A stack with each other (ie, if 2A can trigger on multiple hits of a 3A), though I know having both gives a higher rate of hits (THF/WAR + Low Delay Weapon + Haste + Haste% gear is the single fastest attacker in the game...) Haste does not, afaik, affect the speed with which 2A or 3A attacks are executed, as they're considered to be simultaneous with the normal attacks of that round.
So while his numbers don't need to be accurate, he does need to properly format the equations... but once the equations are set up properly, they don't need real numbers at all. His problem was that he seems to have overthought the whole thing... Here's my final draft set of formulas for calculating your attack rate:
Single Weapon Formula:
Initial Delay of Weapon * (1 - Haste%) = Modified Delay
Delay/60 = seconds of delay
Dual Wield Formula:
Initial Delay of Main + Initial Delay of Sub = Combined Delay
Combined Delay * (1 - Dw[f]) = Dual Wield Delay
Dual Wield Delay * (1 - Haste%) = Modified Delay
Delay/60 = seconds of delay
-- Note: DW[f] means the % based on the level of Dual Wield you have at 10% per level --
Martial Arts Formula:
Initial Delay of Bare Hands + Delay Modifier of Weapon = H2H Delay
H2H Delay * (1 - MA[f]) = Martial Arts Delay
Martial Arts Delay * (1 - Haste%) = Modified Delay
Delay/60 = seconds of delay
-- Note: MA[f] means the % based on the level of Martial Arts you have, at x% per level; I dont know the number, but would guess abut 5% per level --