I read the details of the update and I am very excited with the ability to increase the DA rate. I'd like to share with you some information that should help you with understanding the effects of Double attack and how much this update rocks. The below only reflects the nuber of normal attacks produce by Haste, Double, and Triple Attack and does not reflect the bonuses to WS or casting times.
Understanding Haste, double, triple attack and kick as single elements
Lets talk bout haste to start off addtional attacks given by haste (dual wield and Martial arts are included as haste)
x = Fractional amount of haste: 100%->1; 10%->.1
Wd= Weapon dealay
t = time
lets take an example to clairify:
100% haste (doubt possible but just for example)
lets look at how many attacks would occour without haste..
1/5*50 = 10
So our normal count of attacks is 10 attacks every 50s
Examining with haste @90%
(1.9)(1/5)*50 = 1.9*10 = 19
With 90% haste you'd attack 19 times in the time it taks for you to nomaly swing 10 times. This is an accepted rule of thumb, and shows the sheer power of adding haste.
Understanding Double Attack
Double attack% is exactly equivilant to haste% in terms of attacks over time.
y: fractional double attack %
Using simple example to clarify...
If you have 10% double attack that mean for every 10 swings on average(random acctivation) you will double attack once. Giving you 11 attacks in total.
Lets see if this works using the same weapon and time frame as above.
(1+.1)(1/5)(50) = 1.1*10= 11
Understanding Triple Attack
Triple attack gives an EXTRA two attacks on a normal swing.
Again with 10% Activation you can expect for every 10 attacks Triple attack will fire once(random activation). Giving you a total of 12 attacks.
Lets examine again at 10% using the same wd and time for arguments and simplicities sake.
(1.2)(1/5)*50 = 1.2*10 = 12
Kick is similar to Double attack in nature, as it is a random occurance and associated with the normal attack rounds. For our purposes here it can be considered the mnk version of double attack
Kicks are based on H2H delay as I understand it, the activation rate k is the only differance between it and double attack. This gives Mnk/war a tremendous advantage as they have two opportunities for addional strikes. Very similar to thf/war however kick does not stack with double attack and this must be taken into account.
Combining the elements
Haste & Doulbe Attack
Not that "Stacking" Dual wield and haste is realy multiplying the attack coefficents... Lets simplify
(1 + x + y + xy)(Wd)(t).
This makes sence as it represents the base attacks + attacks generated by haste + Attacks generated by Double attack+ the DA effect on the additonal attacks generated by haste. Lets look at an example.
Wd = 1/5
The base number of attacks is 100
Haste provides another 50 to the base
Double attack provides 10 to the base
Double attack provides .1*50 = 5 additonal attacks geneated
Haste & Triple Attack
This is exactly the same relationship as doble attack please fell free to do the proof your self.
Haste & Triple Attack & Double Attack
Since Triple and double attack DO NOT STACK the cross terms of the muliple drop out giving:
Haste & Kick
Keep in mind that Mnk martial arts traits must be included into the the haste term (x) to get the correct result.
Haste & Kick & Double Attack
This term is obtained by multiplying the coefficients and dropping the cross terms between kick and double attack since they do not stack (similar to triple attack).
The above equations show the relationship between haste, double attack, triple attack, and kick. Please use the relationships I've outlined to help guide your sub choices, gear selection, use of merit points, and haste priority.
Adding haste to Nin, /nin (post 50), and MNK is a given due to their already high natural haste, and (post 50) should have double attack.
However WAR's Double attack is equivalent to haste and thf's triple attack is similar. Please give haste to all the War, /war(post 50), and Thf's out there. Doing this will significantly increase your PT's performance.
Please remember when using the functions to do performance calculations that the natural haste of the job in question (nin and mnk for example) must be separated out into the haste term. These JT are not true haste but share the same result from the perspective of Attack/time. It should be noted that itís possible to solve for x, y, z, and k to determine the effects of spells, songs, equipment that doesnít have a documented value (or an exact value).
Edited, Sun Feb 27 01:17:54 2005 by tarekthedestroyer