Dual Wield Agility not really 10%
So this means it’s not affecting the aftercast or something along those lines?
My assumption is there is a small amount of idle time between animations. The 10% trait decreases the duration of the animation but not the time between them.
Some math, assuming aa always hit for 35k,
- untraited = 60/3.560*35k
- traited = 60/3.280*35k
- increase = (traited-untraited)/untraited*100
- increase = 8.5%
If you compare the difference against traited: (traited-untraited)/traited*100 = 7.87%.
Not 100% which one is the correct % to use in dps calculations. If someone here is a math major, feel free to chip in. Either way, neither are 10% as tooltip suggests.
(edited by frifox.5283)
If you timed the kill of a mob, is your sample big enough to average the random?
Also, the trait says the attack speed is improved by 10%, not the complete chain with “idle” times between the attacks.
I am not sure about the maths, but to me it did appear to be faster. I haven’t run any calculations on it yet. But I has thinking, instead of timing the axe auto attack chain, why not just the first attack time, and compare traited vs. untraited? Or even time all three seperate attack in the chain, and then compare. I will agree there is an idle time between chain links, if you will, and trait wouldn’t account for those times.
It’s the chain I beat you with until you
recognize my command!”
And why is this in dungeons?
It’s the chain I beat you with until you
recognize my command!”
And why is this in dungeons?
Only sub-forum that filthy elitists care for these sorts of things. Where would you suggest?
Hmm … does it end up reducing the block time for Riposte and Counterblow?
And why is this in dungeons?
Only sub-forum that filthy elitists care for these sorts of things. Where would you suggest?
I would suggest either warrior or dicussion. but it seems out of place in dungeons, as it has NOTHING to do with them at all.
It’s the chain I beat you with until you
recognize my command!”
Elite dungeon runners are the ones that world actually care which is why it’s posted here. The key is not the subject but target audience.
I think PvPers would care too, but so would hardcore dungeon folks.
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.
And why is this in dungeons?
Only sub-forum that filthy elitists care for these sorts of things. Where would you suggest?
I would suggest either warrior or dicussion. but it seems out of place in dungeons, as it has NOTHING to do with them at all.
No one likes a backseat mod
My assumption is there is a small amount of idle time between animations. The 10% trait decreases the duration of the animation but not the time between them.
Some math, assuming aa always hit for 35k,
- untraited = 60/3.560*35k
- traited = 60/3.280*35k
- increase = (traited-untraited)/untraited*100
- increase = 8.5%
If you compare the difference against traited: (traited-untraited)/traited*100 = 7.87%.
Not 100% which one is the correct % to use in dps calculations. If someone here is a math major, feel free to chip in. Either way, neither are 10% as tooltip suggests.
The best thing to do is calculate the average expected DPS for identical builds and see what the real world difference is. Using 30/30/0/10/0 with full party buffs I find the expected dps of just auto attacks to be…
Traited : 14,779
Untraited: 13,568
So, assuming your timing of the attack speed is correct, the trait is worth about an 8.2% dps increase.
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The meta is changing at an alarming rate!
Sad that a personal DPS meter would easily resolve all this in less than 10 minutes.
Always need to account for the dmg rng when doing real world, or should I say virtual world measurement. This is why I always do my tests for extended periods of time, ie attacking a dummy golem for 20+ minutes and taking an average dps instead of just few attack rotations and calling it good.
Sad that a personal DPS meter would easily resolve all this in less than 10 minutes.
lol, yes it does. that’s what I use after all