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Help me understand the interplay between spellcasting and melee combat

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  • PantalionPantalion Member Posts: 2,137
    As far as I understand it, casting spells, using items, drinking potions, and activating innate abilities Taint your Aura.

    For the next six seconds, you cannot do any of the above.

    You may, however, always attack the same round, providing the casting time is low and/or you have plenty of attacks.

    So with your example, you would Fire Whirlwind, click attack on target opponent, and then spend two rounds dealing fire damage, likely with all, or at very least most, of your APR
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    If you haven't made any attacks within the past few seconds, or have completed your full APR for the round, the 6 seconds after you finish casting Whirlwind Attack should proceed as planned. You won't lose 5.4 seconds of Whirlwind Attack because your attacks per round and your spells per round don't follow the same timer.

    This also means that when you cast Whirlwind Attack, assuming the casting time is 1, this causes a short delay in your attacking. When you start attacking again, this should be an entirely new attack round. However, that casting time does still cut into your DPS, in the sense that you weren't attacking for those 0.6 seconds.

    If you have a casting time of 0, however, it might truncate an attack for a different reason, because that instantaneous casting time prevented you from beginning a new attack round. If you have made 2 attacks out of your normal 3 APR, then Whirlwind Attack might not start a new attack round, and thus you might lose an attack because of the transition.

    Long story short, it should effectively give you at worst 9 APR, and that likely only applies to very slow weapons like two-handed swords, and even then, only if you've attacked one or two seconds before the spell.

    I wouldn't sweat it, honestly. This kind of truncation happens with any spell--your custom spells will behave just as any others. If you want to be absolutely sure, though, that your fighter with 5 APR gets to land 10 hits with fire damage, you might increase the duration of that spell to 13 seconds.

    Potions and items effectively count as spells, with the notable difference that they aren't affected by Improved Alacrity. If you've begun casting a spell within the last 6 seconds, you can't drink a potion, even with IA active. IA will, however, let you start casting a new spell right after drinking a potion. So a mage could attack and cast a spell within 1.5 seconds, but could not drink a potion less than six seconds after starting to cast that spell.

    Also, speed factor alone should not be sufficient to let your mage land a hit within 1.5 seconds. Not unless your mage has high APR. APR makes the first attacks in a round occur earlier, and makes a much bigger impact than speed factor.
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  • TressetTresset Member, Moderator Posts: 8,268
    Naturally such a detailed and in depth response caused me to be ninja'd multiple times...
  • GoturalGotural Member Posts: 1,229
    And that's why I always advice to give the Robe of Vecna to your Fighter/Mage and not your Sorcerer.

    By equipping the robe, the single class arcane caster will cast earlier in a round but he won't cast more spells, except under Improved Alacrity.

    By equipping the robe, the multiclass or dualclass will spend less time casting and more time attacking, usually resulting in 1-4 more APR.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,758
    Tresset said:

    Naturally such a detailed and in depth response caused me to be ninja'd multiple times...

    But it has brought you two promotes. Any objections?
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