Maximun melee attack rate
FredN
Member Posts: 90
.....Is there a limit to the maximum number of melee atacks per round? In my party,, for example, Dorn has 5/2 attacks without any modification. The description of the Oil of Speed states that it doubles attack rate, which I would interpret as an increase to 10/2 or 5. However, when he uses it his attacks only go up to 3. Mind you, my interpretation might be in error. Maybe it doubles the basic attack rate (1 per round) and not any modifications due to weapon training skills.
.....Likewise, my own character, using the Gauntlets of Specialization, has a very nice 7/2 attacks per round using Ravager +6. But using oil of speed doesn't increase my attack rate at all. It almost looks like certain attack modifiers just don't stack together.
.....Which also makes me wonder; in the above cases would Greater Whirlwind actually increase attacks per round? Or would I be better off using something like critical strike?
.....Likewise, my own character, using the Gauntlets of Specialization, has a very nice 7/2 attacks per round using Ravager +6. But using oil of speed doesn't increase my attack rate at all. It almost looks like certain attack modifiers just don't stack together.
.....Which also makes me wonder; in the above cases would Greater Whirlwind actually increase attacks per round? Or would I be better off using something like critical strike?
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Comments
With improved haste you can double your APR up to 10.
Haste only adds 1 more APR up to 5.
Greater whirlwind sets APR to 10.
GW sets the APR to 10, your normal APR is not taken into account with it.
If your planning to use Improved Haste a lot, they are indeed better choices than GW.
APR without haste is capped at 5, no exceptions. Basic haste lets you go to 6. Improved haste is a full doubling that lets you go to 10. And the Whirlwind/Greater Whirlwind HLAs work by setting APR to 5 and granting improved haste for a round.
All forms of haste double movement speed and poison/regeneration rates. That doubling effect is actually why basic haste rounds APR down; the changed time scale makes it impossible for an attack to only happen once every two rounds.
So yes, if you're always buffing your warrior with Improved Haste in the important fights, Whirlwind isn't worth much. Critical Strike might seem better, but remember that many important enemies have helmets (or equivalents that don't change their graphics). At that point, all you're getting out of CS is auto-hits, and a high-level warrior has enough attack bonus to reliably hit just about anything. So ... you know, you really can't go wrong with a few instances of Hardiness.
Oh for Heaven's sake! It's true that helmets prevent critical damage, but I didn't realize that ONLY head strikes cause critical damage. I had assumed that helmets only worked if the strike actually hit the head; I thought that critical damage would include things like amputating an arm, or a groin hit lacerating the femoral artery. In RL, groin wounds can result in death from exsanguintation fairly rapidly. I guess game rules don't have to follow reality. Also, Ravager +6 can cause instant death from decapitation. Please don't tell me that helmets also ptrevent that! They shouldn't; helms usually don't cover the neck unless they are part of full body coverage, like full plate mail.
As for vorpal blades - no, helmets don't protect against that. Protection from those comes in the form of plot armor - bosses that have something to say to you before they die, such as Abazigal, are immune to all forms of instant death. Beating them requires bringing their HP down low enough that their script kicks in to end the fight.
Well, it's nice to have Whirlwind too, Improved Haste can be dispelled.