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Maximun melee attack rate

FredNFredN 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?

Comments

  • TrouveurTrouveur Member Posts: 698
    Max APR is 5.
    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.
  • FredNFredN Member Posts: 90
    edited January 7
    Oh; so improved haste spell is better than oil of speed? The oil must be the equivalent of a normal haste spell then. Good to know if true! Thanks! Lastly, does greater whirlwind setting APR to 10 override the other factors instead of being additive? I am guessing that there is no way they are going to allow an APR of 20. In such a case, where I have Improved Haste in effect, perhaps I should go with Critical Strike instead?
  • TrouveurTrouveur Member Posts: 698
    10 is the maximum yes.
    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.
  • jmerryjmerry Member Posts: 3,904
    Regarding the original question, the oil of speed is equivalent to a Haste spell. Except that the oil lasts longer and doesn't cause fatigue when it wears off. Basic haste effects like that grant +1 APR, except that fractional APR gets rounded down. So whether you have 2 APR or 2.5 before haste, you have 3 APR after it.

    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.
  • FredNFredN Member Posts: 90
    If I understand what you are saying correctly, then if I already have improved haste in effect there is no point in using a whirlwind, and I should indeed go for something like critical strike. Sounds fairly logical; again, thank you for your input.
  • jmerryjmerry Member Posts: 3,904
    Well, if you have anything less than the maximum number of attacks - a pure fighter can reach 5 APR with grand mastery, level 13+, and dual-wielding with a +APR weapon - then Whirlwind will still increase the number of attacks that round. But not necessarily by much.

    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.
  • FredNFredN Member Posts: 90
    edited January 7
    " many important enemies have helmets "
    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.
  • jmerryjmerry Member Posts: 3,904
    Helmets, in this game, turn critical hits into normal hits. It's what they do. Remember, it's a game. For example, a standard Hive Mother has the "HELMNOAN" item. Which doesn't necessarily mean it's wearing a literal helmet - in that beholder's case, it certainly isn't. It just protects from critical hits, without displaying any sort of visible graphic.

    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.
  • FredNFredN Member Posts: 90
    OK I think that answers all my questions; thank you for your concise explanations. Very helpful.
  • WisteriasWisterias Member Posts: 128
    FredN wrote: »
    OK I think that answers all my questions; thank you for your concise explanations. Very helpful.

    Well, it's nice to have Whirlwind too, Improved Haste can be dispelled.
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