A Challenge to the Status Quo? Whirlwind: IAS DOES NOT MATTER*
*If you can control your whirls such that they are no more than 8 frames long.
I have been reading a bit about the internal mechanics behind Whirlwind on some other forums, and it has come to my attention that for a certain style of whirlwind use, short bursts perhaps more commonly known as the "Dance of Death" or "DoD", weapon speed and thus weapon WW breakpoints simply do not matter.
I best thread I could find that addresses this is the following:
http://phrozenkeep.it-point.com/forum/viewtopic.php?t=12561
I would like to quote one of the poster's comments (see full thread for the gory details):
"Summary Of WW Attack Speed
We always attack at WW 1 AND 2 (Frame 4 AND 8)
After That, Based on CurrentWeapon Speed,
The function calculates every 4 frames if it should attack."
So, regardless of weapon speed you will always have the chance to attack at frame 4 and 8 of a WW. For PVP this brings about an interesting possibility, that it might be advantageous to use SLOW high damage weapons over weapons that reach the known WW breakpoints, provided you can control your whirls and keep them at 8 frames in length.
Two other aspects of whirlwind that have been discovered by members of the aforementioned forum and the Lurker Lounge are the double attack opportunity for the 8th and subsequent attack frames if dual weilding, and that weapon range has no effect on the required proximity to hit a target during WW. I have verified both of these effects myself with two characters setup within a TCP/IP game.
The meat bag character received a large chunk of life, 0 def, and level 9. The offensive character received the following weapons:
- Two 200-201 damage range 1 weapons reaching -35 ww breakpoint
- One 200-201 damage range 5 two handed weapon reaching -60 ww breakpoint.
The first test of range resulted in the same proximity being required to hit with ww for either weapon setup (dual range 1 or two handed range 5.) What's more, ending a WW at a point where a hit was made with the range 1 weapons, then attempting to shift-attack resulted in no hit, in fact, if I tried to attack from that range where WW was successful, the offensive character walked quite far towards the meat bag to strike, confirming that weapon range has no effect on WW range. As has been suggested before, weapon range only seems to effect a maximum number of hits possible on a stationary target with a single WW pass (I believe the number is weapon_range + 3.)
The second test of damage output was conducted in two ways:
1) Using short whirls where two audible hits were detected. The dual weilded weapons always did ~50% more damage than the 2 handed weapon in this case, confirming that two attacks are possible one from each weapon (in the alternating way described in the aforementioned thread) on the 8th frame.
2) Using long whirls starting far from the target. Note that this is where the weapon speed helps, since at this distance the whirl is well past frames 4 and 8, however due to my use of -35 and -60 1 hand and 2 hand weapons respectively the attacks continued at every 4th frame after the 8th. In this scenario, upwards of 6 attacks were audible, and the damage output for dual weilding increased to around 75% more than the 2 handed weapon, indicating that as suggested by threads on the Lurker Lounge, attack frames where both weapons are eligible for attack (due to weapon speed) past the 8th frame also have the possibility for an attack from both weapons at the same time.
So, with this information some interesting new weapon choice possibilities arise for the fact that weapon range does not effect ww range and the scenario of short whirls around 8 frames where weapon speed does not matter. The following numbers are based an 8 frame ww attack, and are samples from a barb I setup with the following gear in a single player environment. The values are derived from average listed values so as to avoid the factor of chance (crushing blow, deadly strike, critical strike, max/min, etc):
Arreats with 40%ED jewel
Highlords Wrath
Enigma
Raven Frosts
Spiderweb Mesh
60/20 Steelrends
Gore Riders
39x3/20/20, 1xperf anni.
Max WW, Max respective masteries.
(Just a sample gear selection)
I chose to compare a popular EBOTD/BEAST Zerker axe setup with a STONE/BEAST Caddy setup and a EBOTD Thunder Maul setup. Perfect stats are assumed in all cases. The "default" (right handed) weapon, that which is used for "single weapon" attacks like Concentrate is the first listed. This is the weapon which is always used at the 4th frame of WW.
EBOTD/BEAST Zerker:
1764-6350/878-3769 listed, 4057/2323 average, 2/1 hits = 10437 total damage.
STONE/BEAST Caddy:
2133-3831/1340-2777 listed, 2982/2058 average, 2/1 hits = 8022 total damage.
STONE/STONE:
1720-3096/1720-3096 listed, 2408/2408 average, 2/1 hits = 7224 total damage.
ETH STONE/BEAST Caddy
3170-5075/1340-2777 listed, 4122/2058 average, 2/1 hits = 10302 total damage.
ETH STONE/ETH STONE
2549-4092/2549-4092 listed, 3320/3320 average, 2/1 hits = 9960 total damage.
EBOTD TMAUL
1968-12K listed, 6984 average (assuming 12,000 max), 2 hits = 13968 total damage.
Some things to note: An ETH STONE/BEAST Caddy setup achieve approximately the same damage over 8 frames as an EBOTD/BEAST Zerker setup. But here are some things the stone has over the EBOTD: 40% Crushing blow, and up to +30 Damage (AVOIDS PVP PENALTY) and a much closer damage range from the maces which results in more consistent damage being dealt which some players may appreciate.
However, the really interesting weapon is the EBOTD TMAUL, with a much higher total average damage being dealt than any of the dual weilding setups, and certainly a remarkable potential damage over just 8 frames of 24,000, when combined with DS/CS is around 48,000 physical damage which absolutely no PVP opponent would survive.
So, it is my proposal that the conventional wisdom surrounding WW needs to be changed for players who use the "DoD" WW technique, which is without a doubt the most effective technique in a PVP environment versus any momentarily stationary opponent (i.e, anything but WW.)
I encourage you to do your own testing to convince yourself of this information.
What do YOU think?
*If you can control your whirls such that they are no more than 8 frames long.
I have been reading a bit about the internal mechanics behind Whirlwind on some other forums, and it has come to my attention that for a certain style of whirlwind use, short bursts perhaps more commonly known as the "Dance of Death" or "DoD", weapon speed and thus weapon WW breakpoints simply do not matter.
I best thread I could find that addresses this is the following:
http://phrozenkeep.it-point.com/forum/viewtopic.php?t=12561
I would like to quote one of the poster's comments (see full thread for the gory details):
"Summary Of WW Attack Speed
We always attack at WW 1 AND 2 (Frame 4 AND 8)
After That, Based on CurrentWeapon Speed,
The function calculates every 4 frames if it should attack."
So, regardless of weapon speed you will always have the chance to attack at frame 4 and 8 of a WW. For PVP this brings about an interesting possibility, that it might be advantageous to use SLOW high damage weapons over weapons that reach the known WW breakpoints, provided you can control your whirls and keep them at 8 frames in length.
Two other aspects of whirlwind that have been discovered by members of the aforementioned forum and the Lurker Lounge are the double attack opportunity for the 8th and subsequent attack frames if dual weilding, and that weapon range has no effect on the required proximity to hit a target during WW. I have verified both of these effects myself with two characters setup within a TCP/IP game.
The meat bag character received a large chunk of life, 0 def, and level 9. The offensive character received the following weapons:
- Two 200-201 damage range 1 weapons reaching -35 ww breakpoint
- One 200-201 damage range 5 two handed weapon reaching -60 ww breakpoint.
The first test of range resulted in the same proximity being required to hit with ww for either weapon setup (dual range 1 or two handed range 5.) What's more, ending a WW at a point where a hit was made with the range 1 weapons, then attempting to shift-attack resulted in no hit, in fact, if I tried to attack from that range where WW was successful, the offensive character walked quite far towards the meat bag to strike, confirming that weapon range has no effect on WW range. As has been suggested before, weapon range only seems to effect a maximum number of hits possible on a stationary target with a single WW pass (I believe the number is weapon_range + 3.)
The second test of damage output was conducted in two ways:
1) Using short whirls where two audible hits were detected. The dual weilded weapons always did ~50% more damage than the 2 handed weapon in this case, confirming that two attacks are possible one from each weapon (in the alternating way described in the aforementioned thread) on the 8th frame.
2) Using long whirls starting far from the target. Note that this is where the weapon speed helps, since at this distance the whirl is well past frames 4 and 8, however due to my use of -35 and -60 1 hand and 2 hand weapons respectively the attacks continued at every 4th frame after the 8th. In this scenario, upwards of 6 attacks were audible, and the damage output for dual weilding increased to around 75% more than the 2 handed weapon, indicating that as suggested by threads on the Lurker Lounge, attack frames where both weapons are eligible for attack (due to weapon speed) past the 8th frame also have the possibility for an attack from both weapons at the same time.
So, with this information some interesting new weapon choice possibilities arise for the fact that weapon range does not effect ww range and the scenario of short whirls around 8 frames where weapon speed does not matter. The following numbers are based an 8 frame ww attack, and are samples from a barb I setup with the following gear in a single player environment. The values are derived from average listed values so as to avoid the factor of chance (crushing blow, deadly strike, critical strike, max/min, etc):
Arreats with 40%ED jewel
Highlords Wrath
Enigma
Raven Frosts
Spiderweb Mesh
60/20 Steelrends
Gore Riders
39x3/20/20, 1xperf anni.
Max WW, Max respective masteries.
(Just a sample gear selection)
I chose to compare a popular EBOTD/BEAST Zerker axe setup with a STONE/BEAST Caddy setup and a EBOTD Thunder Maul setup. Perfect stats are assumed in all cases. The "default" (right handed) weapon, that which is used for "single weapon" attacks like Concentrate is the first listed. This is the weapon which is always used at the 4th frame of WW.
EBOTD/BEAST Zerker:
1764-6350/878-3769 listed, 4057/2323 average, 2/1 hits = 10437 total damage.
STONE/BEAST Caddy:
2133-3831/1340-2777 listed, 2982/2058 average, 2/1 hits = 8022 total damage.
STONE/STONE:
1720-3096/1720-3096 listed, 2408/2408 average, 2/1 hits = 7224 total damage.
ETH STONE/BEAST Caddy
3170-5075/1340-2777 listed, 4122/2058 average, 2/1 hits = 10302 total damage.
ETH STONE/ETH STONE
2549-4092/2549-4092 listed, 3320/3320 average, 2/1 hits = 9960 total damage.
EBOTD TMAUL
1968-12K listed, 6984 average (assuming 12,000 max), 2 hits = 13968 total damage.
Some things to note: An ETH STONE/BEAST Caddy setup achieve approximately the same damage over 8 frames as an EBOTD/BEAST Zerker setup. But here are some things the stone has over the EBOTD: 40% Crushing blow, and up to +30 Damage (AVOIDS PVP PENALTY) and a much closer damage range from the maces which results in more consistent damage being dealt which some players may appreciate.
However, the really interesting weapon is the EBOTD TMAUL, with a much higher total average damage being dealt than any of the dual weilding setups, and certainly a remarkable potential damage over just 8 frames of 24,000, when combined with DS/CS is around 48,000 physical damage which absolutely no PVP opponent would survive.
So, it is my proposal that the conventional wisdom surrounding WW needs to be changed for players who use the "DoD" WW technique, which is without a doubt the most effective technique in a PVP environment versus any momentarily stationary opponent (i.e, anything but WW.)
I encourage you to do your own testing to convince yourself of this information.
What do YOU think?