Matt said:
I used on one build:
Bloodfist (10)Twitch (20)harpoon(20) Total (50) and:
deaths combo(30)Twitch(20)Harpoon(20) Total70 and there was a biiiiig difference, it was very noticable. I far and away reccomend the second setup, i dont know the exact breakpoints, but its somewhere between 51 and 70 that hits a damn fast ias breakpoint, sorry i dont know the exact number, im not too much help i guess
For spics, i have not used them myself, but with all other IAS gear, you should be decent on speed.
Want to know the exact breakpoints?
For harpoons/War Javelins/Throwing spears/Ceremonial Javelins:
40 (5.5), 65 (5)
For Spicula(Spiculums if that's the correct plural form):
45 (7.5) 55 (7) 70 (6.5)
If 5.5 and 5 makes very noticeable difference to you, I will be surprised that 6.5-7.5 frame attack qualifies for decent speed.
Spiculum SUCKS as a jabber weapon, one should only use high damage/low speed weapon on builds that are looking for one or two hit kills (such as the 1.09 barb throwers).
The best level 26 jabbing weapon base is Ceremonial Javelin, you can look up the specifications, and keep in mind, they come with guaranteed +1-3 javelin skills.
I also disagree with your lvl 25 is the best jabber level statement. I have/had lvl 15/18/21/27 jabbers in 1.09, and a lvl 18 jabber in 1.10. They are all very efficient, with the level 21 scoring the most ears. I believe I have a rare 59 max (melee) NORMAL war javelin at lvl 19. An ethereal one with close to 80 max one hand damage is certainly achievable (although unlikely, check with Dacy or SirLancelot) at level 19-21. By staying below level 21, you also:
a) don't have to worry about the steep requirement of harpoons, thus freeing at least 60 or so in dex which translates into 180 more hps that can justify replacing about 12 perfect sust charms (15 hps each) with 4 sharp grand charms (about 40 max dmg added).
b) don't have to worry about ethereal bonesnap chargers, rare lance leapers, warboots kickers, "honor" users, among other evil creatures.
Going from lvl 21 to lvl 25 really only improves your weapon base damage (only new prefix/suffix available is merciless vs. massive, a 20% improvment). you will be using the same life charms, dmg charms, jewels and just about all other gears. And this is also accompanied by higher requirements and more dangerous opponents.
I am NOT suggesting against going to level 25. If you can find a good level 25 weapon, go ahead and make one. I normally build my duelers around the gears available. When I obtained the 13x max ceremonial javelin and a few carmine jewels of carnage, I built the level 27 jabbers.
In 1.09, one point each in avoid and slow missle is well justified, as they help you in duels against one of the most feared lld builds: barb thrower. The pre-requisite of inner sight was not utter crap either, it really makes a difference when you fight concentraters (although you were at huge disadvantage to start with).
In 1.10, low level range attackers are weakened, however, one point into avoid won't cause the sky to fall either. Burizon is slow, and the main reasons they are popular in 1.09 are: a) 95% piercing b) +dmg per level. At low levels, b) is less impressive, and 1.10 makes piercing mod useless for a g.a. dueling zon. A better test would be going up against a Bowazon (not Xbowazon) I am not suggesting you go against level 37 bowazons, but, just for the sake of argument, my 1.09 one was capable of putting out nearly 2k with might (1.6k without) at 9 frame attack, with 67% critical strike (and she runs very fast too). True, G.A.'s don't pierce any more, but I am pretty sure two critical max hits would still be more than enough to send any jabber below level 37 (i.e. shaftless) to her demise. Every once in a while, the ever-expanding confidence might make you to take on someone that is out of your league, one point into avoid just might make a difference.
The last thing I would like to mention is about skill point distribution.
Unless it has been changed in 1.10, jab damage is enhanced by dex AND str. Skill ED bonus adds in a parallel fashion to your damage as those ed from dex/str and nonweapon ED's. Just because every point you spend on jab adds 3% dmg without diminished return, and critical strike b/w lvl 8 (51%) to lvl 13 (61%) add on average 2% return doesn't mean that points are better spent in jab. This is especially true when you are using high requirement weapons (such as harpoon). Another bonus of critical strike is that you have higher chances of sending your opponents into hit recovery. An uncritical 400 dmg hit (66 pvp) cannot send a 800 hp opponent to hit recovery, while a critical 400 dmg hit (133 pvp) can send just about all non druid sub 25 duelers into hit recovery. Increasing your odds from 50% to 60% significantly ups your chance of winning a duel.