Cadence in 2026

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So, you made a Cadence build in 2026? Well, that was your first mistake.

Outdated Maths

I don’t think it’s a stretch to say that the rationale behind how Cadence has been balanced is itself predicated on long-outdated assumptions about how the game works. Which is to say, for many years Cadence was balanced against regular DARs at the baseline of those DARs’ performance. Let me put that plainly with some math.

Cadence at 26/16 deals 550% WD / 3 Hits, equating to an average of 183.33% WD.
If you compare that to Savagery, which deals an average of (162% * 1.15 = 186.3% WD), Cadence doesn’t look too far behind. Similarly, Righteous Fervor deals an average of (158% * 1.15 = 181.7% WD), placing Cadence right in the middle of the pack! And this was a “balance” established many, many years ago.

But here’s the problem: That’s not the full picture. We now know (and have known for some time) that DARs multiplicatively stack their WD with the WPS they proc. Cadence, of course, does not. In the most extreme case, we have things like

Which is more than half an order of magnitude beyond what Cadence provides. Legitimately, this is 6.65x the biggest Cadence hits (averaged over three hits). Now, I don’t think it’s beyond the realm of possibility that Jarldin and Upheaval alike both get nerfed in the near future, but something tells me they won’t be nerfed by a factor of 6. And, frankly, they shouldn’t be.

Cadence has fallen behind, because the math that dictated its design is incomplete.

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It’s up for debate what exactly the model should be for Cadence. As said, I somehow doubt we’ll be seeing a 3660% Weapon Damage Cadence anytime soon, though that would probably make the skill fairly competitive. :wink: But even I have no idea what the proper goal should be for a DAR that cannot proc WPS on its main hit. Just, more than 550%, apparently.

But sheer Weapon Damage isn’t everything.

What Cadence Wants

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At the eleventh hour before the expansion’s release, I bullied Zantai into developing secondary-skill support for skill modifiers, resulting in the last-minute inclusion of some item skill modifiers for Deadly Momentum. This is a great start, as it finally allows Cadence to begin getting what it truly wants without worrying about imbalancing other skills:

Speed.

That’s right, there’s no greater cocaine addict in the game than Cadence. In terms of available bonuses from skill modifiers, I generally have the following list in order of priority for Cadence:

  • TDM
  • Speed
  • Crit/OA
  • Targets
  • Weapon Damage
  • Flat Damage

Let’s work bottom-up here.

Flat Damage

For a skill whose hallmark is doing a butt-ton of damage every third hit, getting incrementally more damage is not super ideal. It’s not nothing, of course, but generally flat damage modifiers to Cadence are pretty negligible except in scenarios where Conversion is hard to come by. Note that if we saw Flat Damage modifiers to Deadly Momentum, that would be a hugely different story; even 10-20 to DM (with multiple modifiers) would be of a higher priority than Crit to Cadence.

Weapon Damage

Similarly to Flat Damage, for a skill that already has a numerical ton of Weapon Damage baseline, getting additively more hits immediate diminishing returns. Skill Modifiers sources of Weapon Damage are rarely sizable enough to make any meaningful difference in Cadence’s performance.

Wanna do that math? That’s a 1.45% damage increase from a very expensive (factoring in the opportunity cost of using Magic Armor) Ascendant Modifier. Not particularly great.

Unlike Flat Damage, though, there’s more potential here. Large % WD modifiers could boost Cadence notably. Also unlike Flat Damage, we cannot get %WD to Deadly Momentum. So big enough values are more preferable to Cadence than Flat Damage, but it’s still not the end-all be-all for boosting the skill’s performance.

Targets

Targets is largely a Crucible/SR thing, but its usefulness cannot be overstated. And with Nemesis/Dread farming now being dependent on sheer kills, +Targets may have greater Campaign viability too. At the end of the day, you want to activate Cadence as few times as possible to clear as much as possible, and +Targets is very literally force-projection in that regard. Again, this is a Cadence-only modifier. It wouldn’t do anything on Deadly Momentum.

But while Targets IS a great boon to Cadence, it’s not the highest priority because the skill already has a bonus here as well through Fighting Form. Note that FF has some specific functional breakpoints; Ranged Cadence has no reason to take the skill past 8/12 (at which point it gets 100% Projectile Passthrough), and Melee Cadence gets new targets at 6, 11, 17, and 22/12. Truthfully, I wonder whether FF should get some scaling that matters between these ranks, as otherwise it’s effectively just a skillpoint-hungry Transmuter right now. Anyways, +Targets on item skill modifiers does not go unnoticed, but it is weighed against the existing +Targets bonus from FF, making it not as high a priority as it would be on other DARs.

Crit/OA

When Cadence triggers, it needs to be a hit 100% of the time. And when Cadence triggers, it really should be a crit as often as humanly possible. And if it is a crit, we want that crit to punch. Hard.

All this is to say that OA matters more than ever on a Cadence build. All builds (other than debuff builds (if they exist?) and pet builds) love OA, but Cadence loves it the most. Most builds have a consistent enough flow of damage that having 20% of your hits be crits is fine. But if 20% of your Cadence hits are crits, that means only 1/15 (~6.667%) of your meaningful hits are crits.

It always surprised me that Cadence did not have an innate Crit Damage bonus, and that there are literally no Skill Modifiers that provide this stat either.

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When Cadence Crits, it has to be more impactful than most other skills in the game by a wide margin. We’re talking juicy Doom Bolt or Grenado crits over here - we’ve doubled up on the crit chance RNG by only seeing it once every three attacks, after all!

So, to this end, Cadence loves high OA and % OA sources and modifiers, and it is deeply hungry for Crit Damage modifiers. Crit Damage could come in big chunks directly to Cadence itself, and OA/%OA could land in more moderated quantities on Deadly Momentum to keep the damage flowing. But presently, we see neither.

Speed

If our biggest source of damage comes once every three attacks, then Attack Speed is a Cadence build’s version of Cooldown Reduction. Problem is, until recently, Cadence has not had a vector for scaling its “CDR” any greater than its peers. Everyone had 200% Attack Speed until FoA! And if you had less, you weren’t playing a Cadence build, I can tell you that!

But now we have +Max Speed. And no one and nothing capitalizes upon that stat as much as Cadence does. (Except channeled skills) Now the math gets funky. Want to give Cadence 1000% Attack Speed? Sure, and you know what, Jardlin can keep its 1220% WD.

I don’t imagine Cadence will be getting 1000% Attack Speed, just like I don’t think Jarldin will be keeping its 1220% WD. But hopefully the point is clear. High Speed Cadence is the future, man. Fortunately for build creativity but unfortunately for Cadence, +Max Speed is not the rarest stat out there. It’s sprinkled here and there for many different builds and skills to capitalize upon. I’m not going to argue that other builds shouldn’t have access to +Max Speed, but I am going to be upfront and blunt about it: Cadence should have the most access to it.

DEI this bitch.

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TDM

Pop quiz! How many TDM modifiers exist for Cadence?

If you said 7

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You’d be wrong!

5 of those are buried in the Valdun 4pc. (GT counting each piece and the set as a whole as individual results)

So that leaves us with effectively 3 TDM item modifiers for Cadence (Voldrak’s, Portent of the End Times, Valdun) as well as the Discord modifier itself. So, the most Weapon-dependent skill in the game has its weapon slot occupied by a two-hander if you’re hoping to get any TDM scaling.

This is…less than optimal. TDM is a unique multiplier that has, over the years, proliferated and helped scale a number of skills into competitive viability. But not Cadence.

We could see (probably small) TDM modifiers to Deadly Momentum as a means to ensure our in-between hits pack a bit more of a punch than they would ordinarily, and we could also see large(r) TDM modifiers to Cadence itself to make things extra punchy still. The Voldrak, Portent, and Valdun modifiers are fine, I have no qualms with them in isolation. But I think Helmet/Amulet/Hands modifiers would not be remiss, along with giving 1H and Shield TDM modifiers as appropriate. Non-Weapon-locked TDM would be the highest priority and encourage the most variability in Cadence build design. As I’ve always said,

Every weapon is a Cadence weapon.

But this argument holds less water when only a select few weapons alone have TDM modifiers.


Alright, I’ve said my piece. Another thesis down. I’m sure there’ll be more soon. :wink:

23 Likes

didnt’ someone also suggest to add a modifier that reduces charge amount?
So if ex 2h melee got a -1 charge modifier on an item it would be like a 50% bump already :thinking:
If such was possible it could also both give variety, while preventing some “abusing” more over others (ie 2h melee XY itemization gets the charge modifier, so dw melee/ranged can’t omega zoom dps scale it with fast charging wps)

3 Likes

Reading this right after finishing a gloom knight blademaster
DNjSIt

1 Like

I have written here many times that Cadence should hit every second hit with the current numbers unchanged. In the fast gameplay of current GD waiting for the third hit is an eternity…

Bruh, imagine proofreading

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This would have cascading effects.

It would devalue WPS involvement on a Cadence build even more than is presently the case. I do not necessarily see that as a good thing for the skill’s long term health/variance in build design.

As long as Cadence activates on the third swing, I want to give feedback based on it activating on the third swing.

1 Like

I would not see that as a bad thing… And the hit in between should be modified by some other way…

I would prefer Cadence to be relying on AS and have more skill sources for it, than it stop following the rule of three.

Cadence is clearly stomp-stomp-clap, it can be no other way, it must rocketh ye.

4 Likes

So, adds Attack Speed & Max Attack Speed to vanilla-Deadly Momentum is cool tho imo.

Question:

Is it mechanically possible to split Cadence into two parts, one part being a general DAR boosting all basic attacks and the second being the Cadence big third hit?

Since I could see something like that working to help out the skill.

Say Fighting Form swaps place with Cadence and becomes a rudimentary DAR with no frills like Fire Strike. Then Cadence, deeper in the mastery, amplifies this by stacking on top of this base DAR (Where it can act as a quasi-WPS benefitting off the WD% of the base DAR) with the big third hit we all know (Throw in FF’s current passthrough/cleave to it too)

This would help close the gap between Cadence and other DAR no? By not only increasing the output of the 2 non-Cadence hits but also giving a second source of amplification for Cadence itself (In lieu of WPS that other DAR get to utilise) instead of needing to make Cadence itself some ridiculous WD%.

1h (snb) cadence sucks ass and no one can convince me it doesn’t.

At this point just make cadence proc on every 2nd hit or w/e, we’ll balance it later

2 Likes

At the end of 1.2.1.6 i knew 3 competitive cadence builds - Warborn (DK, Warlord, BM), ranged phys DW Tact, ranged peirce DW Tact. First has good stats overall and a significant WD boost, 2nd and 3rd have very high flat. They had decent solo timers and sufficient aoe clear, coupled with the main drawback of Cadence - unstable sustain.

Obviously, right now all are not competitive but you can use these examples as a reference point. If you have a robust charge generator and a lot of flat, even 550-600 WD% was enough to make skill work.

I suggest to start with a sizable boost to Deadly Momentum flat. Deadly Momentum should be the thing that encourages building a Cadence character because not only it boosts WPS to provide reliable sustain, it boosts some WD based nuke you might consider, like RoS, Leap or BH.

Also if you can somehow shove onslaught stacks into Cadence, it can really take off. I think they fit the theme of the skill.

3 Likes

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Chillgore is the only source of Onslaught on Cadence.

Oh, ok then. Just ctrl+x that thing and ctrl+v into the base skill.

1 Like

Why asking for mechanical changes to the skill, without first arguing the stat changes offered to discussion in the original post? It’s like wanting to fix the car by buying a new model.

EDIT: sorry for the repetitive edits to the post, if you caught them. Sometimes my english skills don’t proc

Because the original post makes it clear that stat changes offer a lot of issues.

Like, they mention giving Cadence an absurd WD% to try and “Keep up” with basic DAR interactions (Or 1000% AS in order to keep up with strong DAR interactions)

Ergo, spitball a mechanical change that would functionally keep the spirit of the skill the same, but provide a solution without need of excessive amounts of stats to be shoved into the current skill.

This is the wrong takeaway.

Making claims like “giving Cadence 3600% Weapon Damage will make it S+ tier” is a demonstration as much as an exaggeration. No, Cadence shouldn’t get 3600% Weapon Damage, but it does serve to demonstrate that “make number bigger” can suffice toward improving a skill.

This is a trap I myself fell into plenty of times over the years. It’s very easy to suggest broad mechanical changes to fix current problems. The issue is that in doing so, you’ll introduce new unforeseen problems in the process because you’ll be changing the paradigm completely. Cadence is in somewhat dire straits as a three-hit combo skill, but not only is that the skill’s core identity, it’s also a problem we know. Stats allow us to address this problem incrementally and precisely.

As @banana_peel said, Cadence builds have been competitive in the past (albeit, in limited amounts). But powercreep from Onslaught, WPS buffs-changes-and-additions, and the growing disparity of stat allocation across items, has led to Cadence falling further behind than most of its peers.

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Yes, and it also demonstrates that perhaps “Make number bigger” isn’t necessarily the best solution.

Which is why such solutions should be considered carefully and not jumped to immediately.

One should keep in mind both “Simple” number changes and “Complex” mechanical changes.

Neither one is inherently “Better” than another. Both have their advantages and disadvantages.

Considering that several people in this thread have already talked about mechanical changes (In pushing Cadence to every other strike instead of every third), it’s clear that people are in fact looking at mechanical changes.

Ergo, spitballing another take on a mechanical change. One that is more drastic, but could offer a better solution (Taken with a grain of salt as we’d have to define “Better”)

And has been pointed out, explicitly in the original post, that covering this powercreep with pure statistical tweaks alone requires shoving a TON of stats into it.

Either bunches of flat damage onto DM (Which can have a knock-on effect to many other skills because of being a global buff), excessive WD% onto Cadence, allowing Cadence builds to obtain ridiculous AS or shoving a bunch of TDM onto Cadence support items.

As such one has to consider, how this functions. Will it address the issue? What happens if later builds powercreep again, will Cadence fall behind yet again and need even more stats shoved into it? What about Cadence build flexibility? If you buff it by shoving all these stats into specific Cadence support items (Either AS or TDM) then you shoehorn the skill into only being useful with these items.

Alternately one could look at a mechanical change. Rather than a numerical change.

Again, keeping options in mind is important. Neither jumping the gun directly to sweeping mechanical changes, nor eschewing them entirely in favour of “Just give bigger number” an infinite number of times to continually try to make it relevant.