I’ve played for a while, and even then I’m still super confused about cadence. What i’ve been told so far is that essentially, when using it, you get 2 basic arse attack with no modifier, and then you get the one big hiot, but that can’t proc any WPS. To me it jsut look like complete arse, like, your WPS procs you need to fill the gap are going to be weaker, and the big hit is kinda just one big hit, and the only thing that gets modified.
Is it really just that or are the “inbetween” hit able to be modified? i’m so lost and genuinly don’t see how it can be worth building. If i get damage conversion from a modifier, does it affect all hits? will item skill modifiers to cadence affect the base attack and empower the WPS? i’ve jsut not been able to find any clear answer anywhere
Yes, your WPS are gonna be smaller, so overall it’s probably not worth investing much in them when using Cadence
The in-between hits are just like regular hits, not modified… the only real difference is that they are able to proc devotions still.
Other skills that have a “big hit” as big as cadence are generally on a 3 (or so) second cooldown.
Cadence gets that big hit every second if your attack speed is maxed out.
Just the big one (the one that matters)
Nope
I’ve really understood cadence better once I stopped thinking of it as another AAR
It’s fairer to think of it like you would of, say… shadow strike or blade arc on a cooldown:
Where repeatedly using it during cooldown will produce normal attacks, that are not affected by skill modifiers and that can trigger WPS…
Cadence is the same, except instead of being on a “cooldown” timer, it’s on a “number of attacks” timer… so essentially it scales off of attack speed rather than cooldown reduction.
So, if you compare to attacking with shadow strike while it’s on cooldown, the only real difference is that the normal attacks it produces can proc devotions (While cooldown skills will not)
I’m not saying it’s super great (it’s not) But it’s far from being as bad as you seem to think it is… you just need a different point of view on it
Speaking of which, I imagine that makes certain WPS a better complement to cadence than others.
By that logic, Markovian’s advantage, execution, and others that only have 1 target are probably not the greatest. Any pointers on which actually make a difference with cadence ?
Zolhan’s is usually a good choice. Depending on the weather AQC, Chilling Rounds, or Shadowflame could be, because of weird Schrodinger’s multihit interactions that flip-flop between existing and not.
God I love Cadence. Absolutely LAUNCHING those zombies just outside of Devil’s Crossing…perfect. But I was so confused to get the notification that my old post had been linked haha.
mi0 had a spreadsheet somewhere
for ranged any passthrough wps can generate a cadence charge per target struck by the projectile between internal cooldown. Multi hit like chill rounds can too on singletarget but not shotgun type like stormspread(guess those 8 counts as 1 bullet/frags?), nor burst round explosion just the projectile.
For melee it has something to do with frame times + hand animations/direct striking the target, so melee aoe wps doesn’t per target(whirling/explosion), but stuff that connects with the hand(s) can (again based on cooldown/refer to mi0s sheet with wps and frame times to line up icd best possible)
^Smite type wps is then uniquely preferable on shield cadence since it actually hits with both hands, where smash type doesn’t (and ofc regular wps only hit with mh)