Melee Cadence Mechanics [v1.2.1]

“it depends on your chosen wps”
when i tested it, using wps at 100% each, shears, smite, zolhan, whirling, and aqc? (i think) all benefitted
the problem starts to occur when mixing wps or more specifically mixing in specific wps; in particular Execution/Markovian, (iirc Zantai said it was because they have a delayed hit time on the other hand thus not always counting as a double hit)
i think i checked down to 0.3 ICD and on 100% wps it was still beneficial with some wps and the contrast of execution type grew (iirc) aqc benefitting even more as i recall

i think your DW findings are possibly too skewed/weighted based on your chosen wps and wps%, and the benefit of slower ICD wont translate as uniform into real world builds with different wps weights or different chosen wps combos
*i’m thinking that based on how each wps interacts with cadence if 100% at low ICD, and how it maintains that if certain wps gets simply left out in combos (particularly jump attack types) + the feedback during PTR after shorter icd got implemented

not saying it’s not worth a try, but with current ICD we already got reported positive feedback and dps gains over the 0.5, meaning 0.35 is already better in real play on DW

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