IRONVEILULTIMA ONLINEA DIFFERENT PATH
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COMBAT TIMING

Weapons, Swing & Switching

How current Stamina, Swing Speed Increase, equipment changes and ranged recovery determine the earliest next attack.

Last verified against server Pre-Alpha 0.1 + Base Stat 150 ·

CURRENT ML PATH

Swing speed uses current Stamina

Temporary Stamina loss or recovery can move an attack across a timing breakpoint.

StepLive calculation
Stamina stepstamTicks = floor(Current Stamina / 30)
Weapon ticksfloor((Weapon Speed × 4 − stamTicks) × 100 / (100 + SSI))
SSI limitEligible Swing Speed Increase is capped at 60 before the calculation
MinimumAt least 5 ticks
Final delayticks × 0.25 seconds

Weapon switching and re-equipping

Changing equipment cannot be used to recover a ready swing.

ActionConsequence
Equip a weaponThe equipped weapon begins its full normal delay
Weapon A → Weapon BThe later applicable deadline remains; switching cannot create an immediate hit
Remove → re-equipThe re-equipped weapon begins its full normal delay
Switch during a spellThe casting recovery and later applicable weapon deadline remain in force
Switch after firing rangedA longer active ranged-recovery deadline is preserved
Open Casting with Weapons →

Player bows and crossbows can fire at a target one tile away. They cannot fire at zero distance. Maximum weapon range, line of sight, ammunition, movement and recovery requirements still apply.

Ranged recovery

A successful ranged shot can carry additional recovery from equipped Plate.

Armor coverageSuccessful shot recovery
Full Plate coverage1.000 second in PvP · 0.500 seconds in PvM
Mixed PlateScaled by covered locations: gorget 7%, gloves 7%, helm 14%, arms 15%, legs 22%, chest 35%
After firingRemoving armor or switching weapons cannot shorten the active recovery

Iron, Shadowforged, Dragon Scale, Dragonforge, Ancient Dragonforge and Infernal Plate use the same recovery rule.

Legendary weapon interactions

Each effect keeps its weapon, Destiny, trigger and target requirements.

WeaponCurrent effectBoundary
Worldbreaker Warhammer1.25-second Paralyze; 15-second target immunityCrusher trigger
Stormpiercer Spear1.5-second Disarm; 15-second immunitySuccessful Riposte trigger
Cinder Oath War Mace12 burn damage over 6 seconds; does not stackCrusher trigger
Nightglass Rapier8 bleed damage over 4 seconds; does not stackDuelist trigger
Fire Bow25–30 base damage, 100% fire; 15% Cinderflight chance replaces base damage with 40Replacement happens before combat modifiers

Metal weapon bonuses: PvP only

MaterialPvP damage-bonus component
Iron+0%
Dull Copper+2%
Shadow Iron+4%
Copper+6%
Bronze+8%
Gold+10%
Agapite+15%
Verite+20%
Valorite+35%

These bonuses apply only to supported ordinary metal melee weapons when a player hits another player. They do not add damage against monsters, to bows or crossbows, or to every special weapon. The tooltip displays PvP Only in red and Damage +35% in green for an eligible Valorite weapon. This is a damage-bonus component before mitigation and caps, not hit chance or a guaranteed 35% increase to the final hit.

Combat terminology

PP / Percentage points
A direct addition to a probability.
Damage %
A percentage modifier to the stated damage component.
AP / Armor Penetration
Ignores part of the applicable Armor Rating; effects do not necessarily add together.
DR / Damage Reduction
Reduces eligible incoming damage.
CD / Cooldown
Time before an ability can normally be used again.
ICD / Internal Cooldown
An internal trigger restriction separate from the visible cooldown.