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.
| Step | Live calculation |
|---|---|
| Stamina step | stamTicks = floor(Current Stamina / 30) |
| Weapon ticks | floor((Weapon Speed × 4 − stamTicks) × 100 / (100 + SSI)) |
| SSI limit | Eligible Swing Speed Increase is capped at 60 before the calculation |
| Minimum | At least 5 ticks |
| Final delay | ticks × 0.25 seconds |
Weapon switching and re-equipping
Changing equipment cannot be used to recover a ready swing.
| Action | Consequence |
|---|---|
| Equip a weapon | The equipped weapon begins its full normal delay |
| Weapon A → Weapon B | The later applicable deadline remains; switching cannot create an immediate hit |
| Remove → re-equip | The re-equipped weapon begins its full normal delay |
| Switch during a spell | The casting recovery and later applicable weapon deadline remain in force |
| Switch after firing ranged | A longer active ranged-recovery deadline is preserved |
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 coverage | Successful shot recovery |
|---|---|
| Full Plate coverage | 1.000 second in PvP · 0.500 seconds in PvM |
| Mixed Plate | Scaled by covered locations: gorget 7%, gloves 7%, helm 14%, arms 15%, legs 22%, chest 35% |
| After firing | Removing 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.
| Weapon | Current effect | Boundary |
|---|---|---|
| Worldbreaker Warhammer | 1.25-second Paralyze; 15-second target immunity | Crusher trigger |
| Stormpiercer Spear | 1.5-second Disarm; 15-second immunity | Successful Riposte trigger |
| Cinder Oath War Mace | 12 burn damage over 6 seconds; does not stack | Crusher trigger |
| Nightglass Rapier | 8 bleed damage over 4 seconds; does not stack | Duelist trigger |
| Fire Bow | 25–30 base damage, 100% fire; 15% Cinderflight chance replaces base damage with 40 | Replacement happens before combat modifiers |
Metal weapon bonuses: PvP only
| Material | PvP 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.