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Unread 03-13-2008, 10:17 AM
Thedoc_Holiday Thedoc_Holiday is offline
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Default Weapon swing timer.

I would like to see someone tackle a weapon swing timer.Make a double cast type bar one for each weapon slot that you can set the swing time for each. It would prolly need to parse your log for when you first swing to start the cast bar and if melee is turned off to stop.This would increase melee scout dps by a fair amount overall.
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Unread 03-13-2008, 10:41 AM
gm9 gm9 is offline
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You can't parse the log or anything fancy like that, and you cannot factor in delays caused by hitting CAs etc. either. You need to use an external program for that such as ACT.
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Unread 03-13-2008, 10:44 AM
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ShadowProwler420 ShadowProwler420 is offline
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I think what you're trying to ask for has been talked about in this thread.

In short: Ain't gonna happen.

In long: The information required to pull something like this off is not sent via the UI. The closest info you can get would most likely be the delay listed in the examine window of any given weapon. Even if a macro/timer could be constructed to do what you are asking for, I would assume that it would need to be manually modified with each weapon that is equipped.

In my opinion there would be too many factors to take into consideration when calculating the true delay/swing time of a weapon (which I'm sure the game probably does use; why else would they list a delay time in the examine window?), whether it be the weight of the weapon, the strength of the wielder, the user's dexterity/agility, etc.
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Unread 03-13-2008, 12:21 PM
lordebon lordebon is offline
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Yep unfortunately its part of "playing your class" to get a feel for it.

You could probably time your autoattack using ACT but you'd have to constantly be setting the time based on your current haste (ie you'd have to calculate it manaully and enter it) and then it would only show when the next one was 'due' based on the previous one -- if a CA cast delays it it wont account for it or anything, the next one will just come 'late'.
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