Time per attack:
โ sec
(~โ attacks/min)
Formula details
"Time per attack" is the cooldown between two swings. Sphere calls
it "swing delay" โ same thing.
This sphere build's combat formula isn't public. The calculator uses
an empirical model built from .swing_meter measurements on three
weapons: SPEED 56 dagger, SPEED 28 viking sword, SPEED 40 mace.
Model:
active(DEX, SPEED) = refDelay(DEX) ร 56 / SPEED
delay = max(0.4 s, active)
The "active" part scales inverse-linearly with SPEED โ so for a
slower weapon you need more DEX to reach the same speed. The
absolute floor of 0.4 s is sphere's hard minimum and applies
regardless of weapon SPEED (verified at SPEED 40 DEX 3500 = 0.4 s
which would otherwise be 0.56 s with pure scaling).
Reference curve at SPEED 56 (linearly interpolated between):
DEX 80 โ 1.35 s
DEX 100 โ 1.20 s
DEX 150 โ 1.10 s
DEX 250 โ 0.90 s
DEX 350 โ 0.80 s
DEX 450 โ 0.70 s
DEX 550 โ 0.60 s
DEX 800 โ 0.50 s
DEX 1500 โ 0.40 s
DEX 2000+ โ active drops to 0 (the 0.4 s floor takes over)
Slower weapons need more DEX to floor โ e.g. SPEED 28 viking sword
floors around DEX 3000 (not 1500). The faster the weapon, the
sooner you saturate.
Special case: wrestling (SPEED 0) ignores all of this โ sphere
uses a fixed internal wrestling timer (~1.4 s regardless of DEX).