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โšก Dexterity calculation

Time per attack depends only on weapon SPEED and character DEX. Mounts and gear (server-support sandals, dex jewellery, etc.) can push DEX well above the 100 stat cap. Sphere has an absolute floor of 0.4 sec; slower weapons take more DEX to reach it.

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).
            

โฑ Common weapon SPEED โ†’ time per attack at different DEX

WeaponSPEED DEX 100DEX 300DEX 500DEX 600
Dark Ghost mace52
Mind Bow40
Ashutar weapons60
Heavy crossbow20
Fast dagger80