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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
Mind Bow56
ParaLizzly Bow54
Lava bow53
Dark Ghost mace52
Sunfury bow51
Soul of Ashutar bow48
Katana45
Sunfury crossbow44
Scimitar36
War hammer27
Halberd24