

The data I provided in my earlier post above should provide what is needed.
It's inconclusive. As I said the delay with the skill animation is causing too much noise.
We have 1 attempt where 2 consecutive attacks were made by the glad, but relatively short, almost like a counter, but all the others with skills between them are awfully long.
There is huge "built in delay" somewhere in the equation.


The Gladiator is using no skills between his auto-attack on 0:30, his auto-attack on 0:36, and his auto-attack on 0:36.
The Pugilist is using no skills between his auto-attack on 1:28, his auto-attack on 1:31, and his auto-attack on 1:34.
I could be mistaken, but I've been over the video several times to make sure.
as I said "noise". Who isn't to say that if no skill input is done, you get "min delay" and when you start using your skills and WS, there is "delay fatigue"... We have too few data to guestimate if the equation is linear or more advance.The Gladiator is using no skills between his auto-attack on 0:30, his auto-attack on 0:36, and his auto-attack on 0:36.
The Pugilist is using no skills between his auto-attack on 1:28, his auto-attack on 1:31, and his auto-attack on 1:34.
I could be mistaken, but I've been over the video several times to make sure.
Heck we haven't even gotten to weapon types yet. But they'll all be checked eventually.
In FF11, we were able to with time, calculate zero delay thesis that we have come to associate with haste equations.
That's a very rough estimate, and not 100%
We NEED the delay of the weapons and any other algorithms that may shorten the delay of the weapons. Until it actually releases we cannot do much with those times.
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