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Old 12-07-2007, 06:36 PM  
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Default double attacks and avg delay

When ACT lists the "average delay" for auto attack, I assume it divides the total time by the number of swings. But wouldn't double attacking seriously screw this number up? Or does ACT not include the second attack when you double attack, atleast for the purpose of listing this average delay?

My haste varies quite a bit throughout a zone, and I'd like to know my average. Trying to get my average hit (not including double attacks of course) down to the perfect area for spamming my CA's, and no more...so I don't have to worry about timing my CA's for best DPS, and also so I know if I need a little more haste, or if I am actually wasting some haste gained in my AA's etc.
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Old 12-09-2007, 06:31 PM  
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Default Re: double attacks and avg delay

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Changes since build 178: v2.6.1.179 2007-10-05
Ally Detection
Ally detection has been completely redone and should be much more accurate involving encounters where mobs charm players temporarily. Generally the new method should be faster as well. Ally lists automatically generated or set by the Set Allies function will persist in exported .act files.
Spell Timers
Due to a large number of DoTs that seem to be accumulating in the game that have durations longer than their recasts, a whitelist has been added to the Spell Timers options window. This list will include additional players for timers that are restricted to only activate when landing on you. This removes the need for Custom Triggers to add extra player notifications for these restricted timers.
Copy as – context menus
Added to the context menu of most tables is the option to copy the table as a formatted plain text table. This table is formatted with spaces to align correctly into rows and columns if displayed in a fixed-width font such as Courier New. In addition, the tables generated in the Lookup By Combatant report view (accessible from the TreeView context menu)now have copy as context menus.
Miscellaneous
The Average Delay column now takes into account double-attacks or AE-attacks when calculating the average. There is a new text export formatter {title} which will export the current label of the encounter. For clipboard exports, that will commonly be the strongest mob of the encounter.
abc
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Old 12-10-2007, 04:38 PM  
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Default Re: double attacks and avg delay

Ok, more questions concerning this.

If an auto attack is delayed by the use of combat arts, will the average delay listed in ACT include this delay? Or does ACT somehow compute when an auto attack SHOULD have hit?
Also, if my auto attack misses the mob, it will still include this when computing the average delay, correct? I'm pretty sure it would, just want to be sure.
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Old 12-10-2007, 05:37 PM  
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Default Re: double attacks and avg delay

It's a real average delay of attacks(hit or miss). It hasn't a clue about daze/stun stopping you, nor CAs delaying the attack. It's just a modified version of Duration/Swings... where the modification is the reduction of swings based on double/AE attacking.
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Old 12-13-2007, 06:24 AM  
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Default Re: double attacks and avg delay

i think what he means is, it is a way of measuring how well your auto attacks are timed based on what is showing up in logs vs what the game says you are capable of at 100% optimization
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