This thread is for quoted, referenced and traceable evidence of how swing timers operated in T2A.
If we can put together a thread of just this type of information then perhaps we can uncover exactly what it should be like.
The below quote is in reference to exp/eb/hally combos and the changes which we are dealing with. It would seem this chap states that there was a "bug" in the "equip delay" which seems to have existed during the period.
The above post is followed by:Two spells and a melee attack? That's not an instakill... And it's
also not all that difficult to heal through.
What they ought to be fixing is the bugged arming [emphasis added] delay for melee
weapons. If they got that to work as intended, it'd take a lot away
from your so-called instakill.
More discussion of exp/fs/hally combo:That would too. But look at the number(posted on stratics)
Max damage on Explosion 50 (42 at 100 resist)
Max damage on FS 59 (50 at 100 resist)
Hally base damage 52 (after all damage bonusses 49 * 210% = 103
divided by 2 = 52)
For a POSSIBLE damage of 161 (148 at GM resist)
This is all from stratics, and this is one of the easier [emphasis added] combos to
throw.
http://groups.google.com/group/rec.game ... p+eb+hally#but yeah, expl/flamestrike/hally can easily do over 100 damage on a
good roll of the dice.