Just thought I'd throw this out there. Ranged weapons get faster TP than melee weapons because they use the same Delay-TP formula, but ranged weapons follow a different TP/time ratio. For melee weapons, 60 Delay = 1 second. For ranged weapons, however, 100 Delay = 1 second.
That means a Chakram, which has 294 Delay, only takes 2.94 seconds to be thrown, and will return 7.67 TP. On the other hand, a melee weapon would need to have 176 Delay to swing every 2.94 seconds, but would only give 5 TP per hit. If you do the math, 7.67/5 = 1.54. That's right - the Chakram gives 54% more TP; you'd need to have Store TP +54 to match that with a dagger. The Chakram would need 14 hits to reach 100 TP, and it would take 41.16 seconds to shoot it 14 times. On the other hand, a dagger with 176 Delay would need 20 hits to reach 100 TP, and it'd take 58.8 seconds to swing that many times. Of course, a THF's TP sort of goes to waste without SATA, but it's very hard to have 95% Accuracy, so the Chakram allows for more misses while still getting the same TP.
A Chakram has no "reload delay," so it can be thrown again almost immediately. Of course, human error and not having a way to tell exactly when we can shoot again will leave small gaps between shots. However, these small gaps between shots are not wasted - since you have your weapon drawn, any idle time will simply further your melee timer. We also have to consider that ranged attacks vary in power and accuracy depending on your distance from the mob. It just so happens, though, that the "sweet spot" for thrown weapons is at point-blank range. Of course, THF doesn't have A-rank Throwing; it's C. This is easily remedied with all the +Ranged Accuracy gear that's available to THF. /RNG sub really shines here, providing Sharpshot and Rapid Shot (some shots will go off sooner, speeding up your TP gain) as well as Accuracy Bonus for both your melee and ranged attacks.
I'm in no way proposing that you can replace your daggers with a boomerang/chakram, or that you can replace Acid Bolts with them for that matter. I'm not assuming this is viable in every level range, either. However, I do think it should be taken into consideration, and used when appropriate. A boomerang/chakram will usually have a better DPS ratio than daggers as well.
A few side notes: Haste doesn't affect ranged attack speed. Neither does Slow. These two facts will skew the TP difference one way or another. Double Attack, Triple Attack, and Dual Weild (if exploiting the TP floor) can also close the gap in TP gain. Also, a Mercurial Kris would probably out-TP a boomerang/chakram anyways. Like I said earlier, this isn't always the best option, but it can be a TP boost. This goes especially more so before 30; THFs only have a D sword skill, and yet it's the most used weapon, despite there not being any +Accuracy gear available other than Battle Gloves.
That means a Chakram, which has 294 Delay, only takes 2.94 seconds to be thrown, and will return 7.67 TP. On the other hand, a melee weapon would need to have 176 Delay to swing every 2.94 seconds, but would only give 5 TP per hit. If you do the math, 7.67/5 = 1.54. That's right - the Chakram gives 54% more TP; you'd need to have Store TP +54 to match that with a dagger. The Chakram would need 14 hits to reach 100 TP, and it would take 41.16 seconds to shoot it 14 times. On the other hand, a dagger with 176 Delay would need 20 hits to reach 100 TP, and it'd take 58.8 seconds to swing that many times. Of course, a THF's TP sort of goes to waste without SATA, but it's very hard to have 95% Accuracy, so the Chakram allows for more misses while still getting the same TP.
A Chakram has no "reload delay," so it can be thrown again almost immediately. Of course, human error and not having a way to tell exactly when we can shoot again will leave small gaps between shots. However, these small gaps between shots are not wasted - since you have your weapon drawn, any idle time will simply further your melee timer. We also have to consider that ranged attacks vary in power and accuracy depending on your distance from the mob. It just so happens, though, that the "sweet spot" for thrown weapons is at point-blank range. Of course, THF doesn't have A-rank Throwing; it's C. This is easily remedied with all the +Ranged Accuracy gear that's available to THF. /RNG sub really shines here, providing Sharpshot and Rapid Shot (some shots will go off sooner, speeding up your TP gain) as well as Accuracy Bonus for both your melee and ranged attacks.
I'm in no way proposing that you can replace your daggers with a boomerang/chakram, or that you can replace Acid Bolts with them for that matter. I'm not assuming this is viable in every level range, either. However, I do think it should be taken into consideration, and used when appropriate. A boomerang/chakram will usually have a better DPS ratio than daggers as well.
A few side notes: Haste doesn't affect ranged attack speed. Neither does Slow. These two facts will skew the TP difference one way or another. Double Attack, Triple Attack, and Dual Weild (if exploiting the TP floor) can also close the gap in TP gain. Also, a Mercurial Kris would probably out-TP a boomerang/chakram anyways. Like I said earlier, this isn't always the best option, but it can be a TP boost. This goes especially more so before 30; THFs only have a D sword skill, and yet it's the most used weapon, despite there not being any +Accuracy gear available other than Battle Gloves.
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