I realize this topic has fallen from recent interest, but was wondering if anyone has done any WF totem testing other than Tornhoof or in addition to his. More than likely the obvious guess is the answer, but I feel it's worthwhile to just double-check.
Have any discoveries or insights been made as to server lag between WF procs (or Sword Spec procs) affecting consumed flurry charges? Since lag seems to be the fallback safety response for the extended flurry state, is there any chance it could work against a player? Or is the game coding such that doesn't allow this sort of mix-up?
Obviously this is of interest as a dps warrior gets a significant boost by both flurry and WF.
- The length of time a weapon swing will take is determined after the previous swing with that weapon.
- When you crit, you gain a buff with three charges. - When you swing while Flurry is active, the time-to-next-swing is only 70% of the normal length.
Isn't time-to-next-swing 77% of the normal length? Assuming 30% haste flurry.
I looked through the thread and the question was asked if dodge, parry, block, miss take a flurry charge and I didnt see it answered. I read that miss might not, so I want to double check if they use charges or not.
Regarding speeds, remember that while a fast offhand will consume more flurry charges, it will also proc more flurries. So overall I doubt there's a real difference between the flurry uptime for main hand when you change the speed of your offhand and vice versa. Just like 2X1.5s weapons would have the same flurry uptime as 2X3s weapons, I bet the same could be figured out for weapons of different speed - intuitively flurry uptime for each one weapon should be independant of the speeds of the weapons. Of course there may be some wierd mechanics I'm missing here so it's worth looking into, but it definitely doesn't let you assume that "fast OH consumes charges => fast OH is bad".
I've never been a proponent of the "Fast OH consumes charges" school of thought, because, when doing my own study -- which is, admittedly, less thorough and intricate than the current thread's research -- I found the only occasion this could be a true statement, given a logical (i.e. 3 straight swings) flurry count is if you were to equip an offhand that was more than twice as fast as your mainhand, to have your mainhand crit and be instantaneously followed up by a sequence of three offhand attacks.
Given that, at best, I can think of one weapon combo outside of the Kael fight that achieves this (Dragonstrike (2.7) + Searing Sunblade (1.3), and taking into account the one-second aura theory, there is no reason not to use a fast offhand, and, in fact, extra duration for each flurry proc speaks to a fast offhand being even better.
I've always followed this logic, but hopefully these arguments will keep warriors, at least, from reducing their dps via. faulty assumptions.