Originally Posted by Chirality
And the side note is that if your theory is correct--offhand/mainhand attacks will stay synchronized and double the benefit of flurry unless you parry (which only speeds up your main hand)?
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Well, to be honest, the tests were done with a twohand slow weapon. We don't know for sure that dualwielding + flurry works in the same way. The tests in the Flurry mechanics thread were only done with DW (I think?), maybe the mechanic is a lot trickier when dualwielding.
Wouldn't the easiest way to check for the 4*flurried attacks issue just be to compare the flurry uptime of a matched weapon setup to a non-matched setup? The way flurry is modeled in the sheet is to calculate the probability of a crit happening while Flurry is up, if you have an extra white swing (4 instead of 3) the flurry uptime will go up. I'm not sure if there are any addons around that can do accurate measurements of flurry uptime, but I guess it should be fairly easy to just parse the combat log for that info. The true dps increase from matched weapons would come from the increase in flurry uptime (since flurry uptimes for DW is on the order of 70-90%), at least when modeling.
Also, if the theory above is correct (i.e. flurry is applied instantly and all attacks get the haste applied on whatever remains of the swing time and the time until three swings have been made), wouldn't that mean that even without matched speeds you would experience 3-4 hasted swings. I.e. (with 25% flurry):
2.6+1.6 sec weapons
0.00 MH hits, OH hit
1.60 OH hit
2.60 MH hit
3.00 BT crit
3.00 Flurry aura gained (0.2 s left on OH, 2.2 left on MH => 0.16/1.76)
3.16 OH hit (-1 flurry charge)
4.44 OH hit (-1 flurry charge)
4.76 MH hit (-1 flurry charge)
4.76 Flurry fades (0.96 sec left of flurried OH swing, slowed to 1.2 sec)
5.96 OH hit
In total you would get in 1 MH and 2.25 flurried OH hits. Choosing a slightly better time to do BT you could end up with:
2.6+1.6 sec weapons
0.00 MH hits, OH hit
1.60 OH hit
2.40 BT crit
2.40 Flurry aura gained (0.2 s left on MH, 0.8 left on OH => 0.16/0.64 sec)
2.56 MH hit (-1 flurry charge)
3.04 OH hit (-1 flurry charge)
4.32 OH hit (-1 flurry charge)
4.32 Flurry fades (0.32 sec left of flurried OH swing, slowed to 0.4 sec)
4.72 MH hit
In total: 2 OH hits and 1.85 MH hits.
Just to be complete: 2*2.6 weapons would look like this:
0.00 MH hits, OH hit
2.60 MH+OH hit
3.00 BT crit
3.00 Flurry aura gained (2.2 s left on MH/OH => 1.76)
4.76 MH hit (-1 flurry charge)
4.76 OH hit (-1 flurry charge)
6.52 MH hit (-1 flurry charge)
6.52 Flurry fades (0.00 sec left of flurried OH swing, slowed to 0.00 sec)

6.52 OH hit
i.e., 2 MH and 2 OH flurried hits.
So you could end up with anything between 2-3 OH hits and 1-2 MH hits while flurried if using this setup. If it works like this, there is no "step function" that steps in for matched speeds, rather a continuum depending on where the instants fall and the exact speed of the weapons. How to model this in the spreadsheet is way above me. I also think some more testing on DW flurry needs to be done to make sure this is how it works.