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Swing Speed

From Fiend's Outlands Wiki

Swing Speed refers to how quickly a character performs melee attacks with their equipped weapon. It is a critical statistic for melee-focused ("dexxer") characters as it directly impacts Damage Per Second (DPS).

  • Swing speed is measured by the swing delay – the time in seconds between consecutive attacks. Lower swing delay means faster attacks.
  • Swing delay is decreased by acquiring Swing Speed Increase (SSI) bonuses from various sources.
  • Swing Delay Cap: The minimum possible swing delay is 0.5 seconds (2 attacks per second). Many weapons cannot reach this cap even with maximum SSI.
  • SSI Cap: The maximum effective Swing Speed Increase bonus is normally +50%. This cap can be raised to +60% via the Redline System.

Weapon Base Swing Speed

Each weapon type has a specific base swing speed (swing delay with 0 Stamina and 0% SSI). You can view a weapon's base speed using Arms Lore.

Weapons Chart
Speed Sec/Swing Base DiceCount DiceMax MinDmg MaxDmg Avg Dmg Avg Dmg
vs 35AR
Avg Dmg
vs 95AR
Avg DPS Avg DPS
35AR
Avg DPS
95AR
Sec/Swing
40% SSi
Sec/Swing
50% SSi
Sec/Swing
60% SSi
Interrupt
Fencing 58 1.29 4 4 4 8 20 14 11.57 7.42 10.85 8.97 5.75 0.77 0.65 0.52 (1H) Kryss, Assassin's Knife, Hunting Knife, Kukri
Swordsmanship 56 1.34 5 5 3 10 20 15 12.4 7.95 11.19 9.25 5.93 0.8 0.67 0.54 (1H) Katana, Cutlass, Scimitar
Mace Fighting 54 1.39 3 6 3 9 21 15 12.40 7.95 10.79 8.92 5.72 0.83 0.7 0.56 (1H) Club, Hammerpick, War Axe, Cudgel, Skull Club
Grinding (Light)
Fencing 50 1.5 7 4 4 11 23 17 14.05 9.01 11.33 9.37 6.01 0.9 0.75 0.6 (1H) Warfork, Epee, Rapier, Fencing Sabre
Swordsmanship 48 1.56 8 5 3 13 23 18 14.88 9.54 11.54 9.54 6.12 0.94 0.78 0.62 (1H) Longswords, Broadsword, Viking Sword, Norse Axe
Mace Fighting 46 1.63 6 6 3 12 24 18 14.88 9.54 11.04 9.13 5.85 0.98 0.82 0.65 (1H) Mace, Maul, War Mace, Flanged Mace, Flail, (2H) Pickaxe
Archery 34 2.21 9 4 4 13 25 19 15.71 10.07 8.6 7.11 4.56 1.33 1.11 0.88 (2H) Bow, Hunting Bow, Recurve Bow
Wrestling 50 1.5 8 5 3 13 23 18 14.88 9.54 12 9.92 6.36 0.9 0.75 0.6 (2H) Martial Manual, Cestus, Fistblade
Grinding (Medium)
Fencing 40 1.88 9 4 6 13 33 23 19.02 12.18 12.23 10.12 6.48 1.13 0.94 0.75 (2H) Short Spear, Pitchfork
Swordsmanship 38 1.97 12 5 4 17 32 24.5 20.26 12.98 12.44 10.28 6.59 1.18 0.99 0.79 (2H) Axe, Battle Axe, Double Axe, Large Battle Axe, Executioner's Axe, Two-Handed Axe, Hatchet
Mace Fighting 36 2.08 9 6 4 15 33 24 19.84 12.71 11.54 9.54 6.11 1.25 1.04 0.83 (2H) Gnarled Staff, Black Staff, Quarters Staff, Shepherds Crook
Archery 28 2.68 11 4 6 15 35 25 20.67 13.24 9.33 7.71 4.94 1.61 1.34 1.07 (1H) Crossbow, Balestra, Pistol Crossbow
Burst
Fencing 30 2.5 13 4 6 17 37 27 22.32 14.3 10.8 8.93 5.72 1.5 1.25 1 (2H) Spear, Sarissa
Swordsmanship 25 3 16 5 6 21 46 33.5 27.7 17.75 11.17 9.23 5.92 1.8 1.5 1.2 (2H) Halberd, Bardiche, Zweihander, Great Axe
Mace Fighting 27 2.78 12 6 5 18 42 30 24.80 15.89 10.79 8.92 5.72 1.67 1.39 1.11 (2H) Warhammer, Great Sledge, Great Mace, Giant Spiked Mace, Giant Club
Archery 20 3.75 13 4 8 17 45 31 25.63 16.42 8.27 6.83 4.38 2.25 1.88 1.5 (2H) Heavy Crossbow, Rampart Crossbow, Great Bow
Fishing 20 3.75 14 4 8 15 43 29 23.98 15.36 7.73 6.39 4.1 2.25 1.88 1.5 (2H) Harpoon, Trident
Arcane 20 3.75 6 6 3 12 24 18 14.88 9.54 4.8 3.97 2.54 2.25 1.88 1.5 (2H) Arcane Staves
Swing Speed Caps at 60% - Seconds per Swing Caps at 0.50 seconds per swing (highlighted in red - currently none)
Training Weapons - Training weapons all have normalized attack speed and damage dealing a max of 1 HP per swing
Two Handed Weapons in PvM - Two-Handed Close Range Weapons (Non-Archery) grant players a 20% Damage Bonus towards Creatures
(This is to offset not being able to use a shield)

(See the "Base Sec/Swing" column for base speeds. The columns on the far right show calculated speeds at 40%, 50%, and 60% SSI, assuming 100+ Stamina).

Swing Speed Formula

A character's actual swing delay is calculated based on their weapon's base speed, their current Stamina, and their total Swing Speed Increase (SSI).

Formula (at 100+ Stamina): ` Swing Delay = Weapon Base Speed * (1 - (Total SSI % / 100)) `

  • Stamina Impact: Stamina below 100 increases the swing delay. The exact formula is complex, but maintaining high stamina is crucial for maximum attack speed. Stamina above 100 provides no further speed increase.
  • The resulting Swing Delay cannot go below 0.5 seconds.

Swing Speed Increase (SSI) Sources

SSI bonuses are cumulative (additive) from various sources:

Delectable Food

Provides SSI based on Taste Identification or Cooking skill (whichever is higher):

  • Formula: ` 5% + (10% * (Highest Skill / 100)) `
  • Example: 100 Taste ID provides 5% + (10% * 1.0) = +15% SSI.

Aspect Armor

Skills

Certain skills grant passive SSI bonuses:

Mastery Chain Links

Weapon Codexes

Certain Codex abilities or stances provide temporary or conditional SSI:

  • Fencing Codex:
   *   Aggressive Stance: +2.5% SSI per Rank (Max +17.5% at Rank 7).
   *   Flurry (Finisher): +20% SSI for 30 seconds.
   *   Swiftstrikes (Ability): +5% SSI per hit for 15 seconds (Max +25%).
  • Wrestling Codex:
   *   Brawl (Ability): +4% SSI per hit for 15 seconds (Max +20%).

Arcane Runes

  • Frenzy Rune: Provides +7.5% SSI.

Overcapping Swing Speed (PvM)

When attacking creatures in PvM, if a player's total calculated SSI bonus exceeds their current SSI Cap (usually 50% or 60% with Redline), the excess SSI is converted into a direct Damage Bonus against that creature.

  • Conversion Ratio: 1% Excess SSI = +1% Damage Bonus.

Example:

  • A player has +75% total SSI from all sources.
  • Their SSI Cap is +60% (due to Redline upgrades).
  • Excess SSI = 75% - 60% = 15%.
  • The player gains a +15% Damage Bonus against creatures on top of attacking at the maximum capped speed (likely 0.5s delay if the weapon allows).

Swing Speed Calculator

An external swing speed calculator can help determine your final swing delay with different weapons and SSI values:

Value of Swing Speed

Swing speed is multiplicative with other damage sources. Attacking faster allows all other damage bonuses (from skills, stats, items, buffs) to apply more frequently, significantly increasing overall DPS. Due to the formula, each percentage point of SSI provides slightly more absolute reduction in swing delay than the previous point, making higher SSI values increasingly impactful until the 0.5s cap is reached.

Graph showing how swing delay decreases with increasing SSI for different base weapon speeds.