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Swing speed

Swing speed is the time between weapon swings, measured in seconds. Lower is better. Lyonspyre uses the T2A pre-AOS formula with an SSI accumulator layered on top.

The formula

Two-stage delay

Stage 1 — base delay from Stam and weapon Speed:

baseDelay = 15000 / ((Stam + 100) × Speed)

Stage 2 — SSI multiplier, capped:

bonus  = clamp(SpecialtyBonus + ResonanceBonus + ItemSSI − Discordance, 0, 60)
delay  = baseDelay × 100 / (100 + bonus)
delay  = max(delay, 1.25)        // 1.25s hard floor

Speed is the weapon's integer speed stat (e.g. broadsword = 45, katana = 58, war hammer = 31, bow = 20).

Vanilla pre-AOS dropped SSI on the floor

The pre-AOS formula originally computed only 15000 / ((stam+100) * speed) — every swing-speed-increase bonus was silently discarded. That was harmless in 1999 when items didn't ship SSI; it's harmful now that Resonance Air and several talents grant SSI. Lyonspyre layers the bonus back in, gated by the same 60% cap and 1.25s floor that later eras used.

Where the bonus comes from

Lyonspyre stacks three sources of swing-speed-increase into the bonus accumulator:

Source Notes
Specialty trees Reserved for the legacy specialty system; mostly 0 today.
Dungeon Talents + Resonance Resonance Air-slot procs and bow talents (Quick Step, Wind Rider) feed here. PvM-gated.
Item SSI Crafted/looted item property. Present on a small handful of late-game items.

Then Discordance subtracts its malus (0 to 28% depending on bard skill). Total is clamped to [0, 60].

Post-T2A sources that do NOT apply

These swing-speed sources exist in later UO eras but are deliberately skipped on Lyonspyre — none of these schools exist in our gameplay:

  • Divine Fury (Chivalry)
  • Honorable Execution (Bushido)
  • Dual Wield (Ninjitsu)
  • Reaper Form (Spellweaving)
  • Essence of Wind (Mysticism)

Reference table

Speed-40 weapon (close to a club or staff) across stamina × SSI combinations:

Stam 0% SSI 30% SSI 60% SSI
25 3.000s 2.308s 1.875s
50 2.500s 1.923s 1.562s
75 2.143s 1.648s 1.339s
100 1.875s 1.442s 1.250s (floor)

The 60% cap on bonus plus the 1.25s hard floor mean a fast weapon at high stam can hit the floor with as little as 30-40% SSI. Anything above that is wasted.

A few real weapons (no SSI, no bonuses)

Delay in seconds at the listed Stam:

Weapon Speed Stam 50 Stam 75 Stam 100
Bow 20 5.000s 4.286s 3.750s
War Hammer 31 3.226s 2.765s 2.419s
Broadsword 45 2.222s 1.905s 1.667s
Katana 58 1.724s 1.478s 1.293s
Kryss (typ. 56) 56 1.786s 1.531s 1.339s

(Bow numbers are animation delay; arrows fly instantly on resolve. Bows also gate on standing still — see the archery talent page.)

Why 1.25s is the floor

The cap is OSI-canon. Pre-AOS UO targeted "one swing per 1.25 seconds" as the maximum cadence so that a stamina-stuffed katana didn't trivialise PvP. We keep it in T2A for the same reason.

Diagnostic command

In-game, [swingspeed or the Profile gump's Speed row will show you your current effective delay for whatever's wielded. It runs GetDelay(yourself) end-to-end including all the bonuses above, so it's the same number you'll feel on the next swing.

See also

  • Hit chance — how often a swing actually connects.
  • Damage calculation — how much each connecting swing hits for.
  • Stats — Stam = Dex, which is the throttle on stage-1 delay.
  • Resonance Air — the primary modern source of SSI on Lyonspyre.