Delay

From HorizonXI Wiki

The time that is between swinging or shooting with a weapon.

Melee Delay

Every 60 delay for a melee weapon is equal to 1 real time second, and it is determined by the weapon used (except for Hand-to-Hand). For example, a 450 delay Great Katana (such as the festive Wooden Katana), takes 450 / 60 = 7.5 seconds between attack round. A faster weapon, such as the 280 delay Lotus Katana, then takes 280 / 60 = ~4.7 seconds between attack round.

Delay determines the amount of TP returned per hit. The Haste status effects (including from both Haste and March) and Haste equipment reduces the time interval between attack rounds without affecting TP. The Dual Wield trait also reduces the time interval between attack rounds, but affects TP gained per hit as well, generally reducing it.

The level of the Martial Arts trait sets intial base delay for Hand-to-Hand attack rounds, while Hand to Hand weapons contribute 0 or more additional delay when equipped.

Two Handed Delay (Sword Strap) works like Dual Wield, delay and Tp is recalulated after reduction.

Ranged Delay

Ranged delay has a different mechanism from melee delay :

  • Ranged delay is about twice as fast as melee delay : 110 delay = 1 second
  • Ranged weapon delay is the only variable affecting the total delay.
  • Ranged attack delay is divided into 3 phases :
    • 1. Pulling out ranged weapon, aiming, and shooting : this time span is calculated by : Weapon Delay / 110. A successful Rapid Shot activation reduces the aiming time (the time between pulling back the string and actual firing of the shot) to 0.
    • 2. After shooting → putting back ranged weapon : This delay usually takes 1.7 second to 1.8 second. However, occasionally, it can take fluctuate from 1.6 second to 1.9 second
    • 3. "Free" phase : at this time span, melee timer is un-paused. The minimum time this delay can have is 1.1 second

So the delay between shot of ranged weapon is :
Delay = (Weapon Delay/110)s + 1.7s~1.8s + 1.1s

Forced Delays

Forced delays are the periods of time after using a spell or ability when you are unable to make another action due to a game limitation. They function differently for the different classes, but are fundamentally the same overall.

Job Ability Delay

There is a delay penalty, or animation delay, associated with using any Job Ability known as the Job Ability Delay. Though this is a somewhat new topic, it is understood as follows:

There is a 2 second delay resulting from any Job Ability Usage that is split into two phases.

  • Phase 1: Forced total inactivity, where you are unable to take any other actions with your character. It lasts for one second.
  • Phase 2: Other job abilities can be used but you cannot auto-attack. It also lasts for one second.
    • If you use another Job Ability during Phase 2, it will reset the process to the beginning of Phase 1. So you're only necessarily subject to a full Phase 2 of your last Job Ability.

There are large implications of this delay for gameplay, to the extent that things like High Jump, Steps, and Flourishes are not actually beneficial in high haste situations, where delay per round is lower than the resulting 2 second delay.

Spell Delay

Spells appear to have a 3 second delay associated with them, so following spell completion the soonest you can cast a spell again is 3 seconds later. It is unknown if this is subdivided into different types.

Weapon Skill Delay

WS forced delay is 2 seconds of delay where you cannot do anything.

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