Melee

Melee is the player-controlled layer above the engine's physical attack resolution. Weapon selection, hand placement, skill access, attack timing, haste, positioning, stances, and combat abilities determine which swings and special attacks are submitted to the Combat Rules pipeline.

Melee Attack Pipeline

Pipeline is used here in its standard engine/documentation sense: it is the ordered path from a player-controlled attack opportunity to server-side combat resolution. No reviewed EQL source names this sequence as a distinct in-game mechanic.

  1. Timer Becomes Ready

    A weapon hand or combat ability reaches its next legal execution time.

  2. Validate Eligibility

    The equipped weapon, active class skills, target, range, facing, resource cost, and reuse rules must permit the action.

  3. Generate Additional Attempts

    Dual Wield, Double Attack, Triple Attack, riposte chains, or an ability-specific rule may add physical attempts.

  4. Submit Each Attempt

    Every generated attack enters the engine-controlled defense, contact, damage, critical, proc, and threat sequence documented under Combat Rules.

Model boundary: the high-level sequence is reliable, but EQL has not published one universal formula for all multi-attack checks, delay rounding, or proc trigger events. Formula details below retain their own confidence tier.

Primary & Secondary Hands

Characters can equip items in both weapon hands when the items' class and slot restrictions permit it. Equipping a secondary-hand weapon does not by itself guarantee that the hand will attack: the active loadout must supply a usable Dual Wield skill, and EQL uses the best Dual Wield skill available from the equipped classes.T1

Primary Hand

  • Uses its own weapon timer.
  • Receives the ordinary main-hand Damage Bonus when the character is eligible for one.T2
  • Can be required by particular skills, procs, or slot-restricted Exaltations.

Secondary Hand

  • Uses an independent timer rather than waiting for the primary hand's delay.T2
  • Must pass the Dual Wield check to produce its base attack.
  • Does not receive the ordinary main-hand Damage Bonus.

Because the timers are independent, a fast secondary weapon can attempt more offhand checks than a slow primary weapon produces main-hand rounds. Hand placement should therefore be evaluated by actual per-hand contribution, not by treating dual wield as one synchronized round.

Weapon Types

Weapon type controls which skill is used, which classes can equip the item, which special attacks are legal, and which Exaltations remain compatible. Current physical categories include one- and two-handed blunt, slashing, and piercing weapons; hand-to-hand; archery; and throwing. Ranged systems share some physical-damage concepts but are not treated as ordinary melee swings.

CategoryCore distinctionTypical mechanical consequences
One-handed weaponsMay be primary- or secondary-slot eligible.Can participate in Dual Wield; ordinary primary-hand bonus applies only when placed in Primary.
Two-handed weaponsOccupy the primary-hand weapon role.Forfeit a secondary weapon or shield; slower weapons may receive different main-hand bonus scaling.
Hand-to-handUses the best available hand-to-hand skill and the active unarmed/weapon damage profile.Monk-specific equipment and weight interactions can materially change evaluation.
Archery / ThrowingPhysical ranged attacks with their own skills and range rules.Do not assume every melee hand, bonus, positioning, or proc rule applies unchanged.

Class and slot tags remain decisive even when an Exaltation is transferred: inserting an effect can narrow the destination item's usable classes or legal slots.

Weapon Skills

Every physical attack uses the skill associated with its weapon or ability. For a multiclass loadout, the character uses the best available cap supplied by the active classes for each skill.T2

Attack Attempts & Multi-Attacks

An attack timer becoming ready creates an opportunity for one or more attacks. Double Attack and Triple Attack do not shorten weapon delay; they add attacks to an eligible hand's event after their own checks succeed.

MechanicWhat it controlsCurrent confidence boundary
Base attackThe hand's ordinary attempt when its timer is ready.Core behavior established.
Double AttackChance to add a second attack to an eligible attack event.Exact EQL chance formula is not developer-published.
Triple AttackChance to add a third attack after the applicable multi-attack prerequisites.Exact EQL ordering and chance formula remain unconfirmed.
Offhand Double AttackAllows a successful secondary-hand event to add another offhand attack.Current reference data reports a Double Attack skill threshold of 150.T2

Do not canonizeClassic-derived references commonly estimate multi-attack chance from skill divided by a fixed maximum-skill constant. The divisor and class adjustments are not confirmed for EQL, so those equations remain T4 rather than site-wide rules.T4

Minimum Damage

The current reference model treats a normal melee hit as a roll across twenty damage intervals. Mitigation shifts the probability distribution toward lower intervals but does not redefine the interval endpoints. A target can therefore make minimum or near-minimum results more common without changing the weapon’s displayed damage.

Resolved melee damage = selected damage interval + applicable flat bonuses

Use parsed hit distributions rather than a single low hit to infer minimum damage.T2

Dual Wield Calculations

The secondary weapon has its own delay timer. When that timer is ready, the character performs a Dual Wield eligibility check; passing the check creates an off-hand attack attempt. The off hand does not automatically swing every time the main hand attacks.

P(off-hand attempt) ≈ clamp((level + Dual Wield skill) / denominator, 0, 1)

The form above is inherited from current community references, but the correct EQL denominator and any class modifiers are disputed. Treat it as T4 until controlled logs or an official formula resolve the denominator.T4

Expected off-hand attempts per minute ≈ (600 / off-hand delay) × P(off-hand attempt)

The second expression assumes weapon delay is measured in tenths of a second and ignores haste-floor, latency, misses, Double Attack, and encounter downtime. It is useful for comparing candidate weapons, not for claiming an exact parse.

InputHypothetical valueRole
Off-hand delay2030 timer opportunities per minute before haste
Dual Wield pass rate75%22.5 expected off-hand attempts
Off-hand Double AttackSeparate checkAdds attacks only after the first off-hand attempt exists

Current references state that off-hand Double Attack requires at least 150 Double Attack skill. Verify that threshold against current logs after balance changes.

Damage Bonus

The Damage Bonus is a flat physical-damage component associated with the primary hand. It is added separately from the variable weapon-damage roll, so Mitigation changing the distribution of that roll does not proportionally reduce the flat component.T2

Unresolved: the exact EQL bonus table and all post-classic two-handed delay adjustments have not been developer-published in one authoritative source. Current client display is the safest value for the equipped weapon.

Attack Speed & Haste

Weapon Delay is expressed in tenths of a second: a delay of 20 represents an unhasted interval of approximately 2.0 seconds.T2 Haste reduces that interval; it does not increase the weapon's printed damage.

Reference approximation: effective delay ≈ floor(base delay / (1 + haste / 100))

Use this only as a planning model. Server rounding, haste categories, cap enforcement, ability-specific speed modifiers, and the reported player delay floor can change observed timestamps.T4

Weapon Ratios

A Weapon Ratio compares damage with delay. Rank upgrades can improve the ratio when they add weapon damage without increasing delay; developers demonstrated an upgraded weapon's ratio increasing alongside its damage.T1

MeasureUseLimitation
Raw ratio
damage / delay
Quick comparison of printed weapon throughput; higher damage per delay is generally better.Ignores Damage Bonus, skills, haste caps, procs, Exaltations, target Mitigation, and special attacks.
Normalized index
10 × damage / delay
Expresses the same relationship per nominal second because delay is measured in tenths.Still not actual DPS.
Extended ratioCommunity models add the main-hand bonus before comparing delay.Formula variants are inherited and remain T4 for EQL.T4

Ratio is a screening metric, not a build verdict. A lower-ratio weapon may win because of a strong proc, superior class access, a needed damage type, a useful Worn effect, a favorable Exaltation restriction, or better interaction with a stance or special attack.

Positioning & Combat Abilities

Facing changes which defensive gates and special attacks are legal. Parry and Riposte are documented as frontal defenses, so rear positioning removes those frontal checks from ordinary attacks where the target and encounter geometry permit it.T2

Striker Stance was demonstrated multiplying weapon-skill abilities by three and non-weapon-skill combat abilities by five at that point in beta.T1 Stance values are balance-sensitive and should be checked against the current tooltip before using the multiplier in a final damage model.

Weapon Procs

Weapon procs are attached triggered effects rather than part of the weapon's printed damage/ratio. A July 14 patch fixed an issue that had prevented weapon procs from triggering.T1

Unresolved: do not assume every proc checks on the same event. A proc may specify swing attempt, successful hit, damaging hit, critical, combat ability, or another trigger. Per-effect wording and controlled logs take precedence.

Melee Optimization

A robust weapon comparison should evaluate each hand separately and then add interaction value. The following is a decision sequence, not a universal best-in-slot formula:

  1. Confirm eligibility. Check active-class weapon skills, class/slot tags, and any Exaltation restrictions.
  2. Check skill readiness. A superior item can underperform while its weapon skill is substantially behind.
  3. Model each timer. Apply the current haste cap and the weapon's own delay.
  4. Add attack generation. Include Dual Wield reliability and eligible Double/Triple Attack behavior.
  5. Add hand-specific damage. Include the primary-hand Damage Bonus only where applicable.
  6. Add non-ratio value. Procs, Worn effects, focus/click utility, damage type, special-attack requirements, and stance interaction may outweigh printed ratio.
  7. Test against the intended target. Target Mitigation, resistances, positioning access, and fight duration can change the ranking.
Baseline hand-placement heuristic: the primary hand values repeated access to its flat Damage Bonus, while the secondary hand values raw damage-per-delay and proc contribution. This is a starting point, not an absolute rule, because independent timers, skill caps, special attacks, and item effects can reverse the result.T2

Open Verification Questions

QuestionCurrent tierBest verification method
Exact Dual Wield chance by class, level, and skillT4Controlled offhand-ready events across skill values
Exact Double and Triple Attack probability and chaining orderT4Large combat-log samples with isolated skills
Server delay rounding and haste-cap curve at every levelT2/T4Displayed cap records plus timestamp parsing
Complete EQL main-hand Damage Bonus tableT2/T4Client tooltip export across levels and weapon delays
Backstab and other special-attack formulasT4Developer formula or controlled skill/weapon parse matrix
Per-proc trigger event and rate modelEffect-specificLogs containing misses, avoids, landed hits, and proc timestamps