Started out promising - ended up being hot air not really changing anything. That's what I read in here by now.
Let's change something with wpf... but let's add an exception here, here, here and here... oh wait, and here.
Should become politician.
No flippin clue about ranged changes, but for melee..
Ponder this simple question: How much of an absolute increase is 1 point in weapon speed?
Translating character attributes into equipment stats is much easier to understand than that 5% increase, 0.02 second mumbo jumbo.
Draw a horizontal line to match two plots and you see the wpf difference for making a slower weapon move as swiftly as a faster weapon. Around 12 to a little over 13 per point in speed.
1PS = +2 damage in the 30s and +3 damage in the 40s base damage. Now, 1WM is close to a little over 1 weapon speed and roughly 0.5 extra damage (including +3str and +3agi for both). It just balances the tradeoff between weapon damage and speed now. Strength builds only lose up to 3 speed and only a small % of damage, so if they're already using a quick weapon, it won't be that detrimental. It
will be noticeable, so they'll have to compensate a little bit with quicker reactions and better turns, just like how agi builds have to get more hits to kill and often times glance at sharp angles.
Even if looking at numbers, if you view this game at 60 fps, a decrease in 3-6 frames for an attack is pretty nice when dual exchanges are taken into account.