These are only valid for Swordsman. Find other values for other weapons here. Normally this is the webpage that everyone refers to, but based on the weekly number of "what do I need to speed cap" posts this board gets on a weekly basis, I think a table like this is warranted.
Separations are a/b/c = a=HeadHit3, b=Area3, c=2hHit3 (Area2 has roughly the same delay mod as 2hHeadHit3 (2.5 vs. 2.4), so treat column "a" accordingly). 2hHit3 is the highest delay mod available, so treat column "c" as the "full cap" column.
Range - 1.5 to 6.0 (You need +94 *MINIMUM* for a HeadHit3 cap on a 5.8/5.9 speed PH - as you'll see below, as you cross into the 90s, the speed curve begins to steepen, making the 4-6.0 bracket mostly linear)
Long story short, this table should make it quite clear that Master Brawler IS almost absolutely necessary, in addition to FS Melee Speed, to have a realistic shot at capping Swordsman (short of spending millions of credits). It's a real eye-opener to realize that even a 35% speed sliced 3.6 speed PH requires a mod of +89 to just cap HeadHit3. The curve is really messed up at the lower end of the spectrum.
And before you think we get the shaft exclusively - try finding some stats on your server's high-damage/high-refire DE-10s and plug those in with just the +74 Master Pistoleer has as a stock speed mod.
Message Edited by KaylBreinhar on 03-14-200505:44 AM
Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online