galehar wrote:The option is show_game_turns.
Why would you need to know the exact attack delay? You just need to know when you've reached the minimum delay, and this calculation is really simple.
The reason why it'd be nice to see delay is that right now, it's very difficult to assess the effectiveness of weapons without being rather familiar with the mechanics of combat, skills and armor penalties, and then taking the time to plug your numbers into a formula to get things like a damage range, actual attack speed, etc. In fact, the spreadsheet that was created that does this exemplified quite well how complicated the calculations for melee damage are and outside of the weapon "feeling" stronger over time, there is no indicator of an increase in damage.
Absolutego makes a great point in how magic is much more intuitive because the benefits of higher levels are immediately confirmed by the game via hunger, power, etc. I remember when I was new to the game, I was supremely frustrated with melee because I had no idea how much damage I could do, how long it took to swing, what my actual chance to hit a given mob was and various other things. I actually was working on coding in numeric damage reports into the game in frustration because it was the only way I could actually determine the effectiveness of the weapons. I perceive this lack of transparency as a 'bad thing™ ' and I think making melee mechanics more transparent would help a lot of people make better choices in the game. We could start with Attack Delay