Here's the problem:
When I have my screen sized fairly small, I can swing my sword nice and fast, monsters impail themselves haplessly, and I can continue though the dungeons without being manhandled.
Now, once I enlarge my screen so I can cast spells or use my bow, the whole world slows down, no, correction just me.
My swordarm moves like a slug in molasses, taking up to two whole seconds to complete it's arch. Everything else gets to attack me in normal-time, making it hard not to stand around studying the ceiling tiles with my head back in the attacked-gani.
I shrink my screen, and all speeds up, I can again move around and hack stuff up.
Now, I know if I tossed my 1 GHrtz CPU machine and bought the latest, I could fix this problem. However, I think the problem really lies somewhere in the code where the swing speed is set by the Weapon Speed, then waits for the swing to finish before the strike event is triggered.
Somewhere, the code needs to have the ideal frames for the strike and total completion estimated time (based on the weaponspeed etc) and, if it gets behind, jump frames so the strike occurs at the speed it is supposed to.
Same with casting spells, when it gets REALLY slow, the spell doesn't go off based on the total time since casting was initiated, but based on when the casting gani ends its run.
IMHO, graphical output should always be slaved to the game engine, never the other way around. So,
please please please, please change how this works.
I've spoken to others who have the same problem, and it gives an unfair and unnessecary advantage to people with the superfast computers.