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Attack Speed Formula ?

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Level 11
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Jul 28, 2007
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Ok what is formula for attack speed.

Lets take Hero has base attack speed of 2.
10 agility which gives (2% IAS each, so 20% IAS).
Item that gives 15% IAS.

So how would it work ? 20%+15%=35% of 2=0.70
So speed would be 1.3? Doubt it...

Or it all goes separately:
20% of 2 is 0.40, so now speed is 1.6
15% of 1.6 is 0.24, so final speed is 1.6-0.24=1.36?
 
Level 9
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Aug 21, 2008
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ino it cnat be anyway you descirded or you get 0.00 at 100% not effecting where you started(so cd of 100 with 100% woukld be 0.00 bit it isnt its 50!.00)

So every 100IAS the value is halved.so with the agility and the gloves you habve something like 1.65

to test it give a unit a abilty with with cd 10 a abilty with 100,200,300 and 400IAS(at something above 400 it dont stack anomore i heard)
 
Level 15
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X: Attack Speed Bonus
Y: Cooldown/Attack in seconds
Note that every Hero always have a Animation Damage Point, which is the lowest limit he/she can go in terms of Attack Speed.
Attack Speed does not decrease perfectly linear, that is why too much Attack Speed is just as ineffective as too much Armor, 200% being the fail limit.
(Damn...damage is powerful then)

attack_speed.bmp

UnMi posted that on his webspace...I think it clears some stuff up...not a formula though.
 

Dr Super Good

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Level 64
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Jan 18, 2005
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Um..... Armor is always effective acording to blizzard. Every point of armor equivently gives the unit 0.06% more HP worth of damage it can take. Thus 100 armor means the unit would be able to take 600% more damage than normal.

Some facts. The most a unit can attack is about 45.45 times a second which is an attack cooldown of 0.022 seconds per attack.
The most FAR a unit can have is +400% or -80%, afterwhich any excess is wasted and has no effect at all on the units attack rate.
The formula is as folows.
Object Editor Attack rate value = ARi
Faster Attack Rate in multiplier form (%/100) (range is -0.8 to 4) = FAR
Final attack rate in object editor form (seconds cooldown per attack) = ARf

ARf = ARi/(1+FAR)

eg a unit which attacks every second at default with 50% more FAR
ARf = 1/(1+0.5) = 1/1.5 = 0.666667 seconds cooldown between attacks
eg a unit which attacks every second at default with -80% more FAR
ARf = 1/(1-0.8) = 1/0.2 = 5 seconds cooldown between attacks

If you want a more linear graph you have to plot number of attacks per second against faster attack rate in which case it is directly proportional.

In the end you will notice that 400% FAR is the same as 400% more damage as where you did 1 attack before, you will now do 5 so 4 extra attacks worth of damage. Equally -80% FAR is the same as having -80% damage as instead of attacking with 5 attacks, you would only attack with 1. One does not have to guess why it is capped at -80%, because it gives some form of symetry and at -100% you would get a division by 0 error as well as the unit would never be able to attack.

On top of this, the unit is restricted to about its attack animation damage point in attack cooldown time. It will always attack slightly slower (have a longer attack cooldown) than the actual animation damage point by 0.02 seconds. Thus it concludes.

Final attack cooldown = max( ARf , attack animation damage point + 0.02 )

There you have it guys... Everything you need to know about attack rate.
 
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