Talk:Attack speed

Jungle Armour
I believe Jungle Armor gives a small unlisted attack speed bonus, which requires 3 feral claws to bring it to maximum speed. Nowhere is this mentioned. --Katkat1010 22:03, 6 July 2011 (UTC)
 * The attack speed boost was removed in patch 1.0.5. Olrad 22:14, 6 July 2011 (UTC)

Data doesn't match
The sentense said that "where three 10% melee attack speed bonuses actually amount to a 37.1% increase in attack speed", but in the form it's 38.8%. Please fix it, thanks. --Fireattack 18:16, 27 May 2011 (UTC)

Data source?
Please provide the data source, as the numbers do not make any sense D: Tried testing this in-game with a copper axe, but it is quite difficult because at low swing speeds you can hit three times, when a faster swing would result in only two hits registering, thus dropping total hit count... Were the numbers gotten from the source code? --The dnmr 23:58, 31 May 2011 (UTC)

Misleading
I've had a quick look through the code and this is a bit misleading. Attack speed bonuses are multiplicative so if you have a 10% attack speed bonus it reduces your attack speed to 1 * 0.9 = 0.9. If you have two 10% bonuses the result would be 1 * 0.9 * 0.9 = 0.81. I think the values in this table are taken by doing ((1/0.81)-1)*100 = 23.46%.

The attack speed mulitplier is capped out at 0.7 which gives ((1/0.7)-1)*100 = 42.86%. That's where that number comes from.

It doesn't matter at the moment because the sources of attack speed boosts are limited but it's worth noting that three 10% boosts aren't the same as two 15% boosts or a flat 30% boost.

1 * 0.9 *0.9 *0.9 = 0.729

1 * 0.85 * 0.85 = 0.7225

1 * 0.7 = 0.7

Olrad 12:00, 2 June 2011 (UTC)


 * I've edited the entry... still not exactly happy with it but I think it gives a bit more information. Olrad 16:16, 2 June 2011 (UTC)


 * Whoever wrote the original entry got it wrong. Their percentages are all wrong; if you have 1 Feral claw, then you get to 90% of base, meaning if 1 was the base, it would be 0.9. That shows a 10% decrease, not 11.11%. The formula, therefore, would be n*x*y*z*m*1, where the variables are the percentages given ingame.

New values
I don't know if these values for the attack speed bonus or the old ones are correct, so a reference to where (or how) they were obtained would be nice, as the result is quite different than what it was before. SilverSwift 01:07, 6 June 2011 (UTC)
 * The 0.7 cap comes directly from the code

if (this.meleeSpeed < 0.7) {         this.meleeSpeed = 0.7f; }
 * I'm going to revert the change as it is incorrect. Olrad 08:57, 6 June 2011 (UTC)
 * Thanks for clearing that up! SilverSwift 00:02, 7 June 2011 (UTC)

Weapon attack speed classes?
Does each weapon with the same speed classifier have the same speed of attack? (IE: Is the Star Cannon's Very Slow the same as Night Edge's Very Slow?) If so, shouldn't we have some kind of listing giving the attack speeds of every speed class somewhere on this page? I feel like this should be included in this page, to allow us to calculate attack speeds given Feral Claws and whatnot.
 * Interestingly enough, no... I don't think they do. The Star Cannon has a useAnimation time of 40 and the Night's edge has a useAnimation time of 31. I hadn't looked at it before but for melee weapons your actual attack time is (useAnimation of your weapon * your attack speed bonus) rounded down to the nearest int. For example Muramasa has a useAnimation of 20 and the best attack speed bonus you can get is 0.7 so then you would have 20 * 0.7 = 14. Olrad 15:50, 27 June 2011 (UTC)

Use Time
Can someone explain how the "use time" in a weapon/item's infobox translate into attack speed? - Spinfx 14:55, 17 July 2011 (UTC)