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Ht only reason to go pure attackspeed, is some of the high end stuff also gives evasion. So you're really making a super evasion build, and not really a super attack delay build.
Note: This approach was (justifiably) toned down a bit in a recent patch. Props to the developer to tweaking things to keep things balanced and interesting!
The biggest thing is stacking the divine rippers (or, earlier in the game, Vampiric Splitblades) to a high plus, getting a high-plus Synergizer, and then adding on all the flat strength modifiers from potions and buffs. Claws scale with "scale all positive quality" effects (like +15 and synergizer) extremely well since you scale up both damage and speed.
Additionally, a full rack of spellcrafted buffs and high level potions can be tons of flat damage that's added per hit. With Monstrous and Strength+ and all the other butffs, the base damage of the weapon only matters so much. Pay close attention to how attack delay scales: 80% is way more than twice as good as 40%. When you have -80% attack delay, that's hitting 5x as fast as the base attack speed - and you'll get much faster than that in the end game. Stacking all the gear and potions and spellcrafted buffs I've seen an attack delay well under .01, so hitting over 100 times a second. With around 10k attack value, that'd be a lot of damage...
If you have access to all the tools, this will 100% get the job done on anything that doesn't have a special trick to shut it down. There are plenty of other ways to scale, but this was the easiest and most accessible one for most of my gameplay. (I've completed all challenges at the time of this posting.)
one useful thing for some of the late game bosses that's scaled by attack speed is the ceremonial dagger