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As far as I can tell, all skills have a base animation length of 0.5 seconds. Skills that can get their cooldown reduced to less than that need some amount of increased attack speed to take full advantage of the lowered cooldown. At 90% cooldown reduction, Templar can get 0.25s on the 5s base skills, Warden can get 0.25s and 0.35s on the 5s and 10s lightning skills, and Warlock can get 0.3 and 0.4s on the skills with 3s and 4s base.
The skills that go all the way down to 0.25 would require 200% total attack speed to reach peak DPS, though none of the builds I've actually tried with those skills ended up doing very well. Warden with Storm Orbs at 203% attack speed did manage to clear anomaly 1.2k at 600 mastery, but the pace was rather slow due to the limited area coverage of the skill. Notable skills with <0.5s cooldowns that I did find to do well include Nimbus/Lightning Arrow and Hell Pit, requiring 143% and 167% attack speed respectively to maximize DPS.
Attack speed can also improve the overall DPS of the Magnetic Orbs + Alacrity Templar setup due to Alacrity's use effect resetting the cooldown of every other cast of Magnetic Orbs, which means that the cooldown is effectively the time that it takes for the animations to finish. Making the animations faster gives a small boost to the DPS of doing optimal skill rotations, though it's probably not worth it to invest too much into attack speed for this since it only affects a 1 second portion of a rotation that lasts 2.5 seconds at base attack speed.
Thanks a ton for the detailed info; that will help a ton with theorycrafting across multiple builds. You are a master buildsmith!
If I understand correctly, other than movement skills, the attack speed goal of a character would be the percentage that would modify 0.5s to the actual cooldown of the primary damage skill itself below that value--0.5/1.67 to get to 0.3--but any skill with a modified cooldown of over 0.5 seconds would be able to avoid attack speed altogether.
I suppose I'll remove attack speed stats on my Leap Berserker and simply replace them with other DPS enhancements. While I hope the issue gets resolved some time down the line, it honestly doesn't seem like too much of a concern now that I know how it works and can merely boost other stats on this build without worrying that I've missed something.
Well, since the base attack speed is relatively fast, that particular thing doesn't bother me nearly as much as the DPS consideration. This game is very fast-paced as it is (once you've accumulated a few levels), so I can't say I ever really feel like I'm "waiting forever" for anything.
Just watch any YouTube video with the words "lightning," "Templar," and "anomaly" if you have doubts.
http://steamcommunity.com/app/375480/discussions/0/135509823666324175/
Well this is how I feel, it just makes game play smoother for me
I'm sure Squarebit will fix the movement skill attack speed thing at some point, but until then I can't say that I've ever felt like I've had to "wait forever" to cast something with the exception of high cooldown skills (in that case, CDR is what you'd want instead of attack speed anyway). Twice per second is nothing to sneeze at.
As for attack speed and having very low cooldowns, no it won't do anything in terms of DPS from the skill itself but it may allow for an additional skill to be cast in the very low cooldown window. There's also the faster animation allowing movement sooner. I am however thinking about ways to make attack speed a bit more rounded and useful, by having it affect tick rates and whatnot. We'll see where it ends up, I don't want to make it *too* useful either!
Is this still applicable or have there been any updates to atk spd and/or leap ECT? Currently building a brutal stomper and I want to make sure i dont need atk spd.
Any chance that there have been updates recently/in the making? :D