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sorry, I mean, no, there isnt a hardcap.
Mage and spider range never cap.
Tower rate never caps on any hero. Every point counts. There is a large and noticeable difference between 2k and 6k tower rate on minions.
Casting rate is decent on summoner, but it's only used for repairing, upgrading, and self-heal. Each type of minion has a constant summoning time which is unaffected by casting rate stat:
7 seconds - archer
9 seconds - spider
12 seconds - orc
15 seconds - mage
20 seconds - warrior
30 seconds - ogre
Divided by eight when fast building is active, I believe. Whether you have 0 or 8000 casting rate, the times will remain the same.
necro post, but maybe someone else can answer, is this information here still true? because i have two archers shooting target dummies, one is on a buff beam with an attack rate of 16
the other is not on a buff beam with an attack rate of 9.58
but if i account for the buff beam's double damage, the DPS of the archers is the EXACT same? so is attack rate just useless on summoner and this comment i'm replying to is no longer true?
Just observe the archers on/off beam, see which fires faster.
From my experience, the quoted post is wrong for you, both then and now.
Practically tower rate for summoner archers is not worth chasing beyond a small amount, it seems to approach some limit on a diminishing returns curve and then flatlines. I do not remember my testing exactly, but it was (by NM standards) a really low amount that was enough. 700 or something like that.
Whether it is worthwhile for the other minions is something else.
Maybe you can get mages to heal a bit more frequently and cast it faster. And maybe get spider to web a bit faster (though they keep webbing the same already webbed enemy until it dies).
But for the vast bulk of practical 'archers+mage' minion wall builds, you only need a small amount of rate before hitting the point where it is much better to gear up in other stats first.