Wow! Thanks! I actually understand the "attack interval speed" part... It's like the amount of rest instead of the amount of frequency. Thanks, mate!Your attackspeed depends on the weapon you use:
1: the base attackspeed of different kinds of weapons is different
2: the (upg) weapons itself have different values of % attackspeed
3: different classes have different buffs for attackspeed
If you were to give every class the weapon it's ''meant'' to use(as in dhan uses katar, zerk uses polearm etc.), guardians would have the most attackspeed by far (upg dagger + CS + Ulti). If you'd give every class a 2.0 upg dagger I think zerker would get really close to guardians.
Hope I'm not getting too technical but:
Funny thing to tell is that attackspeed is actually ''attack interval speed''. It's also one of the few values in this game that stacks in a negative way with % based boosts. Example: if you have 1000 attackspeed and you have a weapon with 50% boost you'd expect to get 1500 attackspeed, but since the attackspeed refers to the ''interval of time between hits'' you actually get LESS attackspeed because when the time interval between hits gets less, your attackspeed goes up. This results in a downwards effect for accumulating attackspeed boosts since you take an accumulating percentage of a number that's becomming smaller with every boost. You've probably lost my half way into this but that's how it works....
Hope this answered your curiosity, cheers
And thanks to the two fellows up there, as well! I find all these very insightful. Cheers!
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Hello, RedEmerald! By far, Guardians have the most ridiculous spike in Attack Speed. This compliments dramatically with well-coordinated stuns and disables from allies during a clash. Just be careful when hitting Dark Elves with their Magic Mirror on, though. You wouldn't want all your damage to fire back at you.
this is why CS attack speed will be halved. . . . . . .soon XDHello, RedEmerald! By far, Guardians have the most ridiculous spike in Attack Speed. This compliments dramatically with well-coordinated stuns and disables from allies during a clash. Just be careful when hitting Dark Elves with their Magic Mirror on, though. You wouldn't want all your damage to fire back at you.
Last edited by pimoh; 10-23-2016 at 05:50 AM.
-Mandirigmang Mangingibig Officer in the Philippines- <CrussandrAxVLK>
-Descendant of Rohan Online PH Bloodwar Champions 2010 - 2014
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because of fast kill with CS if that skill deleted it would similar to templar whack speed so the decision is to half the CS attack speed and they like it.
Last edited by pimoh; 10-23-2016 at 08:40 PM.
-Mandirigmang Mangingibig Officer in the Philippines- <CrussandrAxVLK>
-Descendant of Rohan Online PH Bloodwar Champions 2010 - 2014
-Mandiribig-
CS with dagger is too OP but guardians are based on inflated melee, their regular damage isn't THAT great. Also compared to other classes they don't even crit that high, yes invoke has a high % boost but it's not based on your main stat (str) but on dex. Other classes such as dekans will crit higher even tho their % is lower because their main stat is used. By changing the blockrate buff guardians will go back to dual wielding instead of single wielding a dagger, making their base attackspeed 900 instead of 600, thus preventing them from stacking insane attackspeed and with that insane damage (Order Swing).
That should solve some problems already because their powerspike needs more ''charging'', even without a nerf on Crazy Swing but hey who gives a sh1t right.
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Thank you for that is a very insightful observation, Snipers334!CS with dagger is too OP but guardians are based on inflated melee, their regular damage isn't THAT great. Also compared to other classes they don't even crit that high, yes invoke has a high % boost but it's not based on your main stat (str) but on dex. Other classes such as dekans will crit higher even tho their % is lower because their main stat is used. By changing the blockrate buff guardians will go back to dual wielding instead of single wielding a dagger, making their base attackspeed 900 instead of 600, thus preventing them from stacking insane attackspeed and with that insane damage (Order Swing).
That should solve some problems already because their powerspike needs more ''charging'', even without a nerf on Crazy Swing but hey who gives a sh1t right.