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what`s the maximized wepon speed in this game?


neogeo
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315% of their standard weapon speed. In beta it has been increased to 350%.

 

So say your heroes standard is 1 attack per 1.7 seconds. Max currently is 1.7/3.15=.54

 

Beta is 1.7/3.5=.486

 

Heroes like Tosh and Cain will benefit most from this change due to skills that give them max AS, followed by DPS heroes who's builds include high agil and weapon speed items.

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the blizzard units for attackspeed is retarded because it is in seconds/attack, whereas usually, we think attacks/second (same thing with miles/gallon. wtf is a mile/gallon? m^2/m^3 = 1/m. so mpg is in units of 1/meters. what the flob does that even mean, actually, if you think about it?)

 

anyways, for simplicity sake, i will talk in terms of the beta.

 

as the attackspeed cap in is now +350% , that means the cap is [base attackspeed]/[3.5]

 

attackspeed buffs and reductions are applied as such: [base attackspeed] / [attackspeed modifier 1] / [attackspeed modifier 2] / [attackspeed modifier 3] ... / [attackspeed modifier "n"]

 

thus given a +15% attackspeed, and a +20% attackspeed item, with a base attackspeed of 1.8, then you would have this: 1.8/1.15/1.2 = an attackspeed of 1.304... seconds/attack (1.80 - .496...)

 

slap on a chilling artifact debuff and you get this: 1.8/1.15/1.2/.65 = 2.006... seconds/attack (1.80 + .2006...)

 

The same applies for movespeed. (say 3.5 movespeed +10% (arcbound) +15% (silver soul) = 3.5*1.1*1.15 = 4.4275 movespeed /////// slap in a -25% movespeed (nitrogen), and you get 3.5*1.1*1.15*.75 = 3.32 movespeed

 

 

Thats right, debuffs rape buffs. they completely override buffs up the butt and beyond. Case and point:

 

Nova vanishs (+100% movespeed), but gets hit by a shrivel (-50% movespeed). 3.5*2*.5 = 3.5.

 

OH WHATS THAT? A -50% DEBUFF CANCELS OUT A +100% BUFF? gtfo ekcolnovkol.

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It's unfortunate, but honestly attempting to work around the way debuffs are applied in this game is extremely difficult and involves a billion behaviors.

 

Of course, he could always just decrease the percentages on all the existing debuffs... But that would make them less useful in the case where they are not canceling out a buff.

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You can't stack debuffs like you can stack buffs. For example with regards to movement speed, some heroes simply could never be caught by FoE/Nitrogen because in order to maintain chase on a hero you need to compensate for the attack animation of the hero (you can scoot and shoot a bit but in general this only works so well and only with certain heroes).

 

And with regard to chilling artifact, it is the only real weapon speed debuff in the game (besides Jackson's W which is a very short range) and its other stats are not terribly useful (just energy, some armor, and cooldown reduction which is a mechanic no where near as good as what timescale was before).

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the blizzard units for attackspeed is retarded because it is in seconds/attack, whereas usually, we think attacks/second (same thing with miles/gallon. wtf is a mile/gallon? m^2/m^3 = 1/m. so mpg is in units of 1/meters. what the flob does that even mean, actually, if you think about it?)

 

It makes sense because in regular starcraft you don't improve your weapon speed. The only units that can "increase so called weapon speed" is through stimpacks. SCII uses the formula for cooldown between attacks. Weapon speed is only relative to AoS. In AoS it would make more sense but if you play ladder. I think the best example is the siege tank which has 3 second cooldown before next attack. It's never going to have multiple attacks per second. Zergs and Protoss scrubs will just QQ every time and Blizzard will make Queens air units and untargetable by terran units.

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It makes sense because in regular starcraft you don't improve your weapon speed. The only units that can "increase so called weapon speed" is through stimpacks. SCII uses the formula for cooldown between attacks. Weapon speed is only relative to AoS. In AoS it would make more sense but if you play ladder. I think the best example is the siege tank which has 3 second cooldown before next attack. It's never going to have multiple attacks per second. Zergs and Protoss scrubs will just QQ every time and Blizzard will make Queens air units and untargetable by terran units.

 

Yeah, it's much more intuitive than 0.33 shots per second. But anyway, all games use the weapon cooldown to calculate time before the next shot, because that's how timers work (you input a time left, then after that you can fire). Blizz just chose to put the cooldown instead of the shots/sec.

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^Yup, the editor field starts at 1, and increasing it makes the weapon cool down faster. +50% weapon speed (x1.5 in the editor) reduces the cooldown by 33%, I believe. Cooldown reduction works the same way.

 

Despite the name similarity, cooldown reduction does not work like in LoL, where CDR lowers the cooldown, it works in the same way as weapon speed, i.e. it makes the cooldown tick faster per % of CDR.

 

That might be off topic, but it's kind of interesting... maybe.

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Shadow + Yamato (+25% Time) + Masamune (25% Time) + 2x Small Hadron (12% Time) + Lethal Barb + Arcbound Ravager + Shadow Ult (20% Time)

 

Biotron actually has the lowest base attacks (1.6 vs shadow's 1.8 LOL) so he comes in 2nd with that build

 

this is in beta, ofcourse

Masamune gives you 15% with max stacks(5*3). Also you can get +5% TimeScale(+3% in beta as i know) from Null and +25% old timescale from tank.

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Masamune gives you 15% with max stacks(5*3). Also you can get +5% TimeScale(+3% in beta as i know) from Null and +25% old timescale from tank.

Also Maar's aura says it gives 11% TimeScale though I feel like it's still old time scale...

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