Curo
Why am I still playing this game...?
- Reaction score
- 109
So I did some searching and found a few threads about achieving maximum attack speed. That's not my goal though. I would like to know exactly how the following values work and determine real attack cooldown, or time between attacks:
Animation Backswing Point
Animation Damage Point
Cooldown Time
I know that the backswing point represents half of the attack animation being completed, and the damage point is the other half.
How exactly does a unit go about executing these times? For instance, assume the following values:
Animation Backswing Point - 0.850
Animation Damage Point - 0.550
Cooldown Time - 2.13
Now this is the order in which I think things unfold, but I want to be clarified on this:
1) 0.000 elapsed - Unit begins performing Backswing animation.
2) 0.850 elapsed - Unit reaches halfway point in the animation. This is where the damage is dealt, and the damage point half of the animation begins.
3) 1.400 elapsed - The entire animation has completed and the cooldown now begins.
4) 3.530 elapsed - The entire cooldown time has elapsed, and the unit begins the attack animation again, starting from step 1.
The reason I am so curious about this is because I want to make sure my heroes don't reach too fast of an attack speed (to maintain balance). I first tried doing this by changing the attack speed bonus per agility point to 1% (instead of the default 2%), but this resulted in my heroes having too slow of an attack speed. Since I can't set the bonus to 1.5%, I figured I would target the problem heroes that gain a lot of agility, and cap their attack speed through the use of animations. That way there will be a constant attack speed reduction (in the form of an animation), yet they still start off with a decent attack speed (in the form of cooldown time).
But in order to do this, I need to know exactly how the real time between attacks is calculated.
I would appreciate some intellectual and experienced responses to this, rather than comments like "why don't you just decrease the amount of agility your heroes gain?". For anyone curious, the answer to that is that my main problem comes from items that give stat bonuses (it's my controlled alternative to stat tomes).
Animation Backswing Point
Animation Damage Point
Cooldown Time
I know that the backswing point represents half of the attack animation being completed, and the damage point is the other half.
How exactly does a unit go about executing these times? For instance, assume the following values:
Animation Backswing Point - 0.850
Animation Damage Point - 0.550
Cooldown Time - 2.13
Now this is the order in which I think things unfold, but I want to be clarified on this:
1) 0.000 elapsed - Unit begins performing Backswing animation.
2) 0.850 elapsed - Unit reaches halfway point in the animation. This is where the damage is dealt, and the damage point half of the animation begins.
3) 1.400 elapsed - The entire animation has completed and the cooldown now begins.
4) 3.530 elapsed - The entire cooldown time has elapsed, and the unit begins the attack animation again, starting from step 1.
The reason I am so curious about this is because I want to make sure my heroes don't reach too fast of an attack speed (to maintain balance). I first tried doing this by changing the attack speed bonus per agility point to 1% (instead of the default 2%), but this resulted in my heroes having too slow of an attack speed. Since I can't set the bonus to 1.5%, I figured I would target the problem heroes that gain a lot of agility, and cap their attack speed through the use of animations. That way there will be a constant attack speed reduction (in the form of an animation), yet they still start off with a decent attack speed (in the form of cooldown time).
But in order to do this, I need to know exactly how the real time between attacks is calculated.
I would appreciate some intellectual and experienced responses to this, rather than comments like "why don't you just decrease the amount of agility your heroes gain?". For anyone curious, the answer to that is that my main problem comes from items that give stat bonuses (it's my controlled alternative to stat tomes).