Attack speed maximum.

Super.Gnome

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How is attack speed calculated?

According to the gameplay constants, you get a 2% increase for every point of agility. Does this cap at a 400% increase (200 agility)? And do the animation backswing, and damage points affect the speed?
 
There's no apparent maximum attack speed. It can reduce/increase to however much. But during in-game, it's a different story. A unit cannot attack the theoretical rate (when the values are extreme, that is). I've tested that apparently units can attack about 14 hits per second (cooldown and swings set to 0). This however differs with the type of units as well as the nature of attack (melee or ranged). So I assume that the model type affects attack rate? Your mathematical formula seems to be right.

I said these based on my own tests, not facts.

Animation swings do play a role in the attack rate. They are not affected by speed enhancing factors.
 
attack speed, get summary of everything, bonus from items, agility, buff, debuff,... , has minimum value of -80% and maximum of 400%

attack cooldown = (attack cooldown base) / ( 1 + (total attack speed) / 100. )

the animation backswing and damage point are affected by this speed, calculated as above

( I refer the animation backswing and damage point in Object Editor :) )

that is what I have tested :)
( nevermind if it's wrong :p)
 
So in order to create "perfect" balance all heroes have to have the same animation rates and the same base cool down, correct?
 
yea, basically that balance would be perfect.

but animation rate should be set depend on animation of the unit.
Lets say "Archer" has default animation rate of 0.72, but you set it to 0.3 -> so when she attacks, the arrows are shot too early, right ? -> I just feel not right about that :p
 
Okay fair enough. I'll just set the cooldowns to the same amount. The balance isnt worth messing with animations if they get screwy like that.
 
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