| 09-23-2011, 08:42 AM | #1 |
Yes balancing issues... My question is about what effect does the Animation Backswing and Animation Damage Point fields affect the actual Attack Speed set. This is because I want to achieve the same Attack Speed for 2 different units who have different values for Animation Backswing and Animation Damage Point. Thanks in advance. -Av3n |
| 09-23-2011, 09:39 AM | #2 |
Damage Point is when the projectile is launched, Backswing is how long the animation will play. |
| 09-23-2011, 08:41 PM | #3 |
So only Backswing has any effect on the attack speed itself then? Assuming that Damage Point is when damage is dealt. -Av3n |
| 09-23-2011, 10:52 PM | #4 |
A unit's attacks per second do not depend on its damage point nor back swing. The only thing that's important, aside from the increased attack speed (IAS), is the unit's attack cooldown (commonly referred to as "base attack time" - BAT). All values scale with the unit's IAS:
t = 0: The unit begins its first attack.So, the first attack is done at DP / (1 + IAS), the second attack is done at (DP + BAT) / (1 + IAS), and the n-th attack at [DP + (n - 1) * BAT] / (1 + IAS). So, we can conclude that:
A small thing to note is the fact that IAS is normally given in percentage, so you should divide it by 100 before applying it to the formulae. So, the only thing you should do is "balance" the bonuses according to the units' attack cooldowns. EDIT: Keep in mind that the IAS has a hardcoded cap - the maximum you can get is 400% and the minimum is -80%. |
| 09-24-2011, 03:04 AM | #5 |
I'm so glad I understand this easily. Thanks BBQ and Bribe! -Av3n |
