(Attack speed values are in fractions of x / 60. Decimals are repeating under the UI numbers, which explain certain rounding values when modding attack speed.) Tag: source edit |
(→Mechanics: If an attack speed of 1.2 truly executes the animation 20% faster, then my original equation is wrong) |
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[[File:FuryModU145.png|right]] |
[[File:FuryModU145.png|right]] |
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{{Quote|Modifies melee animation speed. The number of attacks per second varies by weapon type and Stance.|In-game Description}} |
{{Quote|Modifies melee animation speed. The number of attacks per second varies by weapon type and Stance.|In-game Description}} |
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− | '''Attack Speed''' is the rate |
+ | '''Attack Speed''' is the rate of a melee weapon's strikes. It is derived from three attributes: |
#The attack animation for the given weapon class |
#The attack animation for the given weapon class |
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− | #The |
+ | #The weapon's listed attack speed modifier |
#Increases to attack speed from mods |
#Increases to attack speed from mods |
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==Mechanics== |
==Mechanics== |
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− | Each general melee class follows a standard |
+ | Each general melee class follows a standard '''attack animation''' which controls baseline striking speed. [[:Category:Polearm|Polearms]] have a slower standard attack animation than the [[:Category:Sword|swords]], for example. Specific weapons (such as the {{Weapon|Cronus}} of the sword type) each have their own base '''attack speed modifier''' which alters the rate of the attack animation. An attack speed of 1.0 runs its attacks at default speed. An attack speed of 1.2 executes 20% faster, while a speed of 0.8 runs 20% slower. Attack speed is then further increased (or decreased) by attack speed mods and ability buffs, giving us the following basic equation: |
<math> |
<math> |
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− | \text{Modified Animation Length} = \text{Attack Animation Length} \times |
+ | \text{Modified Animation Length} = \text{Base Attack Animation Length} \times {\text{Base Weapon Attack Speed} \times (1 + \text{Attack Speed Bonuses} )} |
</math> |
</math> |
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+ | ::''Where Base Attack Animation Length is based on the time it takes to complete an attack at Attack Speed of 1.0'' |
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− | Note that certain effects can further change attack speed in special ways. The {{M|Berserker}} mod, for example, multiplies the total attack speed value rather than stacking additively with attack speed bonuses from mods. |
+ | Note that certain effects can further change attack speed in special ways. The {{M|Berserker Fury}} mod, for example, multiplies the total attack speed value rather than stacking additively with attack speed bonuses from mods. |
− | Recall that attack animations vary |
+ | Recall that attack animations vary between weapon types. Despite the {{Weapon|Fragor}} ([[:Category:Hammer|Hammer]]) and {{Weapon|Karyst}} ([[:Category:Dagger|Dagger]]) both having listed speeds of 0.8, the Karyst's actual speed is faster than the Fragor's due to daggers having a faster attack animation. |
Faster attack speeds enhance a melee weapon's overall damage potential and utility by: |
Faster attack speeds enhance a melee weapon's overall damage potential and utility by: |
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*producing more strikes at a given time, increasing damage per second dealt |
*producing more strikes at a given time, increasing damage per second dealt |
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− | *quickening melee |
+ | *quickening melee [[Melee Combo|Combo Counter]] gain for {{M|Blood Rush}} and {{M|Weeping Wounds}} and its heavy attack damage multiplier |
*giving more chances for [[Status Effect]] procs |
*giving more chances for [[Status Effect]] procs |
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*hastening stance attacks which knockback or disable the target through staggers/ragdolls |
*hastening stance attacks which knockback or disable the target through staggers/ragdolls |
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− | Changes in attack speed apply to [[Melee 2.0#Finishers|finishers]], as well as |
+ | Changes in attack speed apply to [[Melee 2.0#Finishers|finishers]], as well as the ''animation'' of [[Melee 2.0#Heavy Attack|heavy attacks]] but not the actual wind up time. However, weapons with ranged charge mechanics such as the {{Weapon|Glaive}} and {{Weapon|Redeemer}} are affected, with faster speeds allowing for faster charge times. |
All base weapon attack speeds are in fractions of X / 60. This means despite attack speed values listed in the UI, the true values have longer repeating decimals. |
All base weapon attack speeds are in fractions of X / 60. This means despite attack speed values listed in the UI, the true values have longer repeating decimals. |
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<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF"> |
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF"> |
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<gallery captionposition="below" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center"> |
<gallery captionposition="below" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center"> |
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− | + | BerserkerFuryMod.png|link=Berserker Fury |
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Furor.png|link=Furor|(Arch-melee only) |
Furor.png|link=Furor|(Arch-melee only) |
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FuryModU145.png|link=Fury |
FuryModU145.png|link=Fury |
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</gallery> |
</gallery> |
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− | ==Attack Speed |
+ | ==Attack Speed Abilities== |
− | The following |
+ | The following abilities affect Attack Speed positively, increasing a Melee Weapon's rate of attack: |
<div class="tabber-borderless"> |
<div class="tabber-borderless"> |
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{{#tag:tabber| |
{{#tag:tabber| |
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{{!}}-{{!}} |
{{!}}-{{!}} |
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}} |
}} |
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− | </div> |
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==Maximum Possible Attack Speed== |
==Maximum Possible Attack Speed== |
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+ | {{UpdateMe|Not true as of [[Helminth]] invogorations providing ability strength bonuses}} |
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Note that all attack speed bonus is additive unless otherwise stated. This list does not take into account [[Riven Mods]]. |
Note that all attack speed bonus is additive unless otherwise stated. This list does not take into account [[Riven Mods]]. |
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* +5% from the {{Weapon|Fragor}}'s [[Brokk]] skin |
* +5% from the {{Weapon|Fragor}}'s [[Brokk]] skin |
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* +10% from {{WF|Excalibur}}'s [[Excalibur/Abilities#Swordsmanship|Swordsmanship]] passive |
* +10% from {{WF|Excalibur}}'s [[Excalibur/Abilities#Swordsmanship|Swordsmanship]] passive |
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* +15% from {{Weapon|Lesion}}'s proc bonus |
* +15% from {{Weapon|Lesion}}'s proc bonus |
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⚫ | |||
− | * +40% from {{M|Quickening}} |
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* +30% from {{M|Gladiator Vice}} |
* +30% from {{M|Gladiator Vice}} |
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− | * + |
+ | * +40% from {{M|Quickening}} |
− | * + |
+ | * +60% from {{Arcane|Arcane Strike}} |
⚫ | |||
* +{{round|645.1575}}% from {{WF|Valkyr}}'s {{A|Warcry}} <!-- +1190.315% Power strength--> |
* +{{round|645.1575}}% from {{WF|Valkyr}}'s {{A|Warcry}} <!-- +1190.315% Power strength--> |
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− | ** [[Maximized Power Strength|Maximized]] |
+ | ** [[Maximized Power Strength|Maximized]] via +399% Strength, +80% Strength from {{WF|Equinox}}'s [[Pacify & Provoke|Provoke]] [[Warframe Augment Mods|augmented]] with {{M|Peaceful Provocation}} (additive), and 2.485x Strength multiplier from {{WF|Nidus}}' {{A|Parasitic Link}} <!--Strength Mulitplier = 1 + (Strength Bonus × (1 + Ability Strength))--> |
**To achieve this, {{WF|Equinox}} must first cast {{A|Pacify & Provoke}} with {{M|Peaceful Provocation}} in Day form, then {{WF|Nidus}}' cast {{A|Parasitic Link}} onto {{WF|Valkyr}}. |
**To achieve this, {{WF|Equinox}} must first cast {{A|Pacify & Provoke}} with {{M|Peaceful Provocation}} in Day form, then {{WF|Nidus}}' cast {{A|Parasitic Link}} onto {{WF|Valkyr}}. |
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* +{{round|657.5825}}% from {{WF|Volt}}'s {{A|Speed}} <!-- +1215.165% Power strength--> |
* +{{round|657.5825}}% from {{WF|Volt}}'s {{A|Speed}} <!-- +1215.165% Power strength--> |
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This amounts to a maximum possible bonus of: |
This amounts to a maximum possible bonus of: |
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− | *'''{{ |
+ | *'''{{Math|1 + (0.3 + 0.4 + 0.6 + 0.7 + 6.451575 + 6.575825)}}x''' (+{{Math|(0.3 + 0.4 + 0.6 + 0.7 + 6.451575 + 6.575825) * 100}}%) for the average Warframe |
− | + | *'''{{Math|1 + (0.05 + 0.3 + 0.4 + 0.6 + 0.7 + 6.451575 + 6.575825)}}x''' (+{{Math|(0.05 + 0.3 + 0.4 + 0.6 + 0.7 + 6.451575 + 6.575825) * 100}}%) for the Fragor (with any Warframe except {{WF|Excalibur}} equipped) |
|
− | *'''{{ |
+ | *'''{{Math|1 + (0.1 + 0.3 + 0.4 + 0.6 + 0.7 + 6.451575 + 6.575825)}}x''' (+{{Math|(0.1 + 0.3 + 0.4 + 0.6 + 0.7 + 6.451575 + 6.575825) * 100}}%) for {{WF|Excalibur}} |
− | + | *'''{{Math|1 + (0.15 + 0.3 + 0.4 + 0.6 + 0.7 + 6.451575 + 6.575825)}}x''' (+{{Math|(0.15 + 0.3 + 0.4 + 0.6 + 0.7 + 6.451575 + 6.575825) * 100}}%) for the Lesion (with any Warframe except {{WF|Excalibur}} equipped) |
|
− | *'''{{round|27.64593}}x''' ({{round|2764.593}}%) for {{WF|Excalibur}} |
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− | <!--(0.1 + 0.2 + 0.3 + 0.55 + 6.451575 + 6.575825) * (1 + 0.2 + 0.75)--> |
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− | *'''{{round|27.74343}}x''' ({{round|2774.343}}%) for the Lesion (with any Warframe except {{WF|Excalibur}} equipped) |
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− | <!--(0.15 + 0.2 + 0.3 + 0.55 + 6.451575 + 6.575825) * (1 + 0.2 + 0.75)--> |
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− | {{Ver/Lu|25.7.8}} |
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==Other Attack Speed Modifiers== |
==Other Attack Speed Modifiers== |
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− | *The {{ |
+ | *The {{D|Cold}} [[Status Effect]] slows down a unit's movement speed and Attack Speed. |
− | ==External |
+ | ==External links== |
*[https://www.reddit.com/r/Warframe/comments/i10f4l/since_the_attack_speed_stat_in_the_arsenal_tells/ "Since the attack speed stat in the arsenal tells you almost nothing, I calculated the true attack speed for every melee combo in the game"] by u/GoldPhos |
*[https://www.reddit.com/r/Warframe/comments/i10f4l/since_the_attack_speed_stat_in_the_arsenal_tells/ "Since the attack speed stat in the arsenal tells you almost nothing, I calculated the true attack speed for every melee combo in the game"] by u/GoldPhos |
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− | ==See |
+ | ==See also== |
*[[Fire Rate]], the equivalent game mechanic for ranged weapons. |
*[[Fire Rate]], the equivalent game mechanic for ranged weapons. |
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Revision as of 20:07, 21 July 2021
Attack Speed is the rate of a melee weapon's strikes. It is derived from three attributes:
- The attack animation for the given weapon class
- The weapon's listed attack speed modifier
- Increases to attack speed from mods
Mechanics
Each general melee class follows a standard attack animation which controls baseline striking speed. Polearms have a slower standard attack animation than the swords, for example. Specific weapons (such as the Cronus of the sword type) each have their own base attack speed modifier which alters the rate of the attack animation. An attack speed of 1.0 runs its attacks at default speed. An attack speed of 1.2 executes 20% faster, while a speed of 0.8 runs 20% slower. Attack speed is then further increased (or decreased) by attack speed mods and ability buffs, giving us the following basic equation:
- Where Base Attack Animation Length is based on the time it takes to complete an attack at Attack Speed of 1.0
Note that certain effects can further change attack speed in special ways. The Berserker Fury mod, for example, multiplies the total attack speed value rather than stacking additively with attack speed bonuses from mods.
Recall that attack animations vary between weapon types. Despite the Fragor (Hammer) and Karyst (Dagger) both having listed speeds of 0.8, the Karyst's actual speed is faster than the Fragor's due to daggers having a faster attack animation.
Faster attack speeds enhance a melee weapon's overall damage potential and utility by:
- producing more strikes at a given time, increasing damage per second dealt
- quickening melee Combo Counter gain for Blood Rush and Weeping Wounds and its heavy attack damage multiplier
- giving more chances for Status Effect procs
- hastening stance attacks which knockback or disable the target through staggers/ragdolls
Changes in attack speed apply to finishers, as well as the animation of heavy attacks but not the actual wind up time. However, weapons with ranged charge mechanics such as the Glaive and Redeemer are affected, with faster speeds allowing for faster charge times.
All base weapon attack speeds are in fractions of X / 60. This means despite attack speed values listed in the UI, the true values have longer repeating decimals.
Attack Speed Mods
The following Mods affect Attack Speed positively, increasing a Melee Weapon's rate of attack:
The following Mods affect Attack Speed negatively, reducing rate of attack:
Attack Speed Abilities
The following abilities affect Attack Speed positively, increasing a Melee Weapon's rate of attack:
4 100 |
Redline Push Gauss' battery beyond the redline, supercharging his Abilities and setting Fire Rate, Attack Speed, Reload Speed, and Holster Rate into overdrive. When past the redline, bolts of arcing electricity dance periodically from Gauss, exploding en masse when the ability is deactivated. Introduced in Update 25.7 (2019-08-29) |
Strength:100 / 200 / 300 / 400 ( Impact and Puncture area damage) | |
Duration:15 / 20 / 25 / 30 s (duration) 6 - 30% / 9 - 45% / 12 - 60% / 15 - 75% (fire rate buff) 5 - 25% / 6 - 30% / 7 - 35% / 8 - 40% (attack speed buff) 4 - 20% / 6 - 30% / 8 - 40% / 10 - 50% (reload speed buff) 4 - 20% / 6 - 30% / 8 - 40% / 10 - 50% (casting speed buff) | |||
Range:N/A | |||
Misc:
? m (activation knockback radius) |
2 50 |
Penance Sacrifice shields to boost reload, and fire rate while converting damage inflicted on enemies into health for Harrow and nearby allies. Introduced in Update 21.0 (2017-06-29) |
Strength:50% (initial heal) 5% (lifesteal on hit) 20% / 25% / 30% / 35% (fire rate bonus) 40% / 50% / 60% / 70% (reload speed bonus) | |
Duration:4 s (base time) 1.25 / 1.33 / 1.43 / 1.54 s (bonus per 100 shields) | |||
Range:N/A | |||
Misc:
50 m (affinity range) |
2 75 |
Warcry Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies. Introduced in Update 11.0 (2013-11-20) |
Strength:15 / 20 / 25 / 50 % (speed buff) 25 / 35 / 45 / 50 % (armor buff) 15 / 20 / 25 / 30 % (slow) | |
Duration:7 / 10 / 12 / 15 s | |||
Range:15 / 20 / 22 / 25 m | |||
Misc: 75 % (slow cap) | |||
Subsumable to Helminth |
2 25 |
Speed Volt energizes his body and nearby Warframes, giving them increased speed and dexterity for a short time. Introduced in Update 5.3 (2013-01-10) |
Strength:75% (speed buff) ?% / ?% / ?% / 25% (reload speed buff) | |
Duration:9 / 10 / 11 / 12 s | |||
Range:25 m |
1 25 |
Reservoirs Choose and summon a Reservoir filled with Motes that attach to and aid Wisp and her allies. Haste Mote grants increased movement and attack speed. Vitality Mote increases maximum health and heals over time. Shock Mote stuns nearby enemies. Introduced in Update 25.0 (2019-05-22) |
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Maximum Possible Attack Speed
Note that all attack speed bonus is additive unless otherwise stated. This list does not take into account Riven Mods.
- +5% from the Fragor's Brokk skin
- +10% from Excalibur's Swordsmanship passive
- +15% from Lesion's proc bonus
- +30% from Gladiator Vice
- +40% from Quickening
- +60% from Arcane Strike
- +70% from Berserker Fury
- +~645.16% from Valkyr's Warcry
- Maximized via +399% Strength, +80% Strength from Equinox's Provoke augmented with Peaceful Provocation (additive), and 2.485x Strength multiplier from Nidus' Parasitic Link
- To achieve this, Equinox must first cast Pacify & Provoke with Peaceful Provocation in Day form, then Nidus' cast Parasitic Link onto Valkyr.
- +~657.58% from Volt's Speed
- Maximized via +409% Strength, +80% Strength from Equinox's Provoke augmented with Peaceful Provocation (additive), and from 2.485x Strength multiplier from Nidus' Parasitic Link
This amounts to a maximum possible bonus of:
- 16.0274x (+1,502.74%) for the average Warframe
- 16.0774x (+1,507.74%) for the Fragor (with any Warframe except Excalibur equipped)
- 16.1274x (+1,512.74%) for Excalibur
- 16.1774x (+1,517.74%) for the Lesion (with any Warframe except Excalibur equipped)
Other Attack Speed Modifiers
- The Cold Status Effect slows down a unit's movement speed and Attack Speed.
External links
See also
- Fire Rate, the equivalent game mechanic for ranged weapons.