Edited the post to not confuse people, i was used to the item display from WoW which showed attack speed and not attacks per second which kind of confused me, cast speed on poison dart was indeed based of the attacks per second of my knife.
Would be really interesting to know. The skill already should scale on weapon damage. If it does not implement attack speed in the weapon damage calculations it should implement it in the skill cooldown (global cooldown for spamables), otherwise one is forced to look for the slowest possible weapon for a higher wpn dmg multiplier and might end up seeing WDs with staves (unless D3 has weapon class restrictions). The easiest design would be to not mess with global cooldowns and simply add the attack speed into the weapon damage calculations (Attack Damage * Attack Speed). Using Damage per Second as the multiplier instead of Attack Damage will allow for a smoother player experience instead of having to calculate the damage vs speed differential upon every item drop. WoW applied this to every weapon description long after initial release but I believe Blizz is one of the most tenacious companies out there. They learn from their previous developments quickly.
doesnt the attack speed actually show the attacks per second? so your new dagger should be 0.2 attacks per second faster than you old weapon.
not sure though because im not in the beta
It depends on how they calculate it doesn't it? Attacks per seconds show it inversely than Attack speed. Attacking 1.4 times per second (1.4/1) is 0.6 seconds faster than attacking every 1.4 seconds (1/1.4). Please advise.
Would be really interesting to know. The skill already should scale on weapon damage. If it does not implement attack speed in the weapon damage calculations it should implement it in the skill cooldown (global cooldown for spamables), otherwise one is forced to look for the slowest possible weapon for a higher wpn dmg multiplier and might end up seeing WDs with staves (unless D3 has weapon class restrictions). The easiest design would be to not mess with global cooldowns and simply add the attack speed into the weapon damage calculations (Attack Damage * Attack Speed). Using Damage per Second as the multiplier instead of Attack Damage will allow for a smoother player experience instead of having to calculate the damage vs speed differential upon every item drop. WoW applied this to every weapon description long after initial release but I believe Blizz is one of the most tenacious companies out there. They learn from their previous developments quickly.
i think its fine the way it is right now. you have the choice, do you want to use a faster weapon with lower damage to up your damage output with non-cooldown skills -> more continual damage or do you want to rely on heavy hitting cooldown skills but not be able to do as much continual damage.
The problem I find with that is the mana pool constraint (given their is no unlimited mana). Faster spams of low damage skills does the same DPS as slower spams of high damage skills (given they hit and a balanced ratio). But if mana cost is the same then the fastest skill with lowest damage output will have the lowest damage per mana output (They'll do less damage with a full mana pool than what someone with a slower weapon would). Faster weapons would then end up giving lower damage over time, being outlasted by the slow weapons. (This is theorycrafting to infinity, don't really know what the mana pool and regeneration looks like right now).
The point really is, it can get over calculated and very complicated to make a fully informed optimal upgrade lol.
P.S. Is it affecting the current skill cooldowns or only the spamables? Is a slower weapon scaling better with skills that have fixed cooldowns (Grasp of the Dead) and do pets gain any bonus from attack speed as well?
It depends on how they calculate it doesn't it? Attacks per seconds show it inversely than Attack speed. Attacking 1.4 times per second (1.4/1) is 0.6 seconds faster than attacking every 1.4 seconds (1/1.4). Please advise.
You don't atack every 1.4s. You deal 1.4 damage per second = DPS
Look at you weapon. It has a minimum and maximum damage, and an atack speed. The DPS of the weapon will be the (min+max)/2 * atack speed. If your weapon's average dmg is 7, with a 1,2 speed, your weapon gonna have 8,4 of DPS.
btw: dps shown on weapon is just a reference for the weapon, your final DPS won't consider it. It will consider:
1 - the sums of all averages damages - average of weapon + average of ring, amulets and others (1-2 ->1,5 or 2-4 -> 3)
2 - stats that increase dmg - inteligence and critical chance for the wizard
3 - atacks per second - sum of weapons atack per second + extra speed from gloves
4 - skills/traits - like Glass Cannon
It depends on how they calculate it doesn't it? Attacks per seconds show it inversely than Attack speed. Attacking 1.4 times per second (1.4/1) is 0.6 seconds faster than attacking every 1.4 seconds (1/1.4). Please advise.
You don't atack every 1.4s. You deal 1.4 damage per second = DPS
Look at you weapon. It has a minimum and maximum damage, and an atack speed. The DPS of the weapon will be the (min+max)/2 * atack speed. If your weapon's average dmg is 7, with a 1,2 speed, your weapon gonna have 8,4 of DPS.
btw: dps shown on weapon is just a reference for the weapon, your final DPS won't consider it. It will consider:
1 - the sums of all averages damages - average of weapon + average of ring, amulets and others (1-2 ->1,5 or 2-4 -> 3)
2 - stats that increase dmg - inteligence and critical chance for the wizard
3 - atacks per second - sum of weapons atack per second + extra speed from gloves
4 - skills/traits - like Glass Cannon
Yeah, D3 correctly states "Attack per seconds". That was a note on games overall. 1.4 Attacks per seconds is not 1.4 Attack speed.
As far as the final DPS. The issue at hand is whether the attacks per second scales the skills global/actual cooldowns or the damage. Currently tooltips display skills scale directly from weapon damage. The Journeyman Jagged Edge has an average of 15 damage per hit but 21 damage per seconds. So if it scales on damage per hit you can see it being lower dmg than damage per second. The Journeyman Spade on the other hand has 18.2 DPS but 16.5 damage per hit. So the lower ranked 1.1 attack per second Daibo with less stat bonus scales better with skill damage for fixed cooldown spells and use less mana per cast (as explained on previous post). The point being scaling from damage per second and ignoring attacks per second when discussing cooldowns and global cooldown would be easier than having to consider so many things or just going for the slowest weapon.
Increases Spirit regeneration by 0.55 per second (Monk Only)
+2 Random Properties
Durability: 35–45
PS. Used Daibo as example. Monk only overlooked, but the argument remains. Slower weapon would yield more benefits over faster weapons. Could ring up an equip able weapon for review.
My personnal guess is that basic skills (primary, secondary) are influenced by your weapon speed. On the other hand, non-basic skills are not ( most of them, at least that is what i think) since they inherit a basic animation/cooldown time that exceeds weapon speed. This is just a guess, i could be wrong
Since skills costs mana or arcane power for casters, you probably want highest damage, not dps. Otherwise you're just spending more mana for the same damage.
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It depends on how they calculate it doesn't it? Attacks per seconds show it inversely than Attack speed. Attacking 1.4 times per second (1.4/1) is 0.6 seconds faster than attacking every 1.4 seconds (1/1.4). Please advise.
The problem I find with that is the mana pool constraint (given their is no unlimited mana). Faster spams of low damage skills does the same DPS as slower spams of high damage skills (given they hit and a balanced ratio). But if mana cost is the same then the fastest skill with lowest damage output will have the lowest damage per mana output (They'll do less damage with a full mana pool than what someone with a slower weapon would). Faster weapons would then end up giving lower damage over time, being outlasted by the slow weapons. (This is theorycrafting to infinity, don't really know what the mana pool and regeneration looks like right now).
The point really is, it can get over calculated and very complicated to make a fully informed optimal upgrade lol.
P.S. Is it affecting the current skill cooldowns or only the spamables? Is a slower weapon scaling better with skills that have fixed cooldowns (Grasp of the Dead) and do pets gain any bonus from attack speed as well?
Look at you weapon. It has a minimum and maximum damage, and an atack speed. The DPS of the weapon will be the (min+max)/2 * atack speed. If your weapon's average dmg is 7, with a 1,2 speed, your weapon gonna have 8,4 of DPS.
btw: dps shown on weapon is just a reference for the weapon, your final DPS won't consider it. It will consider:
1 - the sums of all averages damages - average of weapon + average of ring, amulets and others (1-2 ->1,5 or 2-4 -> 3)
2 - stats that increase dmg - inteligence and critical chance for the wizard
3 - atacks per second - sum of weapons atack per second + extra speed from gloves
4 - skills/traits - like Glass Cannon
Yeah, D3 correctly states "Attack per seconds". That was a note on games overall. 1.4 Attacks per seconds is not 1.4 Attack speed.
As far as the final DPS. The issue at hand is whether the attacks per second scales the skills global/actual cooldowns or the damage. Currently tooltips display skills scale directly from weapon damage. The Journeyman Jagged Edge has an average of 15 damage per hit but 21 damage per seconds. So if it scales on damage per hit you can see it being lower dmg than damage per second. The Journeyman Spade on the other hand has 18.2 DPS but 16.5 damage per hit. So the lower ranked 1.1 attack per second Daibo with less stat bonus scales better with skill damage for fixed cooldown spells and use less mana per cast (as explained on previous post). The point being scaling from damage per second and ignoring attacks per second when discussing cooldowns and global cooldown would be easier than having to consider so many things or just going for the slowest weapon.
Journeyman Jagged Edge