User:Krschkr/Attacking

Looking at how attacking works and how to manipulate it.

Attack speed mechanics
Complete formula: '''(attack rate) = {[weapon type attack interval]*[(1&minus;IAS strength)*(1+DAS strength)]}&minus;1

Explanation: (attack interval factor) = (1&minus;IAS strength)*(1+DAS strength) (attack interval) = (weapon type attack interval)*(attack interval factor) (attack rate) = (attack interval)&minus;1 (attack speed) = (attack interval factor)&minus;1
 * Increased attack speed (IAS) and descreased attack speed (DAS) determine the attack interval factor.
 * The attack interval describes how many seconds pass between two hits.
 * The attack rate means how often a character attacks per second. Note that an attack consists of (1) the actual attack and (2) the attack cooldown.
 * The first hit occurs when the first part of an attack is complete, which is after [(attack rate)/2] seconds. Subsequent the time between attacks is the attack interval.
 * Alongside the attack cooldown the recharge time of attack skills begins. It also allows to move (quarterstepping) and it can be cancelled by using attack skills with an activation time (damage compression).
 * The relative effect of IAS and DAS can be described with the attack speed. It describes the impact of the attack interval factor on the attack rate independent from the concrete weapon type attack interval.

Example 1: Scythe, 25% IAS
 * (attack interval) = 1.5*(1&minus;0.25) = 1.125
 * (attack rate) = 1.125&minus;1 = 0.8888

Example 2: Sword, 33% IAS
 * (attack interval) = 1.33*(1&minus;0.33) = 0.8911
 * (attack rate) = 0,8911&minus;1 = 1.1222

Example 3: Horn bow, 50% DAS
 * (attack interval) = 2.7*(1+0.5) = 4.05
 * (attack rate) = 4,05&minus;1 = 0.2469

Example 4: Hammer, 33% IAS, 33% DAS
 * (attack interval) = 1.75*[(1&minus;0.33)*(1+0,33)] = 1,559425
 * (attack rate) = 1,5594&minus;1 = 0,6413

Gameplay impact of IAS and DAS
Skills which alter the attack speed have a large impact on the performance of all builds relying on weapon attacks. Attack speed has a noticeable impact on multiple aspects of a character's performance.
 * Average damage output over time (pressure).
 * Support skill triggering frequency (i.e. [[Strength of Honor]) and speed (i.e. [[Splinter Weapon] and [[Mark of Pain]).
 * Interruption latency.
 * Damage compression potential (spikes).
 * Effectivity of quarter-stepping.
 * Ability to perform certain combos, like quadruple hammer builds.

As shown the strength of IAS skills is greater than the tooltip indicates. The currently common IAS strengths of 25% and 33% result in an effective attack rate bonus of 33% and 50%. Improving a character's damage output by roughly 50% with a single skill is an uncommonly powerful buff in Guild Wars and integral to the effectivity of weapon based builds both in PvE and PvP.

This power is offset with negative side effects to balance them. In case of warrior IAS skills this is a very successful concept as most IAS skills see regular play in PvE and/or PvP where they fill their own niche. It can be seen that almost every IAS skill has a place in the game where it is the strongest IAS choice as the player is able to play around its weaknesses. The IAS of other professions didn't do as well and we shall take a look at them and their context to find out why.