Atk speed and balancing, does it need a buff? (yes)

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atk speed has gotten a lot of nerf and the bteam doesnt seem to want to buff atk speed, however i think atk speed deserve an startup and endlag buff, first i wanna start with why atk speed needs an endlag buff

i will be looking at 200, 300 and 400 atk speed, balance team argues that atk speed will make u hard to be punish or impossible, however the endlag reduction is barely reduced

200 atk speed and endlag
  • 200 atk speed endlag reduction is 6.05%

0.2s=>0.188s
0.45s=>0.423s
0.5s=>0.470s
0.7s=>0.658s
0.81s=>0.761s
1s=>0.939s
1.5s=>1.409s

300 atk speed and endlag
  • 300 atk speed endlag reduction is 8.64%

0.2s=>0.183s
0.45s=>0.411s
0.5s=>0.457s
0.7s=>0.640s
0.81s=>0.740s
1s=>0.914s
1.5s=>1.370s

400 atk speed and endlag
  • 400 atk speed endlag reduction 11.06%

0.2s=>0.178s
0.45s=>0.400s
0.5s=>0.445s
0.7s=>0.623s
0.81s=>0.720s
1s=>0.889s
1.5s=>1.334s

while i didnt do for 100 atk speed, 100 endlag reduction is 3.24%, back to the main point, the endlag reduction isnt that significant, people can still endlag punish you and a buff to reduce endlag more wouldnt create unpunishable endlags, i think 400 atk speed should at least give 20% endlag reduction (this is ~190 less endlag for atks that are under 1s and ~200 less endlag for atks that are 1s+, fun fact: u need 850 atk speed for a 20% reduction)

now for startup

200 atk speed and startup
  • 200 atk speed startup reduction is 24.22%

0.3s=>0.227s
0.33s=>0.250s
0.35s=>0.265s
0.4s=>0.303s
0.45s=>0.341s
0.55s=>0.417s
0.7s=>0.530s
0.81s=>0.614s
1s=>0.758s

300 atk speed and startup
  • 300 atk speed startup rediction is 34.56%

0.3s=>0.196s
0.33s=>0.216s
0.35s=>0.229s
0.4s=>0.262s
0.45s=>0.294s
0.55s=>0.360s
0.7s=>0.458s
0.81s=>0.530s
1s=>0.654s

400 atk speed and startup
  • 400 atk speed reduction is 44.25%

0.3s=>0.167s
0.33s=>0.184s
0.35s=>0.195s
0.4s=>0.223s
0.45s=>0.251s
0.55s=>0.307
0.7s=>0.390s
0.81s=>0.452s
1s=>0.558s

startup difference at 200 and 300 once again doesnt make it impossible to react, and the point isnt that atk speed shouldn’t make it impossible to react, but a difference that u can notice at high investments, i think that 300 shouldnt make a visible difference (as in u dont need external stuff to see it), 400 almost has it at 50%, only 5.75% away, so i think its safe to say that its a visible difference, but here is another issue

the more u have in 1 substat, the harder it is to have 2 substats or power or defense, here are some examples (200 atk speed allows u to have a good build so i will focus on 300 and 400)

examples of builds with 300 atk speed


(the size is 18% more, u could sacrifice a bit of power and replace an powerful with explosive for 23% more size)

for 400 atk speed i only found this one

i think the problem is clear, for the amount of substats u need to sacrifice to keep power or power (or defense i guess) to have some substats for the amount of startup and endlag u get isnt rewarding, i showed a build with no substats and 300 atk speed, while a bit of armor and no substats, while the power is 115 is 75% more power, perchance says that non-weapon are mostly standardized, however i think if there is any problem, it should be the power, people seem to have a lot of power in general so that might be a bit above the average, i also put insanity on soph, and while i got 628 defense, i lost power, i think atk speed at 400 should alteast have 60%, mostly bc u literally sacrifice all substats and some power to atk very fast, we also need to remember that it scales with lvl, so a lvl 1 at 400 atk speed will have more startup and endlag reduction than a max lvl

now to calculate the projectile speed, u multiply all atk speed, for atk speed %, lets say 23%, u convert it to 0.23 then u add 1, so 1.23, and you have a weapon that has 1.1 atk speed affinity, what do u do is 1.23x1.1, now i think proj also have a speed affinity, but i already dmed meta 30 times so i will assume is 1, so 1.23x1.1x1 which results in 1.353, now to get it as a %, we subtract 1 which results in 0.353 or 35% faster, im unsure where the third number go, but prob it turns into ,3 so 35.3%, honestly i find this mostly fair, i dont think it need a big buff but i wont be surprise if it would need to recieve a small one

now i wanna look into what weapons are usually used and the difference in speed and size in pvp

lets be honest, if ur gonna use ardent or atk speed as ur main stat, ur prob gonna run stuff that already have a high atk speed, stuff like daggers, noble thunderstorm, rapiers, stafs, scimitar of storms, i would argue that most of them use projectiles, which req aim and/or prediction to hit, only other moves that have an AoE that can be used are shining cycle, sparrow thrust and whirlwind, im not sure if i should include triasta or katana tp in it, but the point is that these stuff, unless u go for atk size as well, dont have a big AoE (maybe expect sparrow), most stuff req aim to make the most of it and the more skill someone has, the more advantage u can take of atk speed

so for the difference between size and speed

  • atk size
atks that scale well with size and their startup and endlag
  • startup with 200 atk speed, endlag will be noted after atk name, 300 atk speed will be shown in { }

0.25s=>0.189s
{0.25=>0.164s}

  • rain of arrows 0.45s=>0.423s {0.45s=>0.411s}
  • storm of arrows 0.75s=>0.705s {0.75s=>0.685s}

0.33s=>0.250s
{0.33s=>0.216s}

  • shinning cycle (its 0.35s but its barely noticeable, 0.265) 0.3s=>0.282s {0.3s=>0.274s}
  • devestate 1.25s=>1.174s {1.25s=>1.142s}
  • crushing juggernut 1s=>0.939s {1s=>0.914s}

0.4s=>0.303s
{0.4s=>0.262s}

  • rising tides 0.1s=>0.094s {0.1s=>0.091s}
  • flying pheonix 0.7s=>0.658s {0.7s=>0.640s}
  • flying slash 0.6s=>0.564s {0.6s=>0.548s}

0.8s=>0.606s
{0.8s=>0.523s}

  • tempest 1s=>0.939s {1s=>0.914s}
  • raging impact (its 0.81 but again its barely noticeable) 0.81s=>0.761 {0.81s=>0.740s}

size plays differently and have different interest, yet just like speed, the better u are, the more advantage u can take of it, the endlag of someoen running 0 atk speed isnt that different than someone running 200 or 300, you need to fight someone that runs 400 to have ~100 faster cd than you on the faster endlags (which ofc ends up being a bigger difference on slower endlags, like 0.8s) but at that point ur sacrifising power or defense for it, also u could easily argue that 200 or even 300 is better than 400, now i can see 200 and 300 making some form of difference on stuff like tempest or ranging impact, same for some situation, but it isnt a constant advantage you have, atk size focus on size, the atks should make u parry or atleast to block and they could easily endlag punish u or punish u after a grab, they also have to wait for the moment where they can attack you

another important observation is how there is barely a difference in endlag, i would argue it isnt enough to endlag punish them, maybe in some situations where u expect them or bait them to do a specific attack, but they also have to make sure they dont get themself in that situation, ur not fighting against something but someone that also wants to win, so reactively, no, i dont think u can (or at best consistently if that the worse) reactivily punish them, unless u dont try to block/parry

  • atk speed

ofc atk speed will be more focus on projectile, to make most of it, u need to predict and react, i would say atk size is more of a passive one, as even if someone comes close to you, u still can dmg them easily due to having more AoE options, while atk speed might have only 1 or 2, most likely whirlwind and/or shining cycle, which have a much smaller range than tempest or crushing jugg, grabs are a thing but so do size user have them, i dont think its fair to say that atk speeders can use grabs like sizes cant, i would say size benefit more from it since u could use one that launches someone not far away, while speed users need to aim after them

u also need to be careful to not get endlag punished, since endlag reduction barely does reduce ur endlag, in this case u also need to be careful like size users, which i dont think it should be as a big concern if ur far away, the treat should still be there but not as present if ur far, while u need to be careful how close u are to a size user and ur placement, u should be predicting the atks of a speed user and be active as to not be predictable on where u will fall (ex, spamming attacks, not only they lock u in place but also stop u in air, which should make it easy for an atk user to predict u and capitalize on it), however speed barely decreases startup and endlag unless u are willing to sacrifice ur other substats and some power or defense

both atk size and speed play seperatly, this is something that i dont think the bteam takes into account when talking with other people, but atk size is atk sizing, while speed is struggling, i think speed deserve buff, u guys merged with vetcord and that should give u guys access to more opinions and views and feedback, but i havent seen any balance topic

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prepare for the arrival of metapoly, he could show up at any moment and we gotta be ready

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i actually asked him to help me to understand how a proj speed is calculated and i told him about that and when i ask him if he wants to see it he said yes

Buff speed, make speed great again. Size has been too beneficial for too long, speed needs more.

I don’t even need to read this to know that attack speed is currently inferior to attack size

then explain why i see attack speed outperform attack size basically every time i witness a sameria gank

OK I generally think speed is better than size but in GANKS??? Speed is completely useless in ganks and ganks are incredibly size focused

the past 10 3v1 ganks i’ve witnessed have all been attack speed conjurer spam

Reject armor stats.

Go back to armor-less and stat-less.

I did some testing of my own with 200 speed, the endlag reduction is basically non existent

attack speed absolutely does not need a buff it needs an efficiency nerf on high speed affinities and an increase in efficiency on low affinities
because hitboxes are client sided it’s impossible to dodge a high speed attack (you can dodge it and still take damage from miles away) and the endlag/startup reduction only makes it less punishable, i don’t understand why people see size as anywhere near as much of a problem

cause agility’s not a thing anymore. You can’t run.

even with 250 agility i was not able to dodge high attack speed spells unless i was at sameria level distance, i would very clearly be nowhere near the attack and still take damage, this is the reason people only use it to run because using it for its intended purpose is not possible

While I do believe that’s an overexageration, I don’t fully grasp how you could think speed build to be harder to dodge than size ones

did u even check the example builds i gave? 300 is still underpowered when u lose half of another substat and/or power

did u check any of the stuff of that i put, a 23ms faster endlag aint game changing, nor is the startup unless is a high one and even then that mostly true for 400 atk speed

bc size actively makes it harder to miss, its hard to believe that someone with 0 size had enough lag (which is a roblox issue not an atk speed issue) to make it to seem like it has 100 atk size or not, due to the endlag reduction and startup reduction being a small one, ur not gonna see a big difference, while size forces ur opponent to block, size just in general makes u play more passive, while speed makes u to be more active and one clearly punishes u harder than the other one

most size projectiles are slow and easy to dodge or block while you expect to dodge a high speed projectile and when you do the game tells you you took 300 damage
i’m not saying size is balanced whatsoever it definitely has its issues but attack speed is too often overlooked and i can definitely see why it has so little endlag reduction

literally, not even in 1.14, ive seen atks become hitscans, now im sure ur exaggerating to give a point but as i get it, ur saying is top fast, its not, size users will use more AoE based stuff, and while they have some projectiles, they still use them in close range, they arent a speed build and we shouldn’t look at them as speed builds bc its unfair

meanwhile most projectiles that have a high speed also have a lower startup, so the difference even at ~104ms-130ms less startup for 300 atk speed isnt enough, its still in human reaction time territory, even more when people mostly predict when ur gonna attack or expect it so even if it had a considerable startup reduction like in 1.14, people will still expect and predict u

A lot of these builds are inefficient in the most random ways bro
I can’t fathom what went through the head of whoever made these

Heck no, not Inferno’s Odyssey low startup/endlag all over again
Just make atk spd a range/projectile speed stat and nerf atk size and call it a day