naksiloth I’ve tried that in the class forum, r/diablo, r/diablo3, and r/diablo3demonhunters (or whatever); actually in the last one the question got downvoted, which I found ironic.
What exactly you wanna know actually? The site d3planner is a good way of simulating damage output or toughness if you’re into that and it’s accurate on mechanics as well.
I actually emailed Riv (who manages D3Planner) a couple days ago, because I don’t think it’s simulating Vault correctly. It shows a base of 6 Vaults/second with dual wielding hand crossbows, which is way too fast for no MS% or IAS%. I have the specific formula D3Planner is currently using for it, which is based only on APS. However, the info for Vault from D3Planner Data definitely indicates a static Attack Speed* and the existence of Walking Speed being used as a Multiplier.
*Attack Speed is often defined as Attacks_Per_Second_Total but for Vault is just “1.”
The way D3Planner is currently calculating Vault frames is:
Frames = ROUNDUP(17.999996 / ((Weapon APS * (1+Weapon IAS%) + Item & Dual Wield IAS%),0)
EDIT: So what I’m trying to figure out is what the skill’s base frames really are, as 17.999996 is too low compared to in-game experience, and where the Attack Speed 1 and Walking Speed Multiplier each work in the calculation, as that will dictate what breakpoints exist, e.g. for MS%, to hit lower frames per Vault (more Vaults per second). Re: the 17.999996, it’s possible that’s one component of the animation, if there are two pieces of the animation, one based on Attack Speed and one based on movement, each with their own base frames.
EDIT 2: D3Planner also caps out Frames/Vault at 4 (i.e. you can’t do a 3-frame Vault). Something like that is very likely correct, as presumably there are some minimum visuals that you can’t shave off no matter how fast you go, as it would look very odd, and Blizzard would want it to continue to feel smooth. However, it’s not clear where D3Planner gets this specific cap from based on what’s in D3Planner Data for this skill. This was also something I asked Riv - but I haven’t heard a response.
EDIT 3: The one other element that may be missing, as talked about in this thread ~https://us.battle.net/forums/en/d3/topic/17346266764?page=3#post-57~ is a Velocity value, which would explain the low FPA value of just 17.999996, although it’s still a little unclear where the Attack Speed 1 gets used vs. MS%. Where a Velocity value would be relevant is the base frames would actually be 17.999996/Velocity. So if Velocity is less than 1, the frames would increase. E.g. if Velocity is 0.5, then the functional base frames would be 35.999992. That’s just an example for easy parsing, as the Velocity values are really usually 6-digit decimal values from what I’ve read.