Finally, that makes the most sense explaining all the discrepancies. So perhaps 0.28sec is the 2nd swing's delay, while the 0.095sec is the 1st swing's delay. Dang, this was a discussion. In total, the actual limitation is 0.375sec
Thanks y’all. Special thanks to Krik
Yeah, if you’re keeping your army/replacements close enough, then it really be in your best interest to not research those.
You’re literally trading 80mineral in P2 to deal a bomb of cleave of 600+DPS. To be perfectly honestly, that alone is enough. Beyond that 1sec, the longer Kaldalis lives the more value for those 80mineral. Fenix is never really short of minerals, unless the player blindly charges in with 20 Legionnaires.
Thanks… and it means that Kaldalis is definitely not the best for P3…although Talis/Taldarin/Mojo might work (longer AS, and they may have different “animation limits”)
I do know that Taldarin and Mojo (at least versus ground) would have the most potential attack speed. Not sure how Clolarian’s interceptors play with high attack speeds though.
I’m willing to guess that Taldarin would have bad body blocking issues however. Could see Talis having similar issues, though probably not to the same extent.
Not much (without testing in-game). The listed Weapon Speed is 0.5.
1 / (1/0.5 x 1.3mastery) = 0.38
So practically reaching that 0.375
Although, it is a single attack type, unlike Kaldalis or Clolarion. So the limitation cap may be different than 0.375 - may be less.
At max (if no cap, unlikely), he reaches 0.077 Weapon Speed. That’d be insane.
Outside of that, I believe the slowest speed comes from Talis at 2.25:
1 / (1/2.25 x 1.3 x 2) = 0.87
1 / (1/2.25 x 1.3 x 3) = 0.58
1 / (1/2.25 x 1.3 x 4) = 0.43
1 / (1/2.25 x 1.3 x 5) = 0.35 full benefit at 4 AP stacks
1 / (1/2.25 x 5) = 0.45 no mastery
Talis should gain full benefit.
Next fasted speed aside from Clolarion’s interceptors is Taldarin 1.45 and Mojo 1.69:
1 / (1/1.45 x 1.3 x 3) = 0.346 full benefit at 2 AP stacks for Taldarin
1 / (1/1.45 x 4) = 0.362 no mastery 3 stacks for Taldarin
1 / (1/1.69 x 1.3 x 4) = 0.325 full benefit at 3 AP stacks for Mojo
1 / (1/1.69 x 5) = 0.338 no mastery 4 AP stacks for Mojo
Overall, for Fenix P3, it seems the better choice should be HP/SP Mastery. So definitely as the quotes suggested. The caveat being different single attack animation may have different limitations. Way too much work to find them all.
Oh yeah, this I guess also means P2 gain full benefit since AP is only 3x multiplier. And the TDW is more, so I guess win-win.
I think the P2>P3 in champion DPS is intended. P2 has 1/2 dps from non champions, and shells that are more easily killed (and P3 gets cheaper shell replacements if the champion is killed)
I know right? I think P3 is half-functional. Feels like the idea is there but the execution can somehow be better. Oh well, not that it’ll ever change any time soon.
Weapon cooldown which is wrongly referred to by the UI as Weapon Speed is the period of time before the weapon is ready to trigger again.
The actual Weapon speed is the speed of the weapon or also known as attack speed. Every unit usually start with 100% attack speed or 100% weapon speed. I would generally refer to weapon speed as “the manipulation of weapon cooldown”.
Lastly, weapon cooldown and weapon speed is not how fast a unit attack every second. That is called “Number of attack per second” which is calculated by 1 divide by the weapon cooldown.
A unit with 0.8s weapon cooldown has a 1.25 number of attack per second.
If Kaldalis received a 30% atk spd bonus, his atk spd will be 100% (base weapon spd) + 30% (bonus spd) = 130%
His new weapon cooldown will be 0.8 : 1.3 = 0.615384615384615 which is rounded up by the UI to 0.62
His new “Number of attack per second” is
1 : 0.615384615384615 or 1.25 x 1.3
= 1.625 attack per second.
The UI is designed to only display the calculated weapon cooldown. It is not programmed to take in account anything else that may affect the actual number of attack per second because in ladder game which is the main mode of SC2 as intended during the development do not have that many atk spd bonus to lower weapon cooldown to the point that other value may affect the unit performance.
Take an example like a factory that has its machinery that can produce 100 products per min. With that it can be said the factory produce 100 products per min but that does not mean it can produce
100 x 60 x 24 x 30 = 4,320,000 product per 30 days.
There may be downtime when it needs to be maintained.
The same deal for the UI it tells the weapon cooldown and that value is correct or to be absolutely precise “calculated correct”.
It does not mean there won’t be anything else that interfere with the unit performance.
This is not what i am saying. I said human can’t produce the same precision as machine but that’s beside the point.
And vice versa.
==================================
I spoke my pieces and provided my reasons for why i think it is correct. People can see and test how true those are. I shall finish my part in this topic.
Overall, any of you can see how both of my and Fearr’s reasoning were conducted. You all can redo the test.
Like check yourself here. This isn’t a competition between you and me, okay there? All of the discussion are to serve 2 purposes:
Trying to find an explanation to the discrepancy I saw, so I can be more knowledgeable about this.
Through the discussion, others who read this can also become knowledgeable about this.
It isn’t about you or how your prefer your terms. Nor is it about how you’ve proven yourself somehow.
The topic is solved.
Funnily enough, you discovered the speed delay as 0.375, but instead of taking the time to explain why it is. Your decision was to flame some, then come back flame some more about how you’re right. Man… lol.