In this Diablo 2 Resurrected guide, we will dive into the attack speed in-depth, including FCR, FHR, FBR, etc. It can be regarded as a summary of the character Animation types.
Attack Speed in Diablo 2 Resurrected Gameplay
There are two types. The benefits of the two are different. One is the attack acceleration attached to the Diablo 2 Resurrected weapon, and the other is the attack acceleration attached to other equipment. The text description of the two is the same, but the calculation formula is not in the same position.
Character’s attack speed calculation formula: basic weapon attack speed (fixed value) * (100% + main-hand weapon attack acceleration) * (100% + the sum of other equipment attack acceleration (addition)). The skill bonus is to be tested.
From the above formula, we can see that the attack acceleration attached to the main weapon is an independent calculation template, which is added to the entire formula in the form of multiplication, while the attack acceleration attributes of all other equipment are accumulated by addition, and the accumulated sum is pressed again. Multiplication is added to the formula.
Therefore, we conclude that when the sum of the acceleration attributes of other equipment attributes on the body is greater than the acceleration attribute value of the main weapon, the value of the attack acceleration attribute on the main weapon is higher than the value of the attack acceleration attribute on other equipment, and the higher the latter, The greater the difference in return between the two!
Aspects Affected by Attack Speed in D2R
The attack speed attribute has a very wide range of influence. First, it affects the attack speed of a normal attack, which everyone knows, and second, it affects the swing time of a single attack, which is also very simple.
The key point we want to talk about below is that the attack acceleration attribute can affect the more importantly the attack frequency of the continuous attack skills and the attack frequency of the summoned object! This latter point is particularly important. The mage’s poisonous dragon is a summoned object, the monk’s elemental partner is a summoned object, the DH’s turret is a summoned object, and so on. !
For example, the Sorc’s blizzard/DH’s arrow rain. As for energy, the energy system of the DH profession itself recovers relatively slowly (4 anger/S). The source of the anger value is largely derived from the left-click skill, and the SO attack speed is higher. Faster, the faster the energy recovery, and the mage’s arcane energy recovery mainly comes from self-recovery, and some weapons (increased arcane energy after a critical strike) this attribute is not very fast for obtaining arcane energy, add passive arcane Sorcs In order to make the attack acceleration skill more play to its advantages. Check out our D2R Sorceress Solo Build Guide.
Let’s talk about melee combat. In melee combat, the attack speed will directly affect the energy acquisition speed of barbarians. It is very important. And here is a problem that has not been accurately calculated, which is the attribute of regenerating life on the weapon. This attribute is not what you see.
In general, attack speed is a crucial attribute. Whether for ranged or close combat, for rangers who are marching into purgatory 3/4, attack acceleration is to cherish life, not to mention the heap attack acceleration attribute will not waste you in the normal sense. The DPS, even in the process of the kite, high attack speed = more output opportunities. For melee careers, if you want to increase your output while ensuring your own hardness, then attack speed will be your first choice. The output is self-protected.
Basic Attack Speed Calculation Formula
FPA={HitShift*FramePerDirection/[(BaseRate+SI)*AnimationSpeed/100]}-1
FP: The number of frames per action
HitShift: Attack accuracy parameter, the value is fixed at 256
FramePerDirection: the length of the action in each direction (the number of basic frames)
BaseRate: base rate, the value depends on the type of action
SI: Speed increment
AnimationSpeed: Action speed
Note:
1. FramePerDirection usually takes the value in Animdata.D2 with the weapon and action type. The weapon type is defined in weapons.txt, and the action type is defined in skills.txt. The only special thing is the ability to have sequential actions, and its FramePerDirection is defined by D2Common.dll. The normal attack action type is special: it is a combination of A1 and A2. Note that the speeds of individual characters A1 and A2 are different. Such as: PAL use two-handed sword (2HS) and ASN use claw weapons (HT1, HT2).
See below for the query methods of the two data FramePerDirection and AnimationSpeed.
2. There is also a specific parameter StartingFrame for A1 and A2 actions, see below for details.
3. BaseRate is the basic rate, which depends on the action type. The vast majority of action types BaseRate=100. Grid file and hit recovery=50. The following are exceptions.
The Dragon tail of ASN will be punished by -40, which is 100-40=60.
The following skills with sequential actions will be punished by -30, which is 100-30=70. Specifically:
Bar's sequential action skill, Double Swing, has a bonus of 20, which is 100+20=120.
AMA | Jab、Impale |
BAR | Frenzy、Double Throw |
ASN | Fists of Fire、Dragon Claw、Claws of Thunder、Blades of Ice |
4. SI=Speed Increase, speed increase.
The corresponding value of A1, A2, S1, S2, S3, S4, TH, KK and other offensive actions is SI=EIAS+SIAS-WSM;
The corresponding values for SC, GH, and BL actions are SI=EFCR, EFHR, EFBR respectively;
The SQ action is determined according to the seqtrans column in Appendix 2.
in
EIAS=[(120*IAS)/(120+IAS)]
SIAS is the acceleration or deceleration effect of various skills, such as fanatical aura, speed explosion, aging, holy ice deceleration, etc.
WSM is the basic speed of the weapon.
EFCR=[(120*FCR)/(120+FCR)]
EFHR=[(120*FHR)/(120+FHR)]
EFBR=[(120*FBR)/(120+FBR)]
5. AnimationSpeed is usually set in Animdata.D2 with weapon and action type. The only special thing is the ability to have sequential actions, and its AnimationSpeed is the same as the Get Hit (GH) action type.
6. [] means rounding down, {} means rounding up.
7. The maximum value of BaseRate+SI is 175 (so the attack speed has an upper limit), and the minimum value is BaseRate*15%
Query method of specific value
Based on this calculation, the unknowns are FramePerDirection and AnimationSpeed. To determine these two values, you need to determine CofName first. The code consists of three parts. Let's take the case of SOR using ordinary attacks as an example.
First determine the role type. Generally, the first two letters are taken. For example, sor takes SO.
Then determine the type of action. For example, common attacks are divided into two types, A1 and A2, smite is S1, spell casting skill is SC, and so on.
Finally determine the type of weapon. For example, the code for a one-handed swing weapon is 1HS. The combination of the above three codes is CofName.
1. Ordinary Attack Speed
The normal attacks here include the natural normal attack A1 and A2 actions, as well as those skills that call A1 actions.
Calculation Formula of Normal Attack Speed
FPA={HitShift*(FramePerDirection-StartingFrame)/ [(BaseRate+SI)*AnimationSpeed/100]}-1
Basically the same as above, but with an additional StartingFrame parameter. This parameter is the starting frame number, only Amazon and Sorceress have this. Other roles are 0.
Weapon Type | Ama | Sor | Pal/Nec/Bar/Dru/Asn |
hth | 1 | 1 | 0 |
bow | 0 | 0 | 0 |
1hs | 2 | 2 | 0 |
1ht | 2 | 2 | 0 |
stf | 2 | 2 | 0 |
2hs | 2 | 2 | 0 |
2ht | 2 | 2 | 0 |
xbw | 0 | 0 | 0 |
ht1 | 0 | 0 |
The specific calculation method is the same as above. It should be noted that there are two types of common attacks, A1 and A2, and one of them randomly appears in each attack. It should be noted that the speed of individual characters A1 and A2 are different. Such as: PAL use a two-handed sword (2HS) and ASN uses claw weapons (HT1, HT2).
2. Sequential Attack Animations
Note: A2pet's Jab skill FramePerDirection has a value of 14, and each attack is two times, respectively in the 5th and 9th frames.
Attack Speed Calculation Formula of Sequential Animation
FPA={HitShift*FramePerDirection/[(BaseRate+SI)*AnimationSpeed/100]}
Because the last blow of the sequence action is displayed, there is no reduction by 1 at the end.
The FramePerDirection of sequence action is extracted from D2common.dll and has nothing to do with CofName. For specific values, please refer to Appendix 5 on the eighth floor. AnimationSpeed is the same as Get Hit action type.
The BaseRate of some sequential actions will be punished or rewarded
1. The following skills with sequential actions will be punished by -30, which is 100-30=70. Specifically
AMA: Jab, Impale
BAR: Frenzy, Double Throw
ASN: Fists of Fire, Dragon Claw, Claws of Thunder, Blades of Ice
2. BAR's sequential action skill Double Swing has a bonus of 20, which is 100+20=120.
Special Cases
1. The speed of the Leap skill of Bar will not change, the speed of the Leap part of Leap Attack will not change, and the speed of the Attack part will change.
2. For the calculation of the attack speed of Bar's Whirlwind skill, please refer to the calculation of Bar WW attack speed, and for the calculation of the double-swing skill, please refer to the calculation of Barbarian's double-swing speed.
3. Pal's charge skill has a constant attack speed of 7F. If it is too close to the target, it will automatically switch to a normal attack.
4. Asn’s Dragon Flight’s entire attack action is fixed at 23 frames, of which 10 frames are the casting (flight) time and 13 frames are the kicking time. And no factors can affect it, including the Slow effect.
5. Asn’s Blade Fury is fixed at 19 frames for one bidding action (from the game's point of view, it is the action of sending two bids). Like Dragon Flight, no factors can affect it.
6. The attack speed calculation of Dru deformed state.
3. Roll Back Attack Animations
What is roll back? For example, a blow action originally required 20F, hitting the opponent on the 13th F, and the remaining 7F is a closing action. If it belongs to the roll back skill, the action will end at the moment it hits the opponent. There will be no closing action, and it will return to start the next strike. This is called a retreat. Such skills include Fend (Ama’s repulsion), Strafe (Ama’s shelling), Zeal (Pal’s enthusiasm), Fury (Dru’s fury) and Dragon Talon (Asn’s dragon claw). An attack contains multiple strikes.
A complete Rollback attack is divided into three parts: the first blow, the subsequent blow, and the last blow. The final blow is complete, with a closing action.
We usually say that the attack speed of the Rollback skill refers to the attack speed of subsequent strikes.
Attack Speed Calculation Formula of Roll Back Animations
First click FPA={HitShift*(FrameDataActionFlag-StartingFrame)/[(BaseRate+SI)*AnimationSpeed/100]}
Follow-up strike FPA={HitShift*(FrameDataActionFlag-CurrentFrame)/[(BaseRate+SI)*AnimationSpeed/100]}
The last hit FPA={HitShift*(FramePerDirection-CurrentFrame)/[(BaseRate+SI)*AnimationSpeed/100]}-1
FrameDataActionFlag | Action length except the last hit |
CurrentFrame | The current frame after the Roollback rollback after the previous attack, which is the starting frame of this attack |
StartingFrame | The starting frame of the first hit. It is valid only when the action type is A1&A2. |
CurrentFrame=[[Previous Click CurrentFrame+Previous Click FPA*[(BaseRate+SI)*AnimationSpeed/100]/HitShift]*(1-RollbackPercent)]
Note:
1. When RollbackPercent=100%, CurrentFrame=0, all subsequent strikes have the same speed. And when the character's StartingFrame=0, the attack speed of the first strike and subsequent strikes are the same.
2. When RollbackPercent=100%, the attack speed of the last blow is the same as the normal attack.
3. For Rollback skills whose RollbackPercent is not equal to 100%, CurrentFrame is a variable, and the speed of subsequent strikes may be different.
4. StartingFrame is only valid for A1&A2 actions. Here, it is invalid for Dragon Talon (KK action), and valid for Fend, Strafe, Zeal, and Fury.
5. See below for Fury's attack speed calculation.
6. See the table below for the value of RollbackPercent for each skill.
Skill | RollbackPercent |
Strafe | 50% |
Fend | 60% |
Zeal | 100% |
Fury | 100% |
D-Talon | 100% |
4. Attack Speed After Deformation
Calculate Two Variables:
Delay=[HitShift*HumanformFramePerDirection(A1)/[(BaseRate+WIAS-WSM)*HumanformAnimationSpeed/100]]
WereformAnimationSpeed=[PrevFrames*256/Delay]
WIAS | IAS provided by weapons |
OIAS | Non-weapon-provided IAS |
HumanformFramePerDirection | FramePerDirection under the action type A1 in the human form state |
PrevFrames | Previous mode frames |
Attck Speed Calculation Formula of Deformation
1. Calculation formula for Fury (roll back)
First hit & subsequent hits FPA={HitShift*WereformFrameDataActionFlag/[(BaseRate+SI)*WereformAnimationSpeed/100]}
Last hit FPA=Normal attack={HitShift*WereformFramePerDirection/[(BaseRate+SI)*WereformAnimationSpeed/100]}-1
2. Calculation formulas for ordinary attacks and other skills
FPA={HitShift*WereformFramePerDirection/[(BaseRate+SI)*WereformAnimationSpeed/100]}-1
WereformFramePerDirection is the FramePerDirection in the deformed state.
5. FCR (Faster Cast Rate)
FCR Calculation Formula
Casting speed of ordinary casting actions: FPC={HitShift*FramePerDirection/[(BaseRate+EFCR)*AnimationSpeed/100]}-1
If it is a sequential action casting skill, then: FPC={HitShift*FramePerDirection/[(BaseRate+EFCR)*AnimationSpeed/100]}
FPC | Frames Per Cast, the number of frames required for each action |
BaseRate | The base rate depends on the action type. Cast 100 |
EFCR | Effective FCR=[120*FCR/(120+FCR)], [] means round down |
The maximum value of BaseRate+EFCR is 175, and the minimum value is BaseRate*15%
Special cases
1. Inferno and Arctic Blast casting motions are fixed at 15 frames and are not affected by FCR. The action flag frame is the 10th frame, that is, the attack state has been maintained after the 10th frame.
2. Blade Fury's casting action is fixed at 19 frames and is not affected by FCR. The action flag frame is the 12th frame. Because one action sends two labels, that is, after the 12th frame, the attack state of 6 frames with one label is maintained.
3. The entire action of Dragon Flight is fixed at 23 frames, of which 10 frames are the cast (flight) time and 13 frames are the kick time. Not affected by FCR, IAS and other factors, including the Slow effect.
In addition, A1 Rogge's internal visual speed is the same as the normal attack speed.
6. FHR (Faster Hit Recovery)
FHR Calculation Formula
FramesPerHR={HitShift*FramePerDirection/[(BaseRate+EFHR)*AnimationSpeed/100]}-1
FramesPerHR | Frames Per HitRecovery, the number of frames required for recovery action per hit |
BaseRate | The base rate depends on the action type. Hit reverted to 50 |
EFHR | Effective FHR=[120*FHR/(120+FHR)], [] means round down |
7. FBR (Faster Block Rate)
FBR Calculation Formula
FPBlk={HitShift*FramePerDirection/[(BaseRate+EFBR+Skill_FBR)*AnimationSpeed/100]}-1
FPBlk | Frames Per Block, the number of frames required for each block action |
BaseRate | The base rate depends on the action type. Block action is 50 |
EFBR | Effective FBR=[120*FBR/(120+FBR)], [] means round down |
Skill_FBR | The FBR value provided by the skill. Under normal circumstances, it is 0; when the Holy Shield skill is activated, the value is 50 |
Special Cases
After Nec is equipped with Set deformed Vampire form, the block action is the same as the attack recovery action, and its block speed is the same as the attack recovery speed.
The calculation of the block rate is still the same as that of its human form; increasing the FBR, sometimes there will be no block action, but the block still works.
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