Melee Attack Speed

Now, this thread isn't about attacks being too slow, or that certain big attacks likely need some sort of innate stun resistance to feel better. It's about how the added attack time and attack speed multipliers interact.

If I have an attack that's 70% attackspeed and takes an additional 0.5s, and I attack once every second normally, I'm suddenly up to 1.92s in terms of cast time.

This makes no sense to me. If I look at a spell with a long cast time like comet, there's a base cast speed affected by all the normal stuff, and an additional time tacked on to make things thematic. You call down a massive comet, it takes a while and there's not much you can do about if you're manual casting.


The solution to this I think is pretty simple. For these attacks with added time just have the attack speed multiplier be 100% and adjust accordingly. It shouldn't make much of a difference balance wise and makes things way easier to judge for the player. Comet doesn't say "30% reduced effectiveness of cast speed" so don't slap it on attacks.
Last bumped on Jan 3, 2026, 10:06:46 AM

Report Forum Post

Report Account:

Report Type

Additional Info