Warframe

Since the attack speed stat in the arsenal tells you almost nothing, I calculated the true attack speed for every melee combo in the game

Warframe15 - Since the attack speed stat in the arsenal tells you almost nothing, I calculated the true attack speed for every melee combo in the game
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edit?usp=sharing - Since the attack speed stat in the arsenal tells you almost nothing, I calculated the true attack speed for every melee combo in the game


Here's the spreadsheet

TL;DR: If you're just looking for your melee weapon's attack speed, then look at Column D of the spreadsheet and find the stance + combo you're interested in. Multiply the value shown in the table by the attack speed stat shown in the arsenal to get your melee's real attack speed (i.e. the number of hits per second). If you're trying to find your weapon's status procs per second (excluding guaranteed procs from stances), then multiply the value you just got by your weapon's status chance. If you're trying to find your weapon's DPS, then instead multiply the value in Column F by your attack speed and total melee damage (both from the arsenal).

So a bit of explanation for spreadsheet: The attack speed stat shown in the arsenal does not represent how many times you can attack per second. Instead, it's a modifier for how fast you perform melee combos. So for example 2.00 attack speed does not mean you will hit enemies twice per second, it just means that you perform combos twice as fast as you would at the base value of 1.00 attack speed. Column D of the spreadsheet shows you the "true attack speed" of every melee combo, or in other words the average number of hits that a combo does per second at 1.00 attack speed. Remember to multiply the value shown in the table by your weapon's attack speed stat in the arsenal if you want to find out how many attacks per second your melee actually does.

Another important note is that every hit within a melee combo has its own set damage multiplier. The damage multiplier is not random, it's determined by the combo that you're performing. Usually the multiplier is 1x, 2x, or 3x damage, meaning you'll do more damage than the value listed in the arsenal. In MOST cases (thanks DE), the amount of combo count you gain from an attack is equal to the damage multiplier of that attack, so for example if an attack has a 5x damage multiplier then you'll gain 5 combo count from that hit alone. Column E of the spreadsheet shows you the average damage multiplier of each combo, letting you see which combos give you the best average damage per hit. Column F gives you the average DPS multiplier for a given combo by multiplying the hits/sec and the average damage multiplier per hit.

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The last important bit of information for understanding the spreadsheet is the color coding. The color represents how good a value is compared to other values in that column, with values highlighted in green being the best and values in red being the worst (obviously). The first page of the spreadsheet (All Weapons Comparison) compares ALL combos from every weapon category, which is good for seeing how stances in different weapon classes compare to each other. The second page (Weapon Class Comparison) only compares values for weapons within the same melee category, so for example it will only compare claw combos to other claw combos, letting you see which claw stance you like best.

That should be everything that you need to know in order to understand and use the spreadsheet. Another thing to mention though is how I actually collected the data in the first place. For the combo lengths, I timed how long it took to perform the same combo 10 times in a row at 1.00 attack speed, then divided that time by 10. For the total combo count, I performed the full combo against an enemy while making sure to land every hit, and then did that a few more times to make sure I consistently got the same combo value. For the number of hits, I used Saryn's toxic lash ability since it applies a toxin proc on every melee hit, meaning I could just look at how many toxin procs the enemy had after I finished a combo. The enemy I used for testing was Lynx in the simulacrum, since he has a wide hitbox and because unlike many other paused enemies in the simulacrum, he doesn't move even when hit with impact, lift, or other status procs.

After I was done with my testing, I checked out the stance pages on the wiki to check my data. I quickly realized that I didn't actually need to do any of the testing that I did for total combo count or the number of hits per combo, since the wiki already had both. That was kind of a bummer, but my testing was still useful since it let me cross check with the values on the wiki to make sure everything was correct. The wiki did not list the length of each combo, so at least that's still some new information haha

Let me know if you have any questions about the spreadsheet or stances in general, and I'll try to answer them if I can

Source: Original link


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