[Guide] Attack speed calculations you may find useful - Updated for Mech

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  • Introduction

    Hi my name is Ishan and I've done extensive work on measuring and calculating how to cap attack speed for different weapons. I've played just about every class to atleast 70+. Attack speed is something brought up again and again, and occasionally I see people ask about this in world and so today I've decided to create a guide that addresses this.

    So what is attack speed?

    Each weapon you use in Grand Fantasia has an attack speed. Typically at later levels it is a good idea to try and get your attack speed as high as possible if you're a melee or ranged class as it makes your ideally high damage more effective than just having high stats, in other words you kill stuff faster.

    So how do I increase my attack speed to cap?

    This is where it gets tricky. The amount of attack speed you need for each different weapon differs from weapon to weapon and depending on your class/weapon this can range from being easy to being difficult.


    First I'll start with some theory based on research started by Mogul and the GF community of the past. So far we can ascertain that:

    • There is an attack speed cap
    • This is a soft cap, candy/transform can bypass this cap. Rapidly using same animation skills can let you attack multiple times within a animation.
    • There is an observable cap of 13 attacks within a 10 second range.


    Now the last point is the important one. Given any weapon as long as you can get an observable 13 attacks within 10 seconds, you have reached the cap.


    Certain guides have stretched the mark a bit but with good reason. You don't 'need' to be at cap to be functional. As long as your attack speed gets you to the point where you can chain skills easily it is fine being close. However, given the easy access we have to attack speed nowadays, there is no reason for not being at cap, it may make the difference between living and dying when your skills are down or sealed.


    Having tried 70 speed on a bow, if you are grinding ALOT, while you will notice the difference during long grinds shouldn't change how well you kill at all.

    Onto Calculations AKA MATHS:

    For each weapon I am going to set a range, as you can probably guess the higher attack speed the better. Within this range, it goes from 'functional' (13 attacks withing 10.9 secs) to 'safe' (13 attacks within 10.5) to 'soft cap' (13 attacks within 10.0 secs).


    Formula from base to cap:

    Attack Speed = Base (1- Increases to attack speed)


    Therefore


    Increases to cap speed = 1- (Attack Speed/Base)


    1 handed swords and 1h Mecha weapons

    1- ((10.9/13)/1.5) = 0.4410, You need 44 attack speed to reach the functional cap.

    1- ((10.5/13)/1.5) = 0.4615, You need 46 attack speed to reach the safe cap.

    1- ((10.0/13)/1.5) = 0.4871, You need 49 attack speed to reach the soft cap.


    1 handed hammers

    1- ((10.9/13)/1.7) = 0.50, You need 50 attack speed to reach the functional cap. For wolf form Sages/Mystics this is fine because wolf animation is td4.

    1- ((10.5/13)/1.7) = 0.5248, You need 52 attack speed to reach the safe cap.

    1- ((10.0/13)/1.7) = 0.5475, You need 55 attack speed to reach the soft cap.


    1 handed axes

    1- ((10.9/13)/1.9) = 0.5587, You need 56 attack speed to reach the functional cap.

    1- ((10.5/13)/1.9) = 0.5748, You need 57 attack speed to reach the safe cap.

    1- ((10.0/13)/1.9) = 0.5951, You need 60 attack speed to reach the soft cap.


    Heavy Cannons

    1- ((10.9/13)/2.0) = 0.5808, You need 58 attack speed to reach the functional cap.

    1- ((10.5/13)/2.0) = 0.5962, You need 60 attack speed to reach the safe cap.

    1- ((10.0/13)/2.0) = 0.6154, You need 62 attack speed to reach the soft cap.


    2 handed swords and 2H Mech weapons

    1- ((10.9/13)/2.1) = 0.6007, You need 60 attack speed to reach the functional cap.

    1- ((10.5/13)/2.1) = 0.6153, You need 62 attack speed to reach the safe cap.

    1- ((10.0/13)/2.1) = 0.6336, You need 63 attack speed to reach the soft cap.


    2 handed hammers

    1- ((10.9/13)/2.3) = 0.6354, You need 63 attack speed to reach the functional cap.

    1- ((10.5/13)/2.3) = 0.6488, You need 65 attack speed to reach the safe cap.

    1- ((10.0/13)/2.3) = 0.6655, You need 67 attack speed to reach the soft cap.


    2 handed axes

    1- ((10.9/13)/2.5) = 0.6646, You need 66 attack speed to reach the functional cap.

    1- ((10.5/13)/2.5) = 0.6769, You need 68 attack speed to reach the safe cap.

    1- ((10.0/13)/2.5) = 0.6923, You need 69 attack speed to reach the soft cap.


    Bows

    1- ((10.9/13)/2.8) = 0.7005, You need 70 attack speed to reach the functional cap.

    1- ((10.5/13)/2.8) = 0.7115, You need 71 attack speed to reach the safe cap.

    1- ((10.0/13)/2.8) = 0.7252, You need 73 attack speed to reach the soft cap.


    Guns

    1- ((10.9/13)/3.0) = 0.7205, You need 72 attack speed to reach the functional cap.

    1- ((10.5/13)/3.0) = 0.7307, You need 73 attack speed to reach the safe cap.

    1- ((10.0/13)/3.0) = 0.7435, You need 74 attack speed to reach the soft cap.

    Notes:

    • Soft and Safe is a negligible difference.
    • Candy + spamming skills can bypass given caps
    • Whilst bows and guns have a seemingly high cap, remember that Hunter classes have a base 30 ranged attack speed boost which helps significantly.
    • Attack speed sprites are recommended especially at lower level brackets when capping is hard. Can be used later to help offset things that slow attack speed.
    • 2h handed and 1h+shield costumes are good for animation and also affects attack animation on mounts, credit to Jet for the amendment!. Grand Fantasia Costumes affect CBM attack speed/animations - Jet
    • Staves/Magic stuff not considered as these rely on cast speed

    All the best,

    Ishan