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*<small>If you want to view the old table, it is [[Template:Attack Speed/old|Here]].</small>
 
*<small>If you want to view the old table, it is [[Template:Attack Speed/old|Here]].</small>
 
*<small>For information on balance patches, check out [[User_blog:Kuremisago|Kuremisago's Blog posts]].</small>
 
*<small>For information on balance patches, check out [[User_blog:Kuremisago|Kuremisago's Blog posts]].</small>
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*<span style="color:red;">For skills that reduce '''Cooldown length''', they overwrite class '''Cooldown length''', rather then reduce them. So '''Cooldown length''' will always be unaffected by awakening class bonuses for skills that "reduce" '''Cooldown length'''. This limitation does not apply for '''Animation length''', however.</span>
 
*<span style="color:red;">For skills that reduce '''Cooldown length''', they overwrite class '''Cooldown length''', rather then reduce them. So '''Cooldown length''' will always be unaffected by awakening class bonuses for skills that "reduce" '''Cooldown length'''. This limitation does not apply for '''Animation length''', however.</span>
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*<span style="color:red;">Classes that can be deployed on either melee or ranged spots (Youri, Rocket Troopers) are currently under the Melee subsection. This may change in the future.</span>
 
*<span style="color:blue;cursor:pointer;" class="mw-customtoggle-AtkSpdKey">'''Click here to display the table legend / key.'''</span>
 
*<span style="color:blue;cursor:pointer;" class="mw-customtoggle-AtkSpdKey">'''Click here to display the table legend / key.'''</span>
 
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-AtkSpdKey">
 
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{| class="wikitable hidden" style="width:100%; font-size:13px; line-height:20px; border:2px; border-radius:5px" <!-- desktop view -->
 
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!style="background-color:rgb(130,175,250);"| Melee Placement Classes
 
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|-<!--
 
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<font size = '5'> Due to template inclusion size limits, this page had to be broken up into subpages as follows: </font>
Melee class list just below. Add an entry here to generate a link. You need to save twice for it to show up (the link / table)
 
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* [[Attack Speed/Melee]]
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* [[Attack Speed/Ranged]]
!style="background-color:rgb(225,235,255);"| {{mtoggle|IPL=8|Sep=&nbsp;·&nbsp;|ID=Melee|MDiv=Melee|Angels|Avengers|Bandits|Bandits (7Sins)|Blacksmiths|Bowriders|Brave Warriors (Koihime)|Dark Fighters|Dark Stalkers|Dragon Princesses|Dragon Riders|Dragon Soldiers|Emperors|Evil Dragon Knights|Evil Hermit|Evil Princesses|Fairies (7Sins)|Fuuhaku|Generals (Koihime)|Giants (7Sins)|Gladiators|Grand Knights|Griffin Riders|Heavy Armors|Heavy Artilleries|Hermits|Immortal Princesses|Imperial Knights|Jiangshi|Knights (7Sins)|Knights (Fuukan)|Mage Armors|Magic Fencers|Maids|Majin|Maou's Bodyguard|Monks|Monster Breakers|Nendoroid Princesses|Ninjas|Nurarihyon|Oni|Pegasus Riders|Phantom Thief|Playwright|Priest Warriors|Prince|Princesses|Puppeteers|Raikou|Rogues|Royal Guards|Rulers (Koihime)|Sailors|Samurai|Sly and Cunning Geniuses (Koihime)|Soldiers|Sappers|Spirits of War|Swordmasters|Tengu|Valkyries|Vampire Lords|Vampire Princesses|Vanguard Tacticians|Youko|Zhenren}}
 
|}
 
{{mdiv|ID=Melee}}
 
{| class="wikitable hidden" style="width:100%; font-size:13px; line-height:20px; border:2px; border-radius:5px"<!-- desktop view -->
 
!style="background-color:rgb(130,250,175);"| Ranged Placement Classes
 
|-<!--
 
Ranged class list just below. Add an entry here to generate a link. You need to save twice for it to show up (the link / table)
 
-->
 
!style="background-color:rgb(225,255,235);"| {{mtoggle|ID=Melee|MDiv=Ranged|IPL=8|Sep=&nbsp;·&nbsp;|Acolytes|Alchemists|Alchemists (GBM)|Archers|Astrologers|Bishops|Beast Tamers|Chase Hunters|Chrono Witches|Curse Users|Dark Priests|Demon Summoners|Dragon Shamans|Druids|Elementalers|Enchanters|Feng Shui Users|Fenrir Shamans|Gunners|Healers|Jesters|Lifelinkers|Mages|Merchants|Monster Slayers|Necromancers|Onmyouji|Pirates|Phantasm Beast Tamers|Princesses (7Sins)|Puppet Dolls (Fuukan)|Rangers|Rearguard Tacticians|Rune Acolyte|Sea Ruler(GBM)|Shamans|Summoners|Thieves|Vampire Hunters|Witches}}
 
|}
 
{{mdiv|ID=Ranged}}
 
__NOWYSIWYG__
 
__NOTOC__
 

Latest revision as of 02:34, 11 March 2020

  • For skills that reduce Cooldown length, they overwrite class Cooldown length, rather then reduce them. So Cooldown length will always be unaffected by awakening class bonuses for skills that "reduce" Cooldown length. This limitation does not apply for Animation length, however.
  • Classes that can be deployed on either melee or ranged spots (Youri, Rocket Troopers) are currently under the Melee subsection. This may change in the future.
  • Click here to display the table legend / key.

Characters in the game have various attack speeds that influence how frequently they make attacks and, in turn, how much damage they can deal over time. For the most part, characters of the same class have the same or similar attack speeds, so the tables below are organized first by class.

  • Frames per attack indicates how many frames it takes in total for each attack including the attack animation and the cooldown period before the next attack animation begins. This is the important value for determining damage over time. Note that there are 60 frames in a second.
  • Attacks per second is derived directly from the previous number, rounded to the nearest millisecond. It is omitted in cases where measuring damage over time doesn't make sense.
  • Animation length is the number of frames spent in the attack animation.
  • Cooldown length is the number of frames spend in the standing animation between attacks. (Added together with animation length, this should equal frames per attack.)
  • Initial delay is the number of frames elapsed between the start of the attack animation, and either dealing damage (for direct combat units) or launching a projectile (for indirect combat units). For units that fire multiple projectiles, the delay for each projectile is listed separately.
  • Projectile speed is the speed at which the unit's projectiles moves. This is approximately how many pixels the projectile will move in 1/30 of a second. Note that this reflects distance traveled by the "shadow" of the projectile along a straight path, not accounting for the arc.

Color key:

Standard information for a class or token
A unit with persistently faster than normal attack rate or timing
A unit with persistently slower than normal attack rate or timing
Information about a skill or non-constant ability


Due to template inclusion size limits, this page had to be broken up into subpages as follows: