Ideal CoC Attack Speed?

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VixTrader a écrit :
Thanks ! At least someone has heard of what I'm talking about with the barrage cap thingy at 2.30. It's been a while since I played, but it's good to know my memory isn't totally shot.

So for cyclone, just stack as much speed as I can pretty much. Got it, thanks :)


Well, even with multistrike, and good weapon around 2 aps you would need ~300 attack speed increase to reach 20. So for cyclone, it's highly unreachable.

If you go for dual strike point attack, like static strike or dual strike, you might start thinking about it since going for dual wielding and ~136 speed increase would let you reach this cap. But 136% is still high but reachable.
Well it also depends on how many enemies you are hitting.
I'm not fully familiar with the mechanics of cyclone, but I know with Spectral Throw you can get several procs off a single attack:

Example: Throw GMP ST, it hits 5 enemies at slightly different times on the way out and another 5 on the way back. You can now get up to 10 CoC procs in like half a second.

Not sure if cyclone would work the same, or if it would just do its AOE as a pulse and hit all surrounding enemies at the exact same time.

So that being said, those high speed increase numbers might hold true for single target, but not necessarily for group DPS. I'm sure you could hit 20 "hits per second" much sooner.



Edit: One nice side effect I like about APS with a CoC build is the mobility it affords you.
I noticed when fighting Atziri that I would often get stuck in an attack animation and not be able to move out of her flameblast/storm call in time. By swapping around a few jewels and generally just playing smarter (only throwing one or 2 volleys at a time) I found the fight to be easier - much easier to avoid things when you aren't rooted to the ground. Again, I don't know how that translates to cyclone, but that's my 2 cents.
Legacy SC IGN: Octora
Standard SC IGN: Octyte
Dernière édition par Nick42#4121, le 3 déc. 2015 à 16:39:27
If I recall correctly you used to limit barrage because after a certain point it became a guaranteed desync.

For the CoC cyclone I am assuming you are holding the courser right in front the character to immediately spin again and attack way faster than intended. I think you need around 50% increased attack speed but it have been a wile since I played cyclone.
"ran out of high teir maps to leave on the ground - people kept taking the higher teirs" - Da Pagionator
https://www.youtube.com/watch?v=T31clJn_oNQ
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PrinceOfPuddles a écrit :
If I recall correctly you used to limit barrage because after a certain point it became a guaranteed desync.


Barrage was always terrible for desync, but this was more due to people trying to shoot-move-shoot-move-shoot-move. It led to a lot of rubber-banding.

I think attack speed may have amplified the effect of desync somewhat.I would have to find the post, but GGG said something along the lines of: barrage is supposed to shoot a certain number of projectiles in a certain amount of time, so when you increase your attack speed it ends up shooting those projectiles quicker, but then the game doesn't really know if it should keep shooting, or keep you locked up in the animation, or just do the whole process in a shorter amount of time. I think this is what contributed to the desync.


I don't think there was a magic number of APS that suddenly caused you to start desyncing, but I could be wrong.
Legacy SC IGN: Octora
Standard SC IGN: Octyte

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