When you're auto attacking a target the combat log will show you a SWING_DAMAGE message if you hit the target or a SWING_MISSED message if you missed or were avoided at the interval of your swing speed, i.e. It's important to note that only the application of damage or healing and buffs/debuffs resulting from an attack, cast or use of an ability are delayed until the next batch processing window the calculations which determine if the attack hit or missed and if it triggered any procs happen immediately when the cast finishes, and the player can immediately start casting another spell or use another ability before the damage of the previous one has even been applied (you can find an example of this below involving Frostbolt). What does this mean in practice? first of all it means that any action that you take on yourself (healing yourself, buffing yourself, etc.) is instant only actions taken on other units, be it players or mobs, are batched. The key takeaway from Blizzard's statements regarding spell batching is " Any action that one unit takes on another different unit used to be processed in batches every 400ms". Two warriors will be able to Charge one another, and the end result will be both warriors standing stunned in each other’s original location. Two mages will be able to Polymorph each other somewhat reliably, resulting in two sheep Same with damaging, applying auras, interrupting, knocking back, etc.įor WoW Classic, we’re moving spell casts to a low-priority loop that will cause them to be processed at the frequency that best fits how the game actually played in version 1.12. Some very attentive people may have noticed that healing yourself would give you the health instantly (minus client/server latency), whereas healing another unit would incur a delay of between 0ms and 400ms (again, on top of client/server latency). Quoting directly from Official statements from Blizzard ¶Īny action that one unit takes on another different unit used to be processed in batches every 400ms.
Ic = 1.03 libram = 1.01 mcp = 1.50 kots = 1.20 wcb = 1.15 ecmh = 1.01 attackSpeedCombinations = | \n " from IPython.display import display, Markdown, Latex display ( Markdown ( table ))Īn important aspect to consider when analyzing attack speed in classic is spell batching. Also the Battle Chicken buff will be omitted from the analysis below since it's difficult to consistently get the effect to proc.Ĭommon combinations of the above attack speed items yield attack speeds (according to WowWiki attack speed values get rounded to 4 significant digits) There's also the JuJu Flurry buff but it's not included here since the effect was bugged in Vanilla and the bug was replicated in Classic. "Battle Squak" buff occasionally given by engineering pet to party We can calculate the cumulative effect of these attack speed buffs using the following formula Attack_speed = "current attack speed" / (("Percent increase or decrease" / 100) + 1 )Īvailable items/effects that increase attack speed are: Item Throughout the game there are a number of items and buffs that increase attack speed. The base druid attack speed in bear form is 2.5. Last updated A Quantitative Look at the Effect of Attack Speed Buffs on Feral Tanking in WoW Classic ¶ WoW Classic Druid Feral Tank Attack Speed Analysis by Zidnae ¶