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ASPD

What is ASPD?

ASPD is Attack Speed. It depends on the player's class, equipped Weapon Type, Speed Modifiers, AGI and DEX.

ASPD Formula

Weapon Delay (WD) = 500 * BTBA
Amotion = (WD - Floor(WD * (AGI * 4 + DEX) / 1000)) * ( 1 - ASPD Modifiers)
Adelay = Amotion * 2
ASPD =((2000 - Amotion)/10)
  • BTBA : See table below.
  • Adelay : The delay between attacks in milliseconds.
    • This means if Adelay is 200, 200miliseconds will past between attacks, getting to 5 attacks per second (190 ASPD).
    • Adelay's minimum value is 200 (100 for Amotion).
  • ASPD Modifiers : See below.

BTBA (Base Time Between Attacks (seconds))

BTBA.PNG

BTBA for Dual Wielding (Assassin)

BTBA = 0.7*(BTBA1+BTBA2)

ASPD from Herc Source

Job\Value Fist Dagger 1h Sword 2h Sword 1h Spear 2h Spear 1h Axe 2h Axe 1h Rod 2h Rod Mace Bow Katar Book Knuckle Instrument Whip Revolver Rifle Shotgun Gatling Gun Grenade Launcher Shuriken
Novice 500 650 700 800 650 700
Swordsman 400 500 550 600 650 700 700 750 650
Knight 400 500 500 550 600 600 700 700 650
Crusader 400 500 500 550 600 600 700 700 650
Magician 500 600 700 700
Wizard 500 575 625 625
Sage 450 525 625 625 550
Acolyte 400 600 600 600
Priest 400 600 600 600 600 2000
Monk 400 575 575 575 475
Thief 400 500 650 800 800
Assassin 400 500 650 800 500
Rogue 400 500 550 650
Merchant 400 600 700 700 750 700
Blacksmith 400 600 650 650 650 675
Alchemist 400 550 575 675 700 650
Archer 400 600 700
Hunter 400 600 600
Bard 400 550 650 575
Dancer 400 550 650 575
Gunslinger 500 700 750 1500 700 1500
Ninja 400 500 750
Taekwon 400
Star Gladiator 400 500
Soul Linker 500 575 625 625

ASPD Modifiers

To Increase ASPD, the following can be used:

  • ASPD Potions: Only the potion with greater effect will be put into consideration, they never stack to each other.

Concentration Potion 0.1

Awakening Potion 0.15

Berserk Potion 0.2

Poison Bottle 0.25 (Only for Assassin Cross, other classes instantly die!)

  • Skills:

Madness Canceller 0.2

Adrenaline Rush 0.3 (Blacksmiths with maces or axes) or 0.25 (Other classes with maces or axes)

Two-Hand Quicken 0.3

Spear Quicken 0.21 to 0.3

Berserk 0.3

Solar, Lunar and Stellar Shadow 0.03 to 0.3

Stellar Protection (Level+DEX+LUK) / 1000

Study 0.005 to 0.05

  • Equipment:

Assassin Dagger 0.02

Masamune 0.02

Flapping Angel Wings 0.03 ^CU^

Muramasa 0.08

Doppelganger Card 0.1

Berserk Claw 0.12

Heart Breaker 0.05 ^CU^

Mjolnir 0.1 ^CU^

Cecil Damon Card 0.05

Windhawk 0.05

Berserk Guitar 1 ^CU^

Librarian Glove 0.05

Thief Figure 0.03 ^CU^

Kamaitachi 0.03

Jungle Carbine 0.1

Thunder P 0.2

Curved Sword 0.1

Sage's Diary 0.05 if STR >= 50

Seal of Continental Guard [1] 0.03 ^CU^

Medal of Honor (Merchant Class) 0.1 ^CU^

Assaulter Spear 0.2 for Crusader ^CU^

Wasteland's Outlaw 0.01 for each 14 AGI ^CU^

Hurricane Fury 0.01 for each weapon upgrade ^CU^

Ledger of Death 0.01 for each weapon upgrade ^CU^

Atroce Card chance gives 1 for 5 seconds when attacked ^CU^

Ixion Wings chance depending of refine gives 0.07 for 7 seconds when attacked ^CU^

Combo Set Bison Horn + :Thorny Buckler 0.1 ^CU^

Combo Set Wanderer Card + :The Paper Card + :Shinobi Card + :Wild Rose Card + :Zhu Po Long Card 0.05

The following skills and equipment decrease ASPD:

  • Skills:

Please Don't Forget Me -0.03 to -0.3

Defending Aura -0.2 to 0

Gravitational Field -0.05 to -0.25

Pecopeco Ride -0.5 Cavalier Mastery -0.4 to 0

Longing for Freedom -0.4 to 0

  • Equipment:

Pecopeco Hairband -0.1 ^CU^

Doom Slayer -0.4 ^CU^

Howard Alt-Eisen Card -0.05

Long Barrel -0.03

Lever Action Rifle -0.05 ^CU^

Speed Modifiers stacks by adding up all.

Hits per Second

Hits/Second = 1/TBA = 50/Delay = 50/(200-ASPD)

TBA : Time Between Attacks (seconds)

ASPD represents attack speed as a hyperbolic function (different from exponential function) that approaches infinity attacks/second as ASPD gets close to 200.

Due to the nature of how ASPD affects hits per second, if one is investing into AGI for ASPD, it should be heavily or not at all. ASPDAgiAPS.png

Notes

[Haru's Explanation on ASPD]

First, ASPD doesn't exist. What the server actually uses is called 'amotion' (which is a delay between subsequent attacks). Here's the relevant part of code that puts agi and dex in the 'amotion' calculation:

       amotion = (sd->weapontype < MAX_SINGLE_WEAPON_TYPE)
       ? (status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype]) // single weapon
       : (status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype1] +
       status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype2]) * 7 / 10; // dual-wield
percentual delay reduction from stats
       amotion -= amotion * (4 * st->agi + st->dex) / 1000;

The initial amotion value, before the agi/dex modifiers is straight from the tables you can see https://github.com/HerculesWS/Hercules/blob/stable/db/pre-re/job_db.conf here (dependent on job and weapon type) the part that can potentially make some points in agi or dex not have any effect is the / 1000 division (because that division is rounded down) Haru, Developer