Diablo II: Resurrected is not your traditional Diablo game. The gameplay was made to work differently in order to be more accessible for new players. One of the ways it does this is by increasing the attack speed, meaning that you can expect a quicker combat experience than ever before. This could have consequences for veteran players who are used to other games with slower speeds and different mechanics.,
Diablo II: Resurrected is a new expansion for Diablo II. The game has been changed so that the attack speed of monsters and players are operating differently. Read more in detail here: diablo 2 release date.
Players have recently found that the Increased Attack Speed (IAS) attribute and associated upper-level breakpoints are no longer functioning properly. Players that equip their high-level characters with IAS gear and/or employ items that provide them access to attack-speed-boosting abilities like the Paladins’ Fanaticism aura have insanely high IAS, to the point where players are virtually blurring on the screen. This did not happen to the same degree with the original D2. While IAS is the most difficult of the four breakpoints to forecast (it’s reliant on too many variables to accurately chart), IAS had limitations that precluded such player speeds. Speed builds like the Zealadin or Fury Werewolf might hit very quickly, but this amount of speed was just not possible.
Breakpoints contain built-in caps, which indicate when a skill can no longer be improved. A Druid, for example, may boost their frame rate to no less than 10 fps using Faster Cast Rate, while a Sorceress can improve to as high as 7 fps. However, it seems that IAS is currently functioning with either no limit or a much raised cap.
This seems to imply that piling on large amounts of IAS may enable a character to function outside of what was previously thought to be conventional IAS constraints.
It’s worth noting that this has no bearing on or affects IAS breakpoints at lower levels. To observe some of these variations, you’d need to reach much past 180 percent IAS in most circumstances, with more depending on your character and weapon choice.
Is the speedier assault genuine or merely a trick of the eye? Is it a flaw or a benefit? Let’s take a closer look at the evidence.
Is it the difference in frame rates between D2 and D2:R?
Diablo II was created using an engine that enabled animations to happen at a rate of 25 frames per second (fps). The creators determined that D2:R will stick to this visual constraint in order to maintain the game’s original appearance and feel. There are several activities that need the use of a particular number of frames per second. Breakpoints are percentages of these features when the game cuts one frame from the animation, allowing the action to go faster. You may greatly boost the pace at which you attack monsters, perform spells, block damage, or recover from hits if you have a high enough percentage of a talent. Breakpoint ranges varied by class and by form within each class. Increased Attack Speed, Faster Cast Rate, Faster Block Rate, and Faster Hit Recovery are the four qualities involved, and their breakpoints may be upgraded with gear and abilities.
D2:R, on the other hand, runs at 60 frames per second rather than 25. Is this a potential disconnect or display problem as a result of the frame rate differences?
If there was a display problem with the functional frame rate for activities vs. the display rate, you’d expect the three other qualities — Faster Cast Rate, Faster Block Rate, and Faster Hit Recovery — to have similar difficulties. So yet, no one has reported their Sorceress transforming into a magical machine gun or their Werewolf transforming into The Flash when they are struck. If frame rate discrepancy was a worldwide problem, we’d observe it across the board with all breakpoints, not just IAS. At lower levels, you’d expect IAS to behave differently, which it doesn’t seem to do.
Is there a display problem on the client side vs. the server side?
Another option is that the Increased Attack Speed animations seem to be quicker, but their real pace hasn’t changed. This might suggest a disconnect between the client side (what the player sees) and the server side (what the server sees) (how the server is calculating the actions, damage, etc).
There was a well-known problem with the Amazon ability Strafe and IAS in Diablo II, so this type of glitch isn’t unprecedented. Amazons who hit the breakpoint to drop their IAS from 3fps to 2fps observed the action as though it was happening at 2fps, but gamers concluded it was still happening at 3fps. To put it another way, the screen activity sped quickly, but the server didn’t give full credit.
There are a few elements in the current example of IAS that argue against it being a client/server problem. It’s not simple to verify damage rates in Diablo II: Resurrected since there is no Combat Log or anything official in-game to do so. However, there are two substantial pieces of evidence indicating IAS is acting differently at the top levels.
It seems that items that proc on hit are being used more often. Any item with the ability “X percent Chance to Cast Level XX XXXX on Striking,” such as Atma’s Scarab Unique amulet’s “5 percent Chance to Cast Level 2 Amplify Damage on Striking,” falls under this category. When a character has a lot of IAS and a lot of Chance on Strike skills, they appear to be applied much quicker than intended.
NPCs, not just players, seem to be affected by the change. Many players have noticed that some NPCS classes in Hell mode, especially Megademons (Balrog, Pit Lord, Venom Lord) in Act IV and Blood Lords in Act V, have sped up to the point that it’s possible to be virtually one-shot (or dozen-shot) in the blink of an eye. Blood Lords have a Frenzy attack that speeds up their strikes as they swing, and they don’t always attack at all. NPCs are more likely to have values hardcoded in, but it’s evident that the attack speed limit that seems to have been taken from characters does not apply to these strangely behaved mobs.
So it doesn’t seem like this is an optical illusion. The suffering is palpable.
Is the IAS limit still in place?
It’s impossible to say if the IAS cap has been eliminated or just expanded beyond its prior limitations without confirmation from Blizzard devs, but the game clearly seems to be operating as though previous IAS upper limits no longer apply. While most players are still well within quantifiable, previously known IAS limitations, end-game characters that have piled up vast amounts of IAS goods are proving that they can obtain significant speed gains previously unattainable in D2.
Is that a bug or a feature?
It’s completely conceivable that this is a problem that will be fixed by Blizzard. But I’d want to make a case for why it shouldn’t be deleted, and that argument is for more end-game variety.
Diablo II’s relatively small range of possible end-game builds, and the fact that the great majority of these builds are caster-focused, has long been one of the game’s flaws. Even “melee” classes like Paladin have caster-focused end-game builds; the Hammerdin, long regarded as one of the best, is really a caster build centered on the Blessed Hammer ability. The other top builds, such as Blizzard/Frost Orb Sorceress, Summon/Poison Nova Necromancer, and Lightning Trapsin, are all caster-focused; Whirlwind Barbarian is the only melee-focused build in several S-tier lists. Javazons are still ranged, not a real in-your-face melee DPS build, despite using IAS as their main attack breakpoint.
Melee builds with a high attack speed concentration, such as different Bowazon builds, Zealadin, shapeshifted Druids, or Kicksin Assassin, are ranked lower. The phrase “struggles in endgame” is often used in descriptions of these designs. The IAS limit might be removed or extended, making some of these melee-focused builds more feasible endgame options.
Please review our instructions for additional information on Breakpoints and equipping for Increased Attack Speed:
Diablo 2 Breakpoints: Resurrected Gearing for IAS Breakpoints
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