Theory Crafting: Attack Delay

COWMANOFCOWS·4/27/2015, 1:08:24 AM·1 votes·2,357 views

I don't fully understand the concept of attack delay.

Does this number convey meaning on how long a champions AA animation is?

From what i have read its only used to find a champion's base attack speed and it will never change in game. Most of what i have read about how attack speed effects attack delay and attack moving is, "it helps". UltrosHiddenOP asked "Increasing AS makes you able to stutterstep more but also reduces the time you have to do it?" which was confirmed by Dankaw in a later post on the following forum:

http://www.reignofgaming.net/forums/league-of-legends/general-discussions/101839-attack-speed-how-i-think-it-works-vs-how-it

I would like more confirmation on this.


Here is a much older forum where the opposite is stated

http://forums.na.leagueoflegends.com/board/showthread.php?t=743609

"it works like this: wind up animation hit (this is just an instantaneous event and takes no actual time amount and is just a dividing point) follow through animation

Having more AS causes wind up and follow through to play faster, so the hit happens at the same point in your animation so if it was .5 hit .5 at 1.0 AS then at 2.0 AS it will be .25 hit .25" (Reiver)

What i really want is to know, is the time that each champ's AA animation takes.

1 Comments

junglerboy164/27/2015, 6:25:34 PM2 votes

Ok, first thing, the user Enimonemoi from your reignofgaming link doesn't know what the heck he is talking about, the second poster got it absolutely right.

Second: A lot of what people were saying in you forum link was very loosely accurate. It wasn't entirely wrong, but I can certainly see where your confusion stems from

Basically, they are saying the same thing, AAs function like this: Attack declare (you click on your target)>attack delay (number X seconds)>attack hit>Follow through animation (number Y seconds). That is one full auto attack. AS shortens both X and Y, but I do not know if the amount is equally distributed between them, or if it is a champion to champion thing.

Attack delay is what people reference when they say someone has a bad AA animation (like Poppy) or a good one (like jinx), and canceling an auto attack is much easier with a long attack delay, effectively allowing you to fake AA something and then stop it from dealing damage by moving or doing something else. Attack hit is the instance in which damage is applied, and follow through animation or "wind-down lag" as some of the people in your links put it is the part people reference when talking about animation canceling, which is especially important when kiting.

AS per level functions exactly like bonus AS from items, giving you +X% of your base AS as additional attack speed.

Now, I'll use some examples. Poppy has a horrendously long attack delay, but average attack speed. This means her attack hit is much slower than most other champions, even at high AS, but she has the same hits/second as anyone else with the same AS. Basically, the time between right clicking on her target and actually applying damage is very long (almost the full AA animation). This makes Poppy very weak early game because it is easy for enemies to counter attack her while she winds up to attack, and also has hard time doing AA resets with her Q

Jinx has a shorter attack delay, but a longer followup animation. This means the she is much better at canceling the wind-down, allowing her to kite effectively. It is also very hard to cancel an auto attack as Jinx, which makes faking out an opponent harder, but makes lane trading easier.

AS does make it easier to kite, to a certain point. If you have too much AS, your mechanics often become too sloppy to kite effectively since the window for wind-down canceling shrinks as your AS increases, meaning you have to be more precise in your timing when you have more AS, not the AS makes kiting weaker innately.