See why a small attack speed bonus does nothing and fix the animation steps
A ring promises faster attacks, yet the hero swings exactly as slowly as before. Animations run in whole frames, so small bonuses disappear in rounding, and a huge one makes a move shorter than a frame. This entry shows how to count it and which bonus first matters.
Why this works
A picture is made of whole steps, so a tiny gain that never reaches the next step is invisible and wasted. Letting the speed work only on the waiting parts, never on the moment of the blow, keeps the hit able to land.
When not to use it
Skip it when attacks are not drawn step by step, such as a slow strategy game with a plain delay between turns. There, a speed bonus can shorten the wait by any amount, so use plain seconds.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 28 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "See why a small attack speed bonus does nothing and fix the animation steps" (read_entry attack-speed-bonus-counted-in-whole-frames) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP