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However, the most popular way to increase Juggernaut's total damage output during Omnislash is to buy attack speed to allow him to attack normally between slashes (or to buy damage to make these real attacks stronger). Juggernaut has a 1.4 sec BAT and a 0.33 sec frontswing, meaning to have a chance to attack at all during Omnislash (between two slashes, which occur every 0.4 seconds), you need at least 0.33/0.4 - 1 = -17.5% IAS. So even if you have 0 increased attack speed, there is still a chance of getting one attack. The probability of getting a given number of attacks is complicated and depends on both attack speed and luck, and has been presented here in different forms many times (use search function). It is even possible to attack twice between two slashes, which would require (1.4+0.33)/0.4 - 1 = 332.5% IAS. Even then, the probability of it actually happening is quite low, but increases with IAS.
I notice that you include the Front Swing animation time when calculating Attack Time, is this specific to Auto-Attacks between slashes, or a rule of thumb when calculating Attack Time in general?
Quoted:
A hero's attack speed is completely independent of its attack animation. Attack animation strictly refers to the delay between when an attack order is issued and when the attack is launched. For example, if a hero has an attack time of one second, an attack point of 0.3 seconds, and an attack backswing of 0.5 seconds, they will be idle for 0.2 seconds during every attack cycle. Even if the backswing is cancelled after 0.2 seconds, the idle period is extended to 0.5 seconds. However, during that idle period, other commands can be issued such as moving or casting spells.
As far as I'm aware, the time between Auto-Attacks is only dependent on the Attack Point.
At 400IAS (the cap), you end up with an Attack Point of:-
1.4/(1 + 4) == 0.28
So, would the Attack Time cap at the lowest possible Attack Point (0.28) or the Front Swing animation time (0.33)?
P.S. I would go into a lobby and test myself, but testing a difference of 0.05 seconds is...
The probability of getting a given number of attacks is complicated and depends on both attack speed and luck, and has been presented here in different forms many times (use search function).
This site doesn't have a search function...stop with the copy pasterino and give me links! I demand further explanations of this 8{D
Don't argue about the "Hard Carry" I wrote. I just did that when I finishing posting this thread :D
*Non-chalantly blames F.E.A.R. for provoking the usual unrelated "Hard Carry Battle Fury" that springs up in every Jugg thread* 8{3
Seriously people, there are a million threads out there about Battle Fury on Juggernaut and plaing him as a Hard Carry already...can we please go back to having a thread that's purely about his mechanics? T-T
I notice that you include the Front Swing animation time when calculating Attack Time, is this specific to Auto-Attacks between slashes, or a rule of thumb when calculating Attack Time in general?
Right. Note that the frontswing (like the backswing) is included in the base attack time. So with 1.4 BAT and 40 IAS, if Juggernaut is constantly attacking a stationary target (like a tower) rather than Omnislashing, he will hit once per second. The first hit will be 0.33/1.4 = 0.236 seconds after the reaction delay elapses, the next will be one second after that, then one second after that, and so on. In 9.236 seconds after the reaction delay, he will have landed ten attacks and be starting the backswing for the tenth.
If your attack is interrupted during the frontswing, it will not complete.
When your frontswing completes, the attack hits.
If your attack is interrupted during the backswing, it doesn't matter.
To start an attack, your attack cooldown (= attack time) must have passed since you started the frontswing of the last attack that you completed.
Omnislash interrupts you every 0.4 seconds.
Putting this together: In order to complete two attack during one 0.4 second interval, you must obviously complete the first attack. The second attack cannot start until your attack time has passed. When it starts, you only need to complete the frontswing to get the attack to hit, the backswing can (and will) be interrupted.
This means you need to fit one complete attack time/cooldown plus one frontswing into the 0.4 second interval.
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So with 1.4 BAT and 40 IAS, if Juggernaut is constantly attacking a stationary target (like a tower) rather than Omnislashing, he will hit once per second. The first hit will be 0.33/1.4 = 0.236 seconds after the reaction delay elapses, the next will be one second after that, then one second after that, and so on. In 9.236 seconds after the reaction delay, he will have landed ten attacks and be starting the backswing for the tenth.
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