- Yes, it's a flat % of the ORIGINAL attack delay. As you continue to take this percentage off, the difference becomes effectively larger with each step since its a percent of the original delay taken off of the new, lower delay.
Nah, that's not how it works. You're thinking 4% IAS reduces swing timer by 4% but it actually increases the number of attacks you deal over time by 4% and, of course, reduces your animation accordingly.
Assuming a gun with 1s firing rate: 60 shots in 60s
What you're thinking:
50% IAS = 0.5s off firing rate = 60 extra shots (120 total).
100% IAS = 1s off firing rate = infinite shots.
How it actually works.
50% IAS = 50% more shots = 30 extra shots (90 total)
100% IAS = 100% more shots = 60 extra shots (120 total)
Regardless, IAS is still pretty important for reducing that animation delay but it's not as powerful as you believed.
@Gulian:
It isn't "better". They're fairly balanced, one is just lots of low damage shots and one is fewer, high damage shots. Which you like is a matter of taste.
@DoctorBear:
I would highly recommend going for pure damage guns rather than the blaster and blackhawk. Shadowtech, elemental alchemer of your choice, and Magnus are the bread and butter of being a pure gunslinger in my book.
@Shinko:
Absolutely. I have the majority of gun related recipes at this point, including many I have no intention of ever crafting for myself. Anything 1-3* is free with your mats, though tips do make me smile.
For 4* stuff I charge a flat 5k (on top of mats) to cover the energy I spend leveling it. 5* stuff I charge more since it's a royal pain to level a 4* to level 10, especially with my new UV armor sucking up heat since it isn't quite capped yet.
See my full list in the bazaar section here: http://forums.spiralknights.com/en/node/3046
@Fenix:
Sword users don't have the same flexibility since they have no pure damage weapons and no way to deal piercing damage at all, but yes, my tri-sword friend (G.Faust, D.Avenger, D.V.Striker) pulls out his Faust when mobs are weak to shadow and his DA when they're weak to Elemental. This is with his gains being significantly reduced by the split damage model (half his damage with each sword is "normal" and thus unmodified).
@Stardrinker
Yes, it's a flat % of the ORIGINAL attack delay. As you continue to take this percentage off, the difference becomes effectively larger with each step since its a percent of the original delay taken off of the new, lower delay.
Taking 4% of the unmodified attack delay off of a heavily modified attack delay is considerably more than taking off 4% of the modified attack delay because the modified attack delay is, by definition, lower than the unmodified attack delay. Lets say hypothetically it were an even 4% reduction in attack delay per level and let's say there were a gun that had an attack delay of 1 second.
Each level of IAS would take 0.04 seconds off of the attack delay.
Going from no IAS to low would go from 1 second to 0.96 seconds which is a 4% improvement.
Going from IAS low to medium would go from 0.96 to 0.92, another 0.04 step (static percent of the unmodified attack delay).
Continuing on: High(0.88), Very High (0.84), Ultra (0.8), and finally Maximum (0.76). To get to instant shots would require 25 levels of IAS (which is of course impossible) but it would not require infinite IAS.
Now what matters isn't that you're getting 0.04 seconds off of the attack delay with each step. What matters is that this change in attack delay becomes larger on a percentage basis as you go deeper into IAS since you're taking the same 0.04 seconds off a new, lower, modified attack delay.
That last step you're taking 0.04 off of 0.8 which is a 5% increase in effective damage for that last step alone. That's 25% better than the original 4% which isn't much, but it is better. Moreover, the magnitude of the effective gain increases with a larger initial percent.
If each level of IAS were 6%, for example, you go from 6% gain going from 0-1 but an 8.6% gain going from 5-6. This is a 43% improvement in DPS/IAS as compared to the 25% gained with a 4% IAS reduction. If IAS were 10% the gain is from 10% at the first step to 20% at the last step making it a 100% improvement.
The actual number for guns is higher than 4% (though certainly lower than 10). I pegged it at about 6% last time I tested, but my sample size wasn't large enough to give me total confidence in my measurement since it's inherently difficult to measure.
@DigitalGabeg:
I'm honored, but a word of caution. Remember that IAS gets better the more you have. If you aren't serious about guns (and thus aren't wearing nameless armor) that UV may not be the best one for you. If it's your only gun, you may consider chasing a UV for damage vs the enemies you normally find yourself engaging from range (usually fiend or construct depending on your playstyle).
On the other hand, maybe you are serious about guns and plan on wearing Nameless. In that case, please remember that a normal damage gun isn't as good as a specialty one unless you already have those covered and this is a 4th weapon to round out your kit. If you plan on going Tri-gun or dual-gun with no third slot, you'd be better off turning that into a Callahan and taking an Elemental Alchemer of your choice (and a shadowtech if you're doing tri-gun).
Just something to think about. If you do decide to chase a different UV, let me know. I'll gladly buy that one off you, but please know that my advice here is honest. I'm not trying to talk you into selling it for selfish reasons. ;)