Attack Speed over Attack Power?

Just curious. I don't know how much each effects the other so I was going to ask for some numbers, I guess. I imagine the final decision is somewhat subjective, but objective data would be cool too.
I read somewhere that attack speed bonuses are roughly 4% per level (low, medium, high, etc), so a medium bonus would mean close, but slightly less than a 10% bonus in DPS. Just for math's sake I guess I'll round up. That's pretty decent, yeah?
But what about pure attack damage bonuses? (Like what the Wolver armor line grants.) I have no idea what kind of bonus that entails - do we have numbers for that yet? :o
and then of course - which would YOU prefer, personally?
Don't forget the faster you finish your combo/swing, the faster you can block again.

Thanks for the insight. :D!
I use a Dread Venom Striker, but I'm looking into Flourishes now. I'm not really a fan of bigger, slow weapons in any game, so yup. I might check out Brandishes soon too idk.
BUT ANYWHO - I bet I could just get both - Vog Cub and Skolver grant each of these bonuses and if I finish the entire set I can mix and match for the optimal boosts, yeah?
Vulmer - That is a very good point, and that itself made me want to go speed over power. However, with Feynt's points, using a Cutter-line weapon, I guess the damage bonus would make a bit more sense.

BUT ANYWHO - I bet I could just get both - Vog Cub and Skolver grant each of these bonuses and if I finish the entire set I can mix and match for the optimal boosts, yeah?
Optimal is not subjective, and optimal dictates pure Vog Cub unless you're already at the attack speed increase cap.

I didn't know there was a cap, unless you mean just MAX?
And peoples' playstyles and weapons choices could make the answer different. Idk. Even with using a Dread Venom Striker I want the attack speed increase?
You always want the attack speed increase. The last hit in sword combos interrupt most monsters, and getting to it faster makes combat much easier/safer. Similarly, it takes less time to execute a single swing, so you can get your shield up faster. Any enemies that let you tear into them so much that Skolver results in more damage aren't troublesome enough to need the extra damage.
That's subjective, Deus. Bosses like Jelly King and Vanaduke don't care if you get to your last swing faster. They aren't budging. Certain large enemies are also not prone to being shoved far by final swings, so it's all about damage. Swinging faster to block sooner is a valid reason to favour attack speed, but yes there is a cap on all bonuses (Maximum!) so you don't want too much of it if you've already got other sources.

If your a RPG, RPG Andventure or Adventure Game Veteran like me and many many more, you will know that speed is not that important, the main thing is Power or strength and have Power full Armour or Equipment and sword, because at the end... the winner is not how fats your are but how hard you could hit or kill the Boss. if you think that bean fast will make you power full think again because the Boss will kill you with one punch or two.
"That's subjective, Deus. Bosses like Jelly King and Vanaduke don't care if you get to your last swing faster. They aren't budging. Certain large enemies are also not prone to being shoved far by final swings, so it's all about damage. Swinging faster to block sooner is a valid reason to favour attack speed, but yes there is a cap on all bonuses (Maximum!) so you don't want too much of it if you've already got other sources."
It isn't subjective. Finishing swings faster means you can do something else (like running the hell away), which is helpful in a boss fight. Taking damage also interrupts your attacks, so swinging faster means that's less likely to happen (such as with the adds on Jelly King).
The non-boss enemies who's attacks can't be interrupted are Lumbers, Trojans, Alpha Wolvers and combined Lichen. Attack speed helps you dodge Trojans and Lumbers, lets you get back to the running part of hitting-and-running Alpha Wolvers, and lets you get your shield up in time for combined Lichens' attacks.
And of course you don't keep stacking a bonus once it's capped. Bonus damage isn't bad, attack speed's just better (because moving and shielding are that important).
It's the "something else" part that's the issue. The theory is that in certain cases, IAS is less effective than IAD for killing purposes. This is true for fast weapons in which reducing a minuscule delay is less effective than adding a bonus to damage to rapid hits. In almost all cases where you could argue "but with more IAS you block sooner!" I can show you a bad decision to attack when you should have blocked instead. Especially with lag being an issue sometimes.

I have this Equipment at the Moment...
Rock Jelly Helmet 4 Stars Level 10 - http://wiki.spiralknights.com/Rock_Jelly_Helm
Heater Shield 5 Stars Level 10 - http://wiki.spiralknights.com/Heater_Shield
Seraphic Mail 4 Stars Level 10 - http://wiki.spiralknights.com/Seraphic_Mail
Ascended Caliber 4 Stars Level 10 - http://wiki.spiralknights.com/Ascended_Calibur
Master Blaster 4 Stars Level 10 - http://wiki.spiralknights.com/Master_Blaster
I will Get these Equipment when Finishing Upgrading everything to 5 Stars
Royal Jelly Crown 5 Stars - http://wiki.spiralknights.com/Royal_Jelly_Crown
Valkyrie Mail 5 Stars - http://wiki.spiralknights.com/Valkyrie_Mail
Levietan Blade 5 Stars - http://wiki.spiralknights.com/Leviathan_Blade
Valiance 5 Stars - http://wiki.spiralknights.com/Valiance
when finish upgrading everything i will be Super Strong to defeat any Monster in my way!
@Deus
(Note: I use the Skolver Set but I have Vog cub as well)
I have to disagree with you on the getting your shield up faster part. Since all enemies in this game telegraph to all hell what they're doing and have very predictable patterns in what they do, you really don't need to worry about attack speed getting your shield up faster. If you're hacking away at a monster willy nilly to the point where you start attacking when they start telegraphing their attack, then you're doing something wrong. I run tier 3 stuff to Basil on my own without taking damage because at the higher tiers it's more about playing smart (knowing when to shield, run, and position as opposed to attacking) than it is about reaction speed. In the end, I would have to say neither's really that much better. I haven't noticed that much of difference in damage while wearing my skolver set and I haven't noticed too much difference in attack speed (I might just be bad at noticing these things too lol).
That said, Vog Cub is better hands than Skolver (this is what i'm guessing brought up the attack speed vs dmg debate) because i has elemental defense, and there's a lot more stuff out there in this game that does elemental damage than piercing damage. I personally stick to Skolver because I think it looks cooler.

my current equipment:
5* leviathan blade
5* aegis (med pierce UV)
5* volcanic demo suit
4* ash tail coat (planning on upgrading to skolver)
5* venom veiler ( UV med gremlin)
5* shviermist buster
since I don't "mainly" use swords, I don't worry about the faster hits. just go for the more attack damage, IMO.
"It's the "something else" part that's the issue. The theory is that in certain cases, IAS is less effective than IAD for killing purposes. This is true for fast weapons in which reducing a minuscule delay is less effective than adding a bonus to damage to rapid hits. In almost all cases where you could argue "but with more IAS you block sooner!" I can show you a bad decision to attack when you should have blocked instead. Especially with lag being an issue sometimes."
It depends on how bonus damage is implemented: if the bonus is flat, then it gets stronger with faster weapons; if it's a modifier (like say 5% more damage) then it doesn't matter how fast the weapon is. IAS doesn't care about weapon speed, only DPS. I haven't seen any testing indicating how bonus damage is added, and how much per level level of bonus. I wouldn't be surprised if it was a percentage modifier and better than IAS in terms of damage, because it needs something to compete with the non-damage benefits of IAS.
Bonus damage is only strictly more useful if it decreases the number of swings it takes to kill a target (going from 100 to 120 damage isn't helpful if the target has 280 hp). This evens out more on bosses, who have sufficiently large hp pools that you'll always need at least one less (often more less) swing.
Additionally, playing very defensively is a massive loss in damage. IAS letting a player get in extra hits safely a huge benefit in damage over bonus damage. On top of that, shields don't have infinite health: sometime you need to interrupt attacks.
"I have to disagree with you on the getting your shield up faster part. Since all enemies in this game telegraph to all hell what they're doing and have very predictable patterns in what they do, you really don't need to worry about attack speed getting your shield up faster. If you're hacking away at a monster willy nilly to the point where you start attacking when they start telegraphing their attack, then you're doing something wrong. I run tier 3 stuff to Basil on my own without taking damage because at the higher tiers it's more about playing smart (knowing when to shield, run, and position as opposed to attacking) than it is about reaction speed. In the end, I would have to say neither's really that much better. I haven't noticed that much of difference in damage while wearing my skolver set and I haven't noticed too much difference in attack speed (I might just be bad at noticing these things too lol)."
Unless you're a perfect player, being able to react faster is helpful. Additionally, swinging faster lets you do things safely that you couldn't before, especially if you know you can safely get to the combo finisher and interrupt the incoming attack.

I think I have enough information here to make a decision for myself, and I can see the points on both sides. :) Thanks, guys. It's kinda neat seeing insights from other players.
I'll still try out both sides on my own just for kicks, but yeah. I am pleased. Thanks~
Attack speeds versus attack damages are interesting discussions in all game systems. Speed is multiplicative; the faster you swing the more you can do your base damage (in theory, provided a perfect situation where you never stop swinging). Damage is additive on the other hand (in most cases, such as this one); each swing only gets stronger by the amount listed. In a way, the combo rate means that damage increases are preferable to attack speed in some cases. For example, a cutter does low damage, but swings very fast by default and has 5 attacks with 10 hits total. So a slight improvement in damage is multiplied 10 times effectively (note: Untested whether second hits from cutters receive bonus damage, but it makes sense).
However a damage improvement on a troika which does only 2 swings would be less helpful because it only has 2 relatively quick (relative to restarting the combo) slashes in its combo. In this case however the first swing's speed is pretty slow and could use improvement, and the base damage of the sword is already quite high, so an improvement on attack speed will increase your damage output more dramatically.
Having both is always preferable. But keep in mind a 10% increase (because you're swinging 10% faster in your round up) on 50 damage and a 10% increase on 300 damage are quite different. Likewise a flat 10 damage boost on each of 10 swings is far better than 10 damage on 2 swings.