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Mechanics · speed

ASPD

ASPD depends on the base attack delay (per class and weapon type) and is reduced by AGI and DEX — with AGI weighing five times more. The cap on this server is 190. Each 0.1 ASPD above 180 costs increasingly more stats.

In plain words

What ASPD is

ASPD (Attack Speed) is how often your character swings in auto-attack. The higher your ASPD, the shorter the pause between hits, and the more damage per second you put out. In plain words: ASPD 150 is roughly one hit every half a second, while ASPD 190 is almost two hits per second. Technically the game does not track «hits per second» directly; it tracks the delay between hits, and your ASPD number is 200 minus that delay. So the closer to 200, the faster you swing. The ceiling for everyone is ASPD 190; you cannot go higher.

AGI versus DEX

The main stat for speed is AGI. In the formula AGI is weighted five times more than DEX (coefficients 4 versus 1), so when you want to attack faster, you invest in AGI. DEX also adds a little speed (plus accuracy and minimum damage), but as a «speed booster» it is weak: four points of AGI give the same ASPD as sixteen points of DEX. That is why auto-attack builds almost always run high AGI.

Formula and weapon

The full formula is: ASPD = 200 − baseDelay × (1 − (AGI + DEX) ÷ 1000). Here baseDelay is the base delay, unique to each pair of «class + weapon type». This is a key point for a newbie: different weapons swing at different base speeds. A dagger is naturally faster than a 2H sword, while a bow or a book sits somewhere in between. So the same character with the same AGI will have a different ASPD depending on what is in their hands. Lower baseDelay = faster weapon.

Per-class ceiling

Every class has its own baseDelay table, so the practical «ceiling» for ASPD also differs per class. An Assassin with a Katar has one of the lowest baseDelay values in the game and reaches the cap easily; a heavy Knight with a 2H sword, by contrast, hits a much lower ASPD even with the same AGI. This is normal and built into class balance.

Expensive last points

One more important thing: the last few points of ASPD are expensive. Because of the multiplication by baseDelay, the gain from AGI is non-linear: the first 50 AGI raise ASPD noticeably, but once you are around 185188, each further point demands more and more AGI. That is why raw AGI alone rarely reaches the 190 cap; items and buffs help. Bonuses of the +ASPD% kind (cards that add attack speed, Awakening/Berserk Potion, buffs like Two-Hand Quicken or Adrenaline Rush, Bard/Dancer songs) are applied on top of the formula and deliver those expensive last points more cheaply than pure AGI.

Formula
ASPD = 200 − baseDelay × ( 1 − (4×AGI + DEX) / 1000 )      (стеля 190)
baseDelay
base attack delay (class × weapon type)
AGI
character AGI stat
DEX
character DEX stat
Worked example baseDelay 140 · AGI 90 · DEX 99
AGI/DEX factor (4×90 + 99) / 1000 0.459
ASPD 200 − 140 × (1 − 0.459) 124.3
ASPD cap is 190. AGI weighs five times more than DEX. baseDelay depends on class and weapon type.
More examples
Hunter with a bow: computing ASPD step by step

A Bow for a Hunter has baseDelay 145. Take AGI 80 and DEX 70. First the bracket: (80 + 70) ÷ 1000 = (320 + 70) ÷ 1000 = 390 ÷ 1000 = 0.390. Then (10.390) = 0.610. Multiply by baseDelay: 145 × 0.610 = 88.45. Finally ASPD = 20088.45 = 111.55. So about 111 ASPD, not a «machine gun» yet; there is room to grow further via AGI or Adrenaline Rush.

Same weapon, more AGI: seeing the weight of AGI

Same Hunter, same Bow (baseDelay 145), but raise AGI to 120 and keep DEX 70. Bracket: (120 + 70) ÷ 1000 = (480 + 70) ÷ 1000 = 0.550. Then (10.550) = 0.450, multiply: 145 × 0.450 = 65.25, and ASPD = 20065.25 = 134.75. We raised AGI by 40 and ASPD jumped from 111 to ~135. For comparison: if instead we added 40 to DEX (AGI stays 80, DEX 110), the bracket would be only (320 + 110) ÷ 1000 = 0.430, giving ASPD = 200145×0.570 = 117.3. Same point count, but AGI gave +24 ASPD while DEX gave only +6.

Fast weapon versus slow weapon at identical stats

An Assassin with a Katar has a very low baseDelay; take 120. AGI 100, DEX 50: bracket (100 + 50) ÷ 1000 = 0.450, ASPD = 200120×0.550 = 20066 = 134. Now picture the same person with stats AGI 100 / DEX 50 but a slow weapon of baseDelay 160: ASPD = 200160×0.550 = 20088 = 112. A 22 ASPD gap appeared purely from the weapon; the stats are identical. That is why weapon choice matters for speed just as much as AGI.

Breakpoints
  • In Pre-Renewal, ASPD works in «breakpoints»: the game counts the delay in whole steps, so your real number of hits per second grows in stairs, not smoothly. Because of that some intermediate AGI values are «wasted»; they do not yet reach the next step, so you swing at the same rate as before. Practical takeaway: aim not for a pretty ASPD number but for a specific breakpoint. The +ASPD% bonuses from buffs and items (Adrenaline Rush, Two-Hand Quicken, Berserk/Awakening Potion, Bard/Dancer songs) are added on top of the formula and often «jump» you onto the needed step more cheaply than dozens of points of pure AGI. The exact thresholds depend on class and weapon, so check an ASPD calculator for your build rather than eyeballing it.
Common mistakes
  • Common newbie mistakes. First, pouring DEX for speed: DEX is weighted five times less than AGI, so it barely moves ASPD (DEX is taken for accuracy and damage, not speed). Second, ignoring the weapon: the same AGI on a slow weapon gives a very different ASPD than on a fast one, so do not be surprised that a 2H sword swings slower than a friend's dagger at identical stats. Third, chasing «pretty» numbers instead of breakpoints: ASPD 187 and 188 may swing at the same rate, and the extra AGI points are wasted. Fourth, forgetting buffs and items: +ASPD% reaches the cap more cheaply than pure AGI, especially on the last expensive points. Fifth, expecting ASPD above 190: that is a hard ceiling for all classes.
Who needs it: High ASPD matters most to classes that live off auto-attacks: Assassin/Assassin Cross (especially with a Katar), Knight/Lord Knight on a two-hander with Two-Hand Quicken, Hunter/Sniper with a bow, Thief/Rogue, and some Monk builds. For them, speed converts directly into damage per second. Mages (Wizard, Sage), support Priests, and builds based on «skills with fixed cooldowns» barely need ASPD: their damage comes from casting, not from swing rate, so points are better spent on INT, DEX (for cast time), or VIT. If you are a newbie leveling a melee auto-attacker, AGI and the right fast weapon will be your main friends.

Formulas verified against the uAthena engine (pre-renewal, Episode 11.2).