Tables

Normal Attack (Single)

 * All weapons have the similar attack animation speed in ES. Some weapons are still a bit faster and some classes are good at some weapons, but the difference is now little.
 * Most attack skills use the normal attack animation and have the same attack speed. (The skills which works with a single weapon, Zeal and Berserk for example, always use a single weapon even when you are dual wielded.)


 * You can see the new breakpoints at ES Attack Speed Calculator.

Jab

 * The attack speeds of these skills aren't changed in ES.
 * You can see the breakpoints at ES Attack Speed Calculator.

Fend / Killer Scythe

 * Fend attacks much faster in ES than in LoD.
 * Killer Scythe is the Necromancer version of Fend, and for 2H weapons only. KS is faster than LoD Fend but slower than ES Fend. This is because other class than Amazons and Sorceresses can attack much faster with Fend mechanism.
 * You can see the new breakpoints at ES Attack Speed Calculator.

Zeal / Fanatic Swing

 * Fanatic Swing is the Sorceress version of Zeal. FS is internally faster than Zeal, but the actual speed is roughly equal to Zeal, because of Sorceress' slow attack speed.
 * You can see the new breakpoints at ES Attack Speed Calculator.

Fists of Fire / Claws of Thunder / Blades of Ice

 * The attack speeds of these skills aren't changed in ES.
 * You can see the breakpoints at ES Attack Speed Calculator.



Normal Attack (Dual)

 * The attack speed isn't changed in ES.
 * You can see the breakpoints at ES Attack Speed Calculator.

Double Swing / Double Throw / Frenzy

 * The attack speeds of these skills aren't changed in ES.
 * You can see the breakpoints at ES Attack Speed Calculator.
 * When you put the current slvl of Frenzy, the calculator shows the fully accelerated attack speed. When you put 1 in the slvl of Frenzy, it shows the speed of the first swing of Frenzy.
 * When you calculate another skill with the current slvl of Frenzy, it shows the speed accelerated by Frenzy.

Dragon Claw / Fists of Fire / Claws of Thunder / Blades of Ice

 * The attack speeds of these skills aren't changed in ES.
 * FoF, CoT and BoI has the same speed as DC, when used with Dual Claw.
 * You can see the breakpoints at ES Attack Speed Calculator.

Dual Wielding Basic
Primary Weapon and Secondary Weapon


 * In 1.09, the weapon in the character's right hand slot (the left side of the screen) becomes the primary weapon, and the weapon in left hand slot becomes the secondary weapon. So they are also called "right hand weapon" and "left hand weapon".
 * In 1.10 and later, the first weapon you put on the character becomes the Primary Weapon, and the second weapon you put becomes the Secondary Weapon. But once you use the weapon swap function, the weapon in the character's right hand slot becomes the primary weapon, and the weapon in left hand slot becomes the secondary weapon, just like in 1.09.
 * This means if you put the first weapon on the left hand slot, the primary weapon and the secondary weapon may be reversed later. It also causes a bug, which we discuss in the next article. This bug can be both beneficial and harmful. Unless you are exploiting the bug, you should fix your primary weapon. For example, many skills ignores the IAS on the secondary weapon, or WW speed is determined by the secondary weapon. To avoid the mess:


 * For Dual Wielding attacks except normal attack:
 * The entire sequence is affected by the average of each weapon's WSM.
 * The IAS on the Secondary Weapon is ignored. If you need some IAS for some breakpoint, you can't count the IAS on the secondary weapon:
 * For Dual Wielding normal attack:
 * Each swing is affected by each weapon's WSM.
 * The IAS on each weapon only affect that weapon. The IAS on armor works for both weapon.

''' Make sure to put the PRIMARY weapon FIRST, on the RIGHT HAND slot. '''



Dual Wielding Bug
If you put the first weapon to the left hand slot (right side of the screen), and then put the second weapon to the right hand slot, the aveage WSM should be: (Left Hand Weapon's WSM + Right Hand Weapon's WSM) / 2 But it actually becomes: (Left Hand Weapon's WSM x 3 - Right Hand Weapon's WSM) / 2 This means if the Left Hand Weapon is fast and the Right Hand Weapon is slow, the average WSM gets much faster than it should be, and if the formar is slow and the latter is fast, the average WSM gets much slower.

When you use the weapon swap, the weapon in right hand slot becomes the primary weapon, and this "bugged status" is automatically fixed.

If the Right Hand weapon has some -requirement or str/dex bonus, without which you can't equip it, it can't the primary weapon when you use the weapon swap, and the "bugged status" remains. But this exploit wouldn't be so effective in ES, where getting IAS is much easier.

Whirlwind / Dance of Death

 * The numbers (4, 6, 8...) in the heading is NAttackFrame (Next Attack Frame), which indicates how many frames Whirlwind waits between each attach. 4 is the fastest.
 * The numbers in the table is the required WIAS for each NAttackFrame. Amazon with a 1H swing weapon needs 43 WIAS for NAttackFrame 4 (the fastest Whirlwind), for example.
 * WIAS is the IAS on the weapon and is calculated as below. Please note WSM is the negative value of IAS (smaller is faster).

WIAS = IAS bonus on the weapon - WSM (weapon's base speed)


 * Example: If you have 40% IAS on a flail (WSM [-10]), WIAS is 40 - (-10) = 50.
 * Any off-weapon IAS (IAS on gloves, for example) doesn't affect the speed of Whirlwind. The IAS penalty of Eagle Eye doesn't make Whirlwind slower, as well as Fanaticism, Annihilation and Burst of Speed don't make it faster.

Whirlwind Mechanism (Basic)

 * Whirlwind Attack Speed (external link)
 * Whirlwind attacks every 4 frames if possible.
 * Whirlwind attacks at the 4th and 8th frame regardless of NAttackFrame.
 * After the 2nd attack, NAttackFrame is added to the current frame (8) to determine the next attack frame.
 * If NAttackFrame is 4, the next attack frame is 8 + 4 = 12.
 * If NattackFrame is 6, the next attack frame is 8 + 6 = 14. But Whirlwind attack every 4 frames, so the 3rd attack actually occurs at the nearest multiple of 4, the 16th frame. The next next attack frame is 14 + 6 = 20, not 16 + 6 = 22. 20 is a multiple of 4, so the 4th attack occurs at the 20th frame.
 * Conclusion: Whirlwind with NAttackFrame 4 is roughly equal to Attacking at 4 FPA. If the NAttackFrame isn't a multiple of 4, the interval may not be even, but NAttackFrame X is roughly equal to X FPA in average.

Whirlwind Mechanism (Dual Wielding WW)

 * The attack speed of Dual Wielding WW is determined by the secondary (left hand) weapon.
 * The actual Dual Wielding WW sequence occurs as follows:
 * 1st attack (4th frame)
 * The primary weapon is set to the current weapon.
 * Attacks with the current Weapon, if a target is in the current weapon's range.
 * If the attack occurs, the secondary weapon becomes the current weapon.
 * The attack occurs only once in this frame.
 * 2nd attack (8th frame) and later
 * Attacks with the current Weapon, if a target is in the current weapon's range.
 * If the attack occurs, the other weapon becomes the current weapon.
 * Attacks with the current Weapon, if another target is in the current weapon's range.
 * If the attack occurs, the other weapon becomes the current weapon.
 * Conclusion: Dual Wielding WW can attacks 2 targets per 4 frames at best, while single Wielding WW can attack only 1 target per 4 frames at best. Dual Wielding WW is twice as fast as Single Wielding WW, as long as there are multiple targets in the weapon range. WW can't trigger CtC Skills, but more attack chances let you land more Crushing Blows and other extra damages. On the other hand, Single Wielding WW can benefit from the good damage and range of 2H weapons, or the block ability of the shield. So both WW have their own merit.



FCR Breakpoints

 * The cast speed of Amazon, Assassin and Druid is improved in ES. Now they have the same cast speed as Necromancer and Paladin.


 * The old base frames in LoD and ES 3.00 R1~R2


 * The new base frames in ES 3.00 R3


 * The numbers (19, 18, 17...) in the heading is the frame to cast a spell. 1 frame is 1/25 second.
 * The numbers in the table is the required FCR (Faster Cast Rate) for each frame. It takes 15 frames for an Amazon to cast a spell with no FCR, for example.

FHR Breakpoints

 * These values are quoted from Tommi Gustafsson's website.
 * The Druid/Paladin recovery bug (Druid recovering slowly with a 1H swing weapon and Paladin recovering slowly with a 2H wepaon) is fixed in ES.
 * The numbers (17, 16, 15...) in the heading is the frame for a hit recovery. 1 frame is 1/25 second.
 * The numbers in the table is the required FHR (Faster Hit Recovery) for each frame. It takes 11 frames for an Amazon to recover from a get-hit animation with no FHR, for example.
 * The recovery animation occurs when a chacater lose 1/12 or more of his/her maximum life by a single hit.

FBR Breakpoints

 * These values are quoted from Tommi Gustafsson's website.
 * The Amazon block bug (Amazon blocking slowly with a 1H swing weapon) is fixed in ES.
 * The numbers (12, 11, 10...) in the heading is the frame to block. 1 frame is 1/25 second.
 * The numbers in the table is the required FBR (Faster Block Rate) for each frame. It takes 5 frames for an Amazon to block with no FBR, for example.
 * Hirelings can't block even if they have a shield.

IAS Breakpoints for Minions

 * The numbers (24, 23, 22...) in the heading is the frame to attack. 1 frame is 1/25 second.
 * The numbers in the table is the required EIAS for each frame. It takes 15 frames for a Skeleton to attack with no EIAS, for example.
 * The only effects available for minions are the Skill IAS from Fanaticism and Annihilation. The Skill IAS counts as EIAS.
 * Example: Your Skellymancer has Level 1 Annihilation from an item and Level 5 Fanaticism from the merc.
 * Level 1 Annihilation grants +6% Skill IAS.
 * Level 5 Fanaticism grants +25% Skill IAS.
 * The total IAS bonus to your party is +31% Skill IAS = +31% EIAS.
 * Your skeletons attack at 12 FPA. The next breakpoint is 11 FPA at +33% EIAS.
 * Level 7 Fanaticism grants +27% Skill IAS.
 * You need to give the merc +2 To All Skills to make skeletons reach the next breakpoint.


 * Wolves, Water Elementals, Bears and Shadows use two kinds of attack (A1, A2).



Area Levels

 * These numbers are from the levels text file in the ES data folder
 * In NM and Hell, each non-boss monster's mlvl (monster level) is equal to the area level. a Champion's mlvl is 2 levels higher, and Unique Boss' mlvl is 3 levels higher than non-boss monsters.
 * In Normal, each non-boss monster's mlvl varies.
 * Some uber area levels were changed in 5.3, the changes are marked in bold text below.

Base Points in Skills by Character Level
In Eastern Sun Rises, the cap of the skill bales levels was changed to prevent people from maxing their skills too early, this was done to somewhat soften the extreme power surge that characters get once their main skill is unlocked. This allows players to dump one point every level at the beginning, but then restricts it to one point per five levels. The resulting base levels are show below.

There are three ways of increasing your maximum base level:


 * Corrupting amulets has a low chance of increasing the maximum base level by 1
 * There is a Hidden Treasure (Unique Grand Charm) with +1 to max base level
 * The Diablo Clone drops his Soulstone (Small Charm) with +1 to max base level

This increases the level, capping the maximum investment at 34, 28, and 24, respectively.