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In-Game Hit-Speed Testing: Megatherium[]

Timing 10 hits from the start of the first hit to the start of the 11th hit then dividing by 10

Hit Speed[]

  • Main attack: 0.9 Seconds Per Hit
    • Hits per second = 1.1
  • Secondary attack: 1.4 Seconds Per Hit
    • Hits per second = 0.7

DPS[]

Base damage is 32

  • Main attack: 32 * 1.1 = 35.6 DPS
  • Secondary attack: 49 * 0.7 = 34.3 DPS
Note: the secondary attack likely harvests more resources due to its strength. Also, it is a 360-degree AoE with higher knockback. I consider it a tactical strike.

--Jagid3 (talk) 13:42, 25 September 2019 (UTC)

In-Game Hit-Speed Testing: Thylacoleo[]

Timing 10 hits from the start of the first hit to the start of the 11th hit then dividing by 10

Hit Speed[]

  • 0.9 Seconds Per Hit
    • Hits per second = 1.1

DPS[]

Base damage is 40

Main attack: 40 * 1.1 = 44.4 DPS

--Jagid3 (talk) 13:47, 25 September 2019 (UTC)

In-Game Hit-Speed Testing: Spino[]

Timing 10 hits from the start of the first hit to the start of the 11th hit then dividing by 10

Hit Speed[]

  • Claw attack: 0.85 Seconds Per Hit
    • Hits per second = 1.18
  • Bite attack: 0.85 Seconds Per Hit
    • Hits per second = 1.18

DPS[]

Base damages are 40 and 60 (see "attack values" under Base Stats and Growth section.)

  • Main attack: 40 * 1.18 = 47.2 DPS
  • Secondary attack: 60 * 1.18 = 70.8 DPS

Aberrant DPS[]

  • Main attack: 42.4 * 1.18 = 50 DPS
  • Secondary attack: 63.6 * 1.18 = 75 DPS

For reference: one of my aberrant spinos has a melee stat of 413.3%. So the DPS of his claw attack would be 75 * 4.133 = 310. If my dude has a Sword with 200% melee it would hit for 180 DPH. If he has a personal melee damage stat of 170% that means he gets 306 DPH. Swords get 1.9 HPS so his DPS should be 581. So that means a tanky animal that allows for rider wielding would allow me more DPS. But the sword has zero knockback and a much shorter range, so in many cases it would be a tactical liability to use this method to increase DPS.

Note: the claw attack likely harvests more resources due to its strength. Also, it has higher knockback, slower movement speed and the ability to pivot in place. It is a good brawling stance while the bite attack is a better chasing stance.
Also note: aberrant creatures have a 6% increase in damage, per the Aberrant Creatures page.

--Jagid3 (talk) 16:19, 4 October 2019 (UTC)

Determining Creature Attack Rate From the Devkit[]

Ridden Creatures[]

I've been trying to determine the maximum rideable creature attack rate from values I could find in the dev kit. Comparing numbers the numbers I've come up with compared to rates determine via dummy testing, it looks to be like this:

((Animation Time) - (Blend in Time)) / (Rate Scale)

All these values can be found in the Animation Montage that is set under the creature's Attack Info for the specific attack in it's Character Blueprint. Animation Time is the animation duration of the associated attack animation. Blend In Time is under the Montage section of the Animation Asset Details pane. Rate Scale is under the Animation section of the Asset Details pane.

For example, the Allosaurus:

  • It's character blueprint is under /Game/PrimalEarth/Dinos/Allosaurus/Allo_Character_BP.
  • Under the AI section, expand the Attack Infos, expand the element that contains the attack you're interested in (the first element is the Attack Name), and find and expand the Attack Animations element and pick the attack animation you want to check. Some attacks have multiple animations associated with them, like a swimming and non-swimming version. The Allosaurus attack 0 is Bite.
  • Open the associated attack montage (you can click the magnifying glass to go to it in the asset browser). The name of the Allosaurus montage is /Game/PrimalEarth/Dinos/Allosaurus/Animations/Allosaurus-Attack-Bite_Montage.
  • The Animation Time is shown on the animation timeline in seconds. For the Allosaurus the Animation Time is 1 second.
  • The Anim Asset Details pane in the bottom left contains the Montage and Animation sections. From here I can see the Allosaurus Blend In Time is .25 and the Rate Scale is 1.

This makes our calculation for the Allosaurus

( 1 - .25 ) / 1 = .75

which is the time it takes between attacks when spam clicking while riding the Allosaurus.

Non-ridden Creatures[]

This probably applies to non-ridden creatures, if you also add in Attack Interval variable from the character blueprint, under the Attack Info of the attack (for our example above, the Allosaurus Bite Attack Interval is .5). What I'm not sure is if the Blend In Time is considered or not. So non-ridden attack time is either

(((Animation Time) - (Blend In Time)) / (Rate Scale)) + Attack Interval

or

((Animation Time) / (Rate Scale)) + Attack Interval

I would like to somehow include this information in the creature stat blocks, but I'll need to figure out how. If anyone has any input on this let me know.

--Boxramas (talk) 04:34, 30 May 2022 (UTC)

Keep in mind this wiki's no longer official and has been replaced by Studio Wildcard with a new one. Check official game website's navigation bar at the top for a link - can't link it directly thanks to Fandom's policies.
I've been in a process of setting up automated extraction to calculate the attack intervals since the Template:AttackInfo project started - which is supposed to present more detailed information about creature attacks. Formula I worked out is quite similar.
Game waits for the animation to be finished at all times, and for the internal interval time (defined by AttackInterval & RiderAttackInterval properties) to have passed. Animation's considered finished when the montage is ready to transition into another montage (or itself again) - which you worked out by the blend-in timers. Extraction patch awaits code review (and past few months were rather hard for me), but once it's accepted I'll put the info on new wiki. Biggest issue is attacks having multiple animations, dependent on movement state, Shadowmane's combo mechanic, or random. Alexrmski (talk) 10:37, 30 May 2022 (UTC)
Wow, I had no idea there was another wiki that was officially maintained nowadays, I haven't seen it in any google hits looking for info, no wonder this wiki seems so unmaintained. I appreciate you keeping an eye out for talk on this old wiki and pointing me to the right location.
I was definitely missing the RiderAttackInterval. Something seemed off in my spreadsheets when Beezlebufos supposedly did the most dps in the game with their swim attack without that interval added in. I'll keep an eye on the new wiki then, thanks!
Boxramas (talk) 07:20, 31 May 2022 (UTC)
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