Higher action speed decreases the amount of time units an action takes. This will often lead to being able to perform more actions per tick. This will be most visible with buff durations, as it becomes possible to attack multiple times before the duration decreases by 1. Similarly, vital regeneration, be they from spells, items, or natural regeneration, are also only received when ticks happen. A monster having a high attack speed or an action performed by the player having a long action time, may allow monsters to attack multiple times in a single player action.
Turns happen almost immediately server-side but may take a few milliseconds user-side. When a player takes an action, the action time is calculated to determine what else happens during that turn: monster attacks, and changes to effect durations.
Some things are only effected by turns, for example:
Cooldowns are only decreased by turns, and not based on time units.
Turns made using an item do not reduce cooldowns for spells/skills, but do reduce the cooldowns on other items. They do not increase time units at all.
To prevent botting and overloading the server there is a server side restriction which prevents more than 4 turns per second.
The proficiency factor is a separate calculation. It uses a scale between 0-25% based on the spell's minimum requirement to use, a spell-specific cap, and your proficiency with that magic school.
Most player actions, including attacking, casting spells and using skills in the HentaiVerse increase the time units tally. The base action speeds of various actions are:
Note 1: Does not increase time units, and only decreases cooldowns for other items.
Monsters recovering from stun get a free action the turn after, regardless of the player's action speed during that turn. It is currently unknown how this effects their regular turns.
Increasing Action Speed
The player can find his current Attack Speed and Casting Speed in the Statistics Pane
The Cloth Castspeed ability, which can increase casting speed when player use only cloth armor. This modification scales with the player's cloth armor proficiency.
Abilities that decrease casting time of specific spells.
Player used six different items and monsters do not attack him in between.Player physically attacked one monster and every monster hit him back at least once. Some monsters attacked him twice, thanks to PFUDOR difficulty, high Swiftness Chaos Upgrade rank and moderate burden.
All monsters have a random initiative of 10-100 time units at the start of a round. A player action that increases time units is required for a monster to be able to attack, so no monster will attack on the round opening.
Monsters receive a free action after leaving a state of being stunned.
Most actions in the game add between 20-500 time units. For every 100 time units that pass, events happen. For example, buff durations counting down, gaining vitals from draughts, etc. Time units are not visible, but are an internal calculation that determine when things happen. These include:
Ticks are the equivalent of 100 time units, the point at which events happen. A player may make multiple attacks before a tick happens, due to the attack they are performing with their action speed counting as less than 100 time units. For example, using the action speed and time unit formulae:
Rounded up, this gives the player 43 time units for a tier 1 spell. Therefore, assuming the starting time unit is 0, the player will be able to cast their tier 1 spell 3 times before the duration of their buffs would decrease by 1, as the total time units would be 129, leaving them on 29 time units. From that same point, the player would only be able to cast a further 2 tier 1 spells, as that would bring them to 115 from 29.