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# Attack Power & Speed (APM)

Two more classic systems were simplified in Aincrad Legacy: what your ATK number means, and how attack speed works.

## ATK: what you see is what you hit with

The old attack-stat breakdown (status ATK, weapon ATK, mastery ATK, and so on) **does not exist anymore**. The ATK (and MATK) value in your stat window is the **actual final attack value** used in every damage calculation - no hidden sub-values, no invisible weapon ranges.

Two things still move the final number on each hit:

* The [damage variance](/aincrad-legacy-docs/combat-system/no-miss-combat.md#damage-variance) roll of -10% to +10% that applies to every weapon and Aura hit.
* Your target's [defenses](/aincrad-legacy-docs/combat-system/defenses.md) and [armor matchup](/aincrad-legacy-docs/combat-system/armor-and-attack-types.md).

But the input to all of that math is exactly the number on your screen.

## APM: attack speed you can actually read

Attack speed is measured in **APM - actions per minute**: how many basic attacks you perform in one minute. 60 APM means one attack every second; double the APM, double your attacks.

This replaces the old ASPD stat, whose scale was famously misleading (a few points near the top could double your real speed). APM is linear - it *is* your rate - so you can compare builds and gear at a glance.

* **Soft cap: 300 APM** (5 attacks per second).
* **Hard cap: 600 APM.**
* The soft cap can be pushed toward the hard cap by gear and skills, but it takes real investment.

Monsters use the same currency: an agile monster simply has more APM, attacking and acting more often - see [No-Miss Combat](/aincrad-legacy-docs/combat-system/no-miss-combat.md) for why speed, not evasion, is what agility buys in Aincrad Legacy.


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