Good find; Eck's description is wrong though. Basically, we tie attacks to the animations in the game. We do have some leway in terms of how many attacks a given animation performs, but this is mostly to do with animations which could look like multiple blows or not. You won't see the sword pass through someone once and attack six times, for instance. A normal attack only hits the person you have targeted, but in some cases a staff (for instance) might pass around the character before attacking. This is a case where we have some leeway in how things work. We can treat that motion as not being an attack, being something we call a glancing blow, or being a full attack.
A while back I gave eck a chart of how many attack hooks I was using per animation, with both the maximum number of percieved blows/glancing blows we could consider an attack to be, as well as base timings and other information relative to balance. In most cases, there is little room for change, but there is some leeway for him to work with for balance reasons.
Most users think of attack speed as a single number derived by various factors (weapon type, character stats, etc); but in the code, there's actually a lot more parameters to drive. For instance, while the base attack speed has a modifier, so does the delay between attacks; how long is it until I can execute my next attack. Adjusting these times create a different feel, yet have the same net effect expressed as damage over time. With a fast attack modifier, if I increase the delay between attacks (usually between 0 and 0.2 seconds), the moves feel more decisive. If I decrease it, the moves get more flow. This creates a different axis of 'speed feel' than just speeding up or slowing down the raw animations; and we can apply the modifiers how ever we like. For instance, it might make sense for an axe to always have a delay between attacks thats high to give the object more weight; thus we would adjust the overall speed of the animations more. With a sword, however, it might be the opposite; where the users overall speed is not effected as much, but thier sense of flow is increased.
Anyway, I'm delving into a bit of a low level design/animation issue which would probrably not be directly noticed at your level (just felt). Suffice it to say that attack speed can be modified by many factors in the game, including stats, weapons, spells, etc. Howver, you won't ever see a 600% increase in attack rate because it would simply look silly, or cause the lower levels to be frustratingly slow.