Bounty Hunter Archive
Thread: Speed Cap
Ahernia wrote:
If i had +100 speed, could i hit at the cap with 2hheadhit3?
Absolutely. You'll cap with any weapon using any attack with 100 speed. And yes, at this speed, there is nothing in the game you cannot kill (except that Spiderclan queen with 100% to blast).
I haven't tested this as a swordsman, only a pistoleer, but from what I found there speed mods work at roughly +5 = -0.1 … is it not a linear scale? Or did I mess up in my math somewhere? Based on my calcs +100 = -2.0, but from what you're saying +100 > -4.4 … what did I do wrong?
Derik wrote:
Ahernia wrote:
If i had +100 speed, could i hit at the cap with 2hheadhit3?
Absolutely. You'll cap with any weapon using any attack with 100 speed. And yes, at this speed, there is nothing in the game you cannot kill (except that Spiderclan queen with 100% to blast).
Message Edited by Morath360 on 04-01-2004 01:16 PM
Syzygy-Gorath wrote:I haven't tested this as a swordsman, only a pistoleer, but from what I found there speed mods work at roughly +5 = -0.1 … is it not a linear scale? Or did I mess up in my math somewhere? Based on my calcs +100 = -2.0, but from what you're saying +100 > -4.4 … what did I do wrong?
Derik wrote:
Ahernia wrote:If i had +100 speed, could i hit at the cap with 2hheadhit3?Absolutely. You'll cap with any weapon using any attack with 100 speed. And yes, at this speed, there is nothing in the game you cannot kill (except that Spiderclan queen with 100% to blast).
Speed mods represent a percentage reduction to delay. So at +100, you have a 100% reduction to delay making the speed of your weapon irrelevant as you will hit the 1 second speed cap regardless.
FallOut1214 wrote:
Syzygy-Gorath wrote:
I haven't tested this as a swordsman, only a pistoleer, but from what I found there speed mods work at roughly +5 = -0.1 … is it not a linear scale? Or did I mess up in my math somewhere? Based on my calcs +100 = -2.0, but from what you're saying +100 > -4.4 … what did I do wrong?
Derik wrote:
Ahernia wrote:
If i had +100 speed, could i hit at the cap with 2hheadhit3?
Absolutely. You'll cap with any weapon using any attack with 100 speed. And yes, at this speed, there is nothing in the game you cannot kill (except that Spiderclan queen with 100% to blast).
Speed mods represent a percentage reduction to delay. So at +100, you have a 100% reduction to delay making the speed of your weapon irrelevant as you will hit the 1 second speed cap regardless.
*eyes light up, drool gathers at corners of mouth* Oh. Wow. Need…more…SEAs.
Syzygy-Gorath wrote:
FallOut1214 wrote:
Syzygy-Gorath wrote:I haven't tested this as a swordsman, only a pistoleer, but from what I found there speed mods work at roughly +5 = -0.1 … is it not a linear scale? Or did I mess up in my math somewhere? Based on my calcs +100 = -2.0, but from what you're saying +100 > -4.4 … what did I do wrong?
Derik wrote:
Ahernia wrote:If i had +100 speed, could i hit at the cap with 2hheadhit3?Absolutely. You'll cap with any weapon using any attack with 100 speed. And yes, at this speed, there is nothing in the game you cannot kill (except that Spiderclan queen with 100% to blast).
Speed mods represent a percentage reduction to delay. So at +100, you have a 100% reduction to delay making the speed of your weapon irrelevant as you will hit the 1 second speed cap regardless.
*eyes light up, drool gathers at corners of mouth* Oh. Wow. Need…more…SEAs.(Only +21 more hehe…+16 if my friend ever finds that +5 he was supposed to give me in trade for some stuff)
I have +21 in SEAs giving me +96 total. That's about all you need to cap with even the slow Acklay Hammers.
Killing Nightsister Spellweavers in under 10 seconds is fun.....
comandobob wrote:defconn wroteMHS have a speed modifier of +75. If they are Master Brawler, they have an addition +5 making it +80.
A basic Power Hammer has a speed rating of anywhere from 5.3 - 5.8. You will cap on speed with a modifier of +93.
An Acklay Power Hammer has a speed rating of around 5.9 - 6.2. You will cap on speed with a modifier of +94.
With a speed modifier of +100, you will cap on any weapon.
And yes...it is well worth it to invest in speed SEA's. Else, you will be hit one and a half times, for every attack you make against all melee classes except Pikeman (not equipped with speed SEA's).
Add in the -31 to -40 range mods of a Power Hammer, you basically miss one in every 3 strokes. So, you will be hit approximately 3 times for every attack you land (on the assumption that your opponent never misses).that -31 to -41 range mods are very high on your PH my one is -8 Accross the board ,i miss but not much though
Yes, I know. Most weaponsmiths throw everything into damage and durability, but nothing into ranges. Hence, most hammers on the market would come out with these mods. Experimenting on ranges would reduce the innacuracies to approximately -7 to -8, with about a 25 - 30 point reduction in max damage, maybe 0.3 increase in speed rating. A good slice would take care of the damage losses. Then again, if you don't have SEA's, I'd realy prefer a great speed slice.
Defconn wrote:
comandobob wrote:
defconn wrote
MHS have a speed modifier of +75. If they are Master Brawler, they have an addition +5 making it +80.
A basic Power Hammer has a speed rating of anywhere from 5.3 - 5.8. You will cap on speed with a modifier of +93.
An Acklay Power Hammer has a speed rating of around 5.9 - 6.2. You will cap on speed with a modifier of +94.
With a speed modifier of +100, you will cap on any weapon.
And yes...it is well worth it to invest in speed SEA's. Else, you will be hit one and a half times, for every attack you make against all melee classes except Pikeman (not equipped with speed SEA's).
Add in the -31 to -40 range mods of a Power Hammer, you basically miss one in every 3 strokes. So, you will be hit approximately 3 times for every attack you land (on the assumption that your opponent never misses).
that -31 to -41 range mods are very high on your PH my one is -8 Accross the board ,i miss but not much though
Yes, I know. Most weaponsmiths throw everything into damage and durability, but nothing into ranges. Hence, most hammers on the market would come out with these mods. Experimenting on ranges would reduce the innacuracies to approximately -7 to -8, with about a 25 - 30 point reduction in max damage, maybe 0.3 increase in speed rating. A good slice would take care of the damage losses. Then again, if you don't have SEA's, I'd realy prefer a great speed slice.
Did a bit of testing last night with my 5.4 speed hammer—I'm going to have to repeat tonight due to my test lairs going boom way too fast, but here's what I found:
Without any SEAs equipped I attacked 14 times in 17 seconds with the hammer. That's an effective speed of about 1.2. Assuming speed mods are percentiles, you would expect the hammer to display an effective speed of 1.35. Speed mods certainly aren't a fixed scale the way I'd thought, since my swordsamn got roughly a -0.28 speed change per +5 mod, while my pistoleer (dabbler) got about -0.1 speed change per +5.
Ugh. Confusing. Need to hit Dath tonight and whack something that'll stick around longer than 17 seconds.
Speed formula is and is in seconds:
Speed = (weapon speed x delay) x (100 - your speed skill) / 100
If speed is less than 1, it is rounded to 1.
Lets say you have a 6 speed power hammer and use a normal attack with the standard 75 speed of master swordsman.
Speed = (6 x 1) x (100 - 75) / 100 = 1.5 second swing time. You are basically 4 times as fast as you would be without any speed modifier.
Lets say you have a speed 2 two-handed curved sword and do as above.
Speed = (2 x 1) x (100 - 75) / 100 = 0.5, which goes to 1 second swing time. You are only 2 times as fast due to the speed cap.
Lets run the speed 6 and speed 2 with a delay of 2.
Speed 6 power hammer. Speed = (6 x 2) x (100 - 75) / 100 = 3 second swing time. Again, you are 4 times as fast.
Speed 2 sword. Speed = (2 x 2) x (100 - 75) / 100 = 1 second swing time. Now the sword hits the speed cap.
While small differences in speedare not all that important at low valuess, they are of huge impact at higher values. See below for where the cap is hit with normal attacks. Add 5 for the master brawler / master marksman people who have it in addition to the elite combat class. Multiply the base attack by the delay modifier for a special to figure out the speed needed to spam a special.
- Skill of 50 hits cap with 2.0 weapon. Master Commando (45? on most), Master Carbineer (65?)
- Skill of 75 hits cap with 4.0 weapon. Master Swordsman, Master Pistoleer (74)
- Skill of80 hits cap with 5.0 weapon.
- Skill of85hits cap with 6.6 weapon. Master Pikeman (85? maybe 75 or 80, I am not sure.)
- Skill of90 hits cap with 10.0 weapon. Master Rifleman, Master Fencer
- Skill of95 hits cap with 20.0 weapon.
- Skill of98 hits cap with 50.0 weapon.
- Skill of100 hits cap withANY weapon. Master Bounty Hunter, TKM (115)
As you can see this is logarithmic and shows why rifleman (90 speed) can hit the speed cap with a speed 8 T21. It also shows why bounty hunters can spam any special at the speed cap. It is also worth noting that the having master brawler gives you a 25% increase in speed over a normal master swordsman. What is even more entertaining is that master brawler gives fencers a 100% increase in speed over a normal master fencer, although they hit the speed cap with 90 speed anyway.
Reference: http://killyourpc.org/swg/speedguide.html
TechBoss wrote:
[snip]
While small differences in speedare not all that important at low valuess, they are of huge impact at higher values. See below for where the cap is hit with normal attacks. Add 5 for the master brawler / master marksman people who have it in addition to the elite combat class. Multiply the base attack by the delay modifier for a special to figure out the speed needed to spam a special.
- Skill of 50 hits cap with 2.0 weapon. Master Commando (45? on most), Master Carbineer (65?)
- Skill of 75 hits cap with 4.0 weapon. Master Swordsman, Master Pistoleer (74)
- Skill of80 hits cap with 5.0 weapon.
- Skill of85hits cap with 6.6 weapon. Master Pikeman (85? maybe 75 or 80, I am not sure.)
- Skill of90 hits cap with 10.0 weapon. Master Rifleman, Master Fencer
- Skill of95 hits cap with 20.0 weapon.
- Skill of98 hits cap with 50.0 weapon.
- Skill of100 hits cap withANY weapon. Master Bounty Hunter, TKM (115)
As you can see this is logarithmic and shows why rifleman (90 speed) can hit the speed cap with a speed 8 T21. It also shows why bounty hunters can spam any special at the speed cap. It is also worth noting that the having master brawler gives you a 25% increase in speed over a normal master swordsman. What is even more entertaining is that master brawler gives fencers a 100% increase in speed over a normal master fencer, although they hit the speed cap with 90 speed anyway.
Reference: http://killyourpc.org/swg/speedguide.html
Message Edited by Sotaudi on 04-02-2004 06:27 PM