Fencer Archive

Thread: Q:Weapon delay/speed bonus

NotHanSolo
Mon Dec 01, 2003 7:44 am
#1

Please bear with me as a new player to SW:G.



I've been reading through the backlog of Raphayl's post trying to gain a general understanding of the fencer class and I'm impressed by what I've read so far. So I have a question:


1. Am I right in assuming weapon delay works much the same way as in Everquest? That a 2.2 weapon would attack automatically every 2.2 seconds?


2. As I understand it, as you gain proficiency in a given discipline, you gain speed bonuses, +10 etc. Is there a Dev post stating how the haste effect works? Is +10:


a)A10% increase in attack speed? or,


b) a 10% decrease in weapon delay?


Or to put it a another way, assume a 4.0 weapon and a +50 speed bonus, does this equate to:


a) an attack every 2.67 seconds [4 / (1+.50)] or,


b) an attack every 2.00 seconds [4 / (1-.50)].



I would guess it was method a) which would be consistent with EQ and mathematically more logical (or +100 speed would reduce your weapon delay to 0 and therefore overly favour high delay weapons)? Although it seems that some people when talking about 'best' weapons, they seem to understand speed as method b), a % reduction.



Hope someone can shed some light, thanks.


NotHanSolo
Mon Dec 01, 2003 7:46 am
#2

Oops: No editing function.



Method b) should read:


b) an attack every 2.00 seconds [4* (1-.50)]


Syd1
Mon Dec 01, 2003 7:56 am
#3

The speed modifier reduces delay, up to a 1.0 sec cap. So your theoretical 4.0 speed weapon would "cap out" at +75 speed


NotHanSolo
Mon Dec 01, 2003 8:02 am
#4

Ouch!



That would seem to severely skew things at the Master end of the game to weapons with high dam/high delay due to the 1.0 speed cap?


Unless the HAM costs on specials are there to balance it out?


Seemsrather silly to me the Devs made it % reduction but thanks for your info, will help me choose more wisely between weapons.



Cheers!

Kherab
Mon Dec 01, 2003 8:51 am
#5

indeed it is this way with all weapons.... if you hit 100 speed skill in any weapon you automaticly shoot at the 1 second regardless of weapon or specials you use to increase delay.
Syd1
Mon Dec 01, 2003 9:09 am
#6






NotHanSolo wrote:

That would seem to severely skew things at the Master end of the game to weapons with high dam/high delay due to the 1.0 speed cap?







Indeed. Most high level fencers swear by the Gaffi stick, but most novice fencers would get destroyed trying to use it. If I recall my weapons info correctly, when I hit footwork 2, the gaffi approximately equals my curved sword in damage output (Since my curved hit the speed cap at footwork 1). When I hit footwork 4 it will substantially outpace it.

WookieWangler
Mon Dec 01, 2003 9:15 am
#7



Syd1 wrote:

The speed modifier reduces delay, up to a 1.0 sec cap. So your theoretical 4.0 speed weapon would "cap out" at +75 speed





Err afaik the speed modifiers reduce your weapon speed by .1 for every +10 speed... so at +75 you will receive a -0.7 modifier to your weapon speed.
Syd1
Mon Dec 01, 2003 9:42 am
#8






WookieWangler wrote:



Err afaik the speed modifiers reduce your weapon speed by .1 for every +10 speed... so at +75 you will receive a -0.7 modifier to your weapon speed.




I'm pretty sure the auto-attack with my middling 3-speed weapon is something close to 1.5/sec with a +60 speed modifier.
NotHanSolo
Mon Dec 01, 2003 9:50 am
#9

+60 speed on 3.0 second weapon using method:



a) Gives 1.88 delay [3.0 / (1+0.60)]


b) Gives 1.50 delay [3.0 * (1-0.60)]


c) Gives 2.30 delay [3.0 - 0.6] (The method listed above)


It could be close enough for you not to notice, unless you have been running some parses. I will do the testing myself as there seems to be differing views.


If the Devs have gone fora % reduction in speed then I think its quite silly. If you remove speed as a variable in combat (because everyone is at 1.0 due to the cap) then all you can play about with is damage/HAM cost. It would make more sense in a game to offer more choice to the player than by making a stat redundant.


Not to say thats not the way it is, I'll check for myself once I have time to play.

Master-Kensai
Mon Dec 01, 2003 9:50 am
#10

spd mods are a % per point... however special moves add spd to attacks also...



master fencer +90 spd can spd cap a10.0 spd wep without specials


master fencer +90 spd can spd cap a4.0 spd wep with any special attack



works like this from wat i can tell = say you have a 60 spd mod... 100-60 = 40% thats ow muc spd is left o take spd of wep times 40% and youll get current delay..... i believe no move in fencer costs mroe ten a .5 spd multiplier...



you take said 4.0 spd wep x 2.5 = 10.0 spd


10.0 spd wit mater fencer spd mods of +90 (100-90= 10 spd or10%) 10.0 spd x .1 = 1..0



now tese numbers can be a little off but its wat i ave seen while hunting.... at foot4 i had a 3.6 spd wep and was attacking at just over the 1 spd cap... about every 5th attack would skip a second. so roughly 1.2 spd tis was also wile using bodyhit3



like i said could be wrong but based off what i have seen there u go




Darknheight Shadowsbane
Master Medic, Master Doctor,Master Fencer (drop), Master Chef (holo)(drop) second holo silent, Master Artisan (drop) Master Pistoleer (working on it)
Raphayl
Mon Dec 01, 2003 4:34 pm
#11

I typed up theFAQ for this quesion today during my lunch. It will be up within the hour.
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