Fencer Archive

Thread: Speed mod calculation question

walcyradiant
Sat Nov 22, 2003 11:28 am
#1

I'm feeling mathematically challenged right now and can't figure out how the speed mod would effect my weapons. Could someone be so nice as to walk me through how the different speed mods effect weapon speed on say a 3.5 gaffi? Like from novice to footwork1, footwork2, and footwork4. I'm just not sure if I will be better off using a curved at footwork 2 or not.



Also, I'm a doc so I'm always buff and spam specials so I've noticed even if you hit the 1.0 speed cap, specials put ya over the cap. Anyone done calculations on speed effects of specials?



Walcy


Master Doctor


Fencer 0032




Walcy

Back visiting during a free trial.

Last account cancelled as of 12/1/05
Thanks for the memories.
Master-Kensai
Sat Nov 22, 2003 2:14 pm
#2

at master fencer you can spd cap up to a 3.6 spd wep with any special used. as far as I know i havent eard of a special having more then a x2.5 modifier....



from wat i can tell take your spd mod and ubtract from 100 and thats the percentage of spd left after mods..



o a 40 spd mod with a 2.0 spd wep is actually a 1.2 spd


with a 60 spd mod its .8 spd rounded up to 1.0



with foot 4 you can nearly spd cap a 3.5 spd wep.. not quite but close i think its like 1.3 spd or something.






Darknheight Shadowsbane
Master Medic, Master Doctor,Master Fencer (drop), Master Chef (holo)(drop) second holo silent, Master Artisan (drop) Master Pistoleer (working on it)
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