Fencer Archive

Thread: Special move speed

Venumnb
Thu Sep 11, 2003 7:10 am
#1

Allow myself to introduce, myself


I'm that guy that was lurking from behind the curtains, but now i was forced to register to read the boards so i might as well make some noise. Anyways, I want to know if anyone has any hard evidence that the skill speed modifier has anything to do with special move speed modifiers. Does it reduce your special move speed as well, or does it take you down to the cap and add the special move speed cost to that? If it reduces the special speed mod's as well then thats a plus for us, if not then the speed formula needs some serious attention because fencing is extremely hindered by the lower weapon damage. Same speed, half the damage ? i dont get it. I'm hoping the rumor of this formula is correct



Special move speed modifier * weapon speed ( 1 -Skill speed modifier / 100)= final speed


example: Fencer with a 2.2 speed weapon using a special with a X3 speed modifier at master (95 speed skill


3 * 2.2 ( 1- 95 / 100)


6.6 ( 0.05)= 0.33 this means all of our specials that add x3 to our speed would be done at cap speed.



example 2: Pikeman with a 5.5 speed weapon using a special with X3 speed mod at master (75 speed?)


3 * 5.5 ( 1-75 / 100)


16.5 ( 0.25)= 4.125 this would mean pikeman specials with X3 speed mod would take 4.1 seconds.



we would actually be balanced with this formula, but i need confirmation that this said example is correct. This is the way it should be at least, since we can be matched at cap 1.0 with regulars by the 500 damage weapons. Anybody wanna use their superior intellect and show us what is going on?




Venumnb
Ahazi
I used to really like playing my Doctor/Fencer.
Noules000
Thu Sep 11, 2003 9:17 am
#2

The way you described it is a correct description of how things work. Special move delays CAN be brought down to 1.0s, and it's possible for special moves to take longer than cap delay even if your autoattack is at cap speed. The reasonable way to balance fencers given the current speed implementation would be to give them a high damage, high delay special, which would be lower DPS on paper but higher DPS after a certain amount of speed into the cap.
LegacyISA
Thu Sep 11, 2003 11:02 am
#3

That is how it seems to be working right now. Every point of speed gives a roughly 1% speed increase. It seems that this system is either broken, or wrongly implemented as-is. A master rifleman can fire normal shots at cap speed with anyriflewith a sub 10 delay. Much the same for a lot of the classes. Doesn't make much sense, as at the high end of advanced professions it makes everyone, with about every weapon, fire at almost the same rate, barring styles. And even using styles, as implemented, the system makes everyone very fast. I've never seen the devs comment on the speed issues, personally.


They need to fix, or redesign the speed bonus system to allow for a harder time 'capping out' speed, andtherefore allowmuch greater variance of speeds.Between classes and the weapons they chose, it would go a long way to helping us. Classes with generally slower weapons, or low speed bonuses, i.e. pikemen, heavy swordsman, and rifleman, would still see their big hits, but their damage per second numbers would level out, and bring us, being a supposedly 'fast' class, right inline.


-Onei Linn

Venumnb
Fri Sep 12, 2003 1:05 am
#4

Well i see a possible easy weapon speed balance if this formula holds true. Would require the devs to test and try out specials for each class and change each special move speed modifier to match what was intended. increased speed modifiers for weapons such as 2 handed swords and polearms, with smaller speed modifiers for TKA and fencing. I dont see normal attacks being what it is now (cap being reached by every class) as a problem at all. I do see a problem when our specials that hit for 1500 being outdamaged over time, by 7000 SLIGHTLY slower 2 hand specials.
The only class that would be tough to change is the rifleman class, because its the only other high damage class that has a +90 speed modifier. IMHO rifleman have plenty of negative bonuses all around (accuracy, 2.5 damage mod, ect..) that this change would not overpower them. They would actually stay the same anyway.
In the end, if they dont give us enough speed to balance us, they NEED to balance out weapon damage. Give me a 500 damage fencing weapon with 9.0 second speed. i'll still be as happy as an imperial with 3 AT-ST's.



Venumnb
Ahazi
I used to really like playing my Doctor/Fencer.
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