Fencer Archive

Thread: Delay mods for all Fencer specials.

EasyMcRhinopants
Fri Jan 30, 2004 10:40 pm
#1

While the FAQ has info on the damage modifiers on the Fencer special moves, I didn't see any info on the delay modifiers. So I tried to figure it out. If you combine these numbers with the damage mods in the FAQ then you might get something useful:


Data:


Hit1 - 1.5

Hit2 - 2.25

Hit3 - 2.75


Bodyhit1 - 1.75

Bodyhit2 - 2.3

Bodyhit3 - 2.35


Healthhit1 - 2.25

Healthhit2 - 2.5


Scatter1 - 2.25

Scatter2 - 2.6


Dizzy1 - 1.8

Dizzy2 - 2.35


Blind1 - 1.5

Blind2 - 2.3


Spin1 - 2.5

Spin2 - 2.45


Lunge1 - 1.25

Lunge2 - (don't have)


Methodology:


I found the slowest weapon I could get my hands on, a looted gaderiffi baton (5.8 seconds). I found a large rebel base with 64k health after I evicted the rebels around it. I then proceeded to spam the special move at the lair for between 13 and 20 times in a row. I figured the elapsedtime based on the timestamps. Then, discarding the first weapon strike (since the first attack happens instantly), I was able to figure the time per hit, and thus, the delay modifier.


Hit2 was tested witha +90 speed mod. The other moves were tested with either +80 or +60 speed (I dropped footwork4 to make sure I wasn't hitting the speed cap on the faster moves).


Comments:


Some of the delay modifiers don't appear to be nice round numbers (like 2.35, or 1.8). I retested all of these suspicious numbers at +60 speed, where I was slower, and got about the same results. So either there's a horrible flaw in my methods, or some of the modifiers aren't nice round numbers.


Also, I found it interesting that there are no really really slow special moves (compared to, say, pistoleer stopping shot). So not only is fencer a profession where the total speed mods make you really fast, but the moves themselves aren't that slow in the first place.



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