Fencer Archive

Thread: FAQ Part I: How fast should my sword be?

Raphayl
Tue Aug 26, 2003 1:50 pm
#1

This is a first in a series I will do that addresses the most commonly repeated questions on this forum. This is designed mostly for the newbie 1handers, but hopefully informative to all. I hope to be able to continually add more as time and the need dictates.


FAQ #1: How fast does my sword need to be?


Other common versions or aspects of this same question:


a. How fast is my sword now? How can I tell? Is a higher number better, or a lower one?


b. How are1-hand speed modifiers calculated?


c. Do specials have time delays factored into them, and if so what are they?


d. Will 1-hand speed skill enhancers effect the speed of my attacks?


e.When does my speed cap out?



Answer(s):


a. How fast is my sword now? How can I tell? Is a higher number better, or a lower one?


When you examine your weapon you will see a number in the format of" speed = #.# " Even though this says "speed" it really means "delay", because it represents how many seconds of time you must wait before your next swingduring a normal attack with that weapon. Therefore, if your weapon speed is listed as 3.5, you will see a 3.5 second delay between each swing of the weapon when performing normal attacks.


This means the lower the listed speed (delay) on your weapon, the faster your weapon is. A faster weapon typically will dish out more damage than a slower one if they are equal in all other aspects.


b. How are1-hand speed modifiers calculated?


As you progress up the Brawler 1-Hand Specialization branch, and then up the Fencer Footwork Branch, you will notice that you are awarded with positive modifiers to 1-Hand Weapon Speed. The progression goes:


Novice Brawler +5


Intermediate One-Hand Sword Specialization +5


Advanced One-Hand Sword Specialization +5


Expert One-Hand Sword Specialization +5


Master One-Hand Sword Specialization +5


Master Brawler (optional; not required to progress to Fencer) +5


Novice Fencer +10


Intermediate Footwork +5


Advanced Footwork +20


Expert Footwork (No additional speed bonus this level)


Master Footwork +20


Master Fencer +10



Before you even ask, "Yes", they are all additive. If you gain every single modifier from Novice Brawler to Master Fencer you end up with a grand total of +95 One-hand Weapon Speed.


So what impact do these modifiers do? For each +10One-hand Weapon Speed modifier you have, the base effective speed (delay) of your 1-hand weapon is improved by 1/10th of a second. IE: If you have a sword with a listed delay of 3.0 and a +40 One-hand Weapon Speed modifier, the sword will behave as though it were a 2.6 speed sword (3.0 - .4 = 2.6). "No", it doesn't change the actual number you see listed on the sword, because the sowrd itself hasn't really changed. It is your skill with the weapon that improves it.


This is limited in two ways. One, delays only works in increments of 1/10th of a second. So if you had a sword with a delay of 3.0 and a modifier of +5, your effective base weapon speed DOES go to 2.95, but this would round up to a 3.0 and you would see no benefit on a normal attack.


The second limitation is that no weapon can attack faster than once a second. This is a speed cap encoded into the game. Therefore, you might be able to drive the calculated speed (delay) of your sword below 1.0, but it will still only perform as a 1.0 speed sword.


c. Do specials have time delays factored into them, and if so what are they?


Normal attacks with a sword do not impose any additional delay beyond the results of the natural listed sword delay modified by your skill. A normal attack is where you target your opponent and choose attack and let natural take it's course.


Special Weapon Attacks (usually just referred to as "specials") always have an additional delay factored into them. This delay is applied to the adjusted speed of your weapon (IE: after calculating for One-hand Weapon Speed modifiers) in the form of a multiplier. The most current information available (subject to change) lists these delays as such:


Delay x1.5


BlindHit1, BodyHit1, DizzyHit1, HealthHit1, Hit1, Lunge1, ScatterHit1, and SpinAttack1


Delay x2


BodyHit2, HealthHit2, and Hit2


Delay x2.25


BlindHit2, BodyHit3, DizzyHit2, and Hit3


Delay x2.5


Lunge2, ScatterHit2, and SpinAttack2



Therefore a sword with a modified speed (delay) of 2.5 performing a BodyHit2 would actually have a delay of 5.0 when performing that attack.


Since these attacks can sometimes bring the final weapon attack speed up several seconds, this allows more One-hand Weapon Speed modifiers to come into play before reaching the 1.0 second cap.


d. Will 1-hand speed skill enhancers effect the speed of my attacks?


Skill enchancers as this writing are not completely functional, and have several bugs associated with them. However, since this when eventually be fixed (I have faith), I'll post explain how they function when working.


Essentially, these will work exactly like the One-hand Weapon Speed modifiers you received in you brawler and Fencer skill trees. They add to what you already have. As of this writing, you can have multiple skill enhancers with positive speed modifiers and have them function additively, but not on the same article of clothing or equipment. Each must be on a separte item to function. if more than one of the same type are installed in sockets on the same item, only the highest will function.


The highest skill enhancer values I have heard of at this time is +25, and drop off of the highest difficulty encounters. +1 modifiers are common, and can even drop in the newbie hunting grounds off humanoid NPCs.


Warning: As of this writing you will want to remove any item with skill enhancers before you logoff to avoid bugging your normal stats. You can re-equip them when you log back on.


e.When does my speed cap out?


As I mentioned above, no attack can have a final speed faster than 1 second. That is after all modifiers are applied. I have made a chart below showing when you cap out. It works like this:


Add up all of your One-hand Weapon Speed modifiers from your professions and skill enhancers and add them up. Find this value in the far left column titled TSM (Total Speed Modifier). Next, find the delay associated with your desired attack. This will either be x1 for normal attacks, or x1.5-2.5 depending on the special you wish to perform (listed above). The number you see where these two intersect is the fastest listed speed you can benefit from on a sword. If the sword is faster than this, you will have wasted your speed since the 1 second cap will truncate your bonuses. If you find that your sword speed is faster (a lower number) than the one indicated, then you would be better off getting a sword with either higher damage, or lower ham to get better results from that attack. Here is the table, I hope it formats properly:



TSM X1 X1.5 X2 X2.25 X2.5
0 1.0 1.0 1.0 1.0 1.0
5 1.1 1.0 1.0 1.0 1.0
10 1.1 1.0 1.0 1.0 1.0
15 1.2 1.0 1.0 1.0 1.0
20 1.2 1.0 1.0 1.0 1.0
25 1.3 1.0 1.0 1.0 1.0
30 1.3 1.0 1.0 1.0 1.0
35 1.4 1.0 1.0 1.0 1.0
40 1.4 1.1 1.0 1.0 1.0
45 1.5 1.1 1.0 1.0 1.0
50 1.5 1.2 1.0 1.0 1.0
55 1.6 1.2 1.1 1.0 1.0
60 1.6 1.3 1.1 1.0 1.0
65 1.7 1.3 1.2 1.1 1.1
70 1.7 1.4 1.2 1.1 1.1
75 1.8 1.4 1.3 1.2 1.2
80 1.8 1.5 1.3 1.2 1.2
85 1.9 1.5 1.4 1.3 1.3
90 1.9 1.6 1.4 1.3 1.3
95 2.0 1.6 1.5 1.4 1.4
1002.0 1.7 1.5 1.4 1.4
105 2.1 1.7 1.6 1.5 1.5
110 2.1 1.8 1.6 1.5 1.5
115 2.2 1.8 1.7 1.6 1.6
120 2.2 1.9 1.7 1.6 1.6
125 2.3 1.9 1.8 1.7 1.7
130 2.3 2.0 1.81.7 1.7
135 2.4 2.0 1.9 1.8 1.8
140 2.4 2.1 1.9 1.8 1.8
145 2.5 2.1 2.0 1.9 1.9
150 2.5 2.2 2.0 1.9 1.9
155 2.6 2.2 2.1 2.0 2.0
160 2.6 2.3 2.1 2.0 2.0
165 2.7 2.3 2.2 2.1 2.1
170 2.7 2.4 2.2 2.1 2.1
175 2.8 2.4 2.3 2.2 2.2
180 2.8 2.5 2.3 2.2 2.2
185 2.9 2.5 2.4 2.3 2.3
190 2.9 2.6 2.4 2.3 2.3
195 3.0 2.6 2.5 2.4 2.4
200 3.0 2.7 2.5 2.4 2.4



That's about all I could think of for speed-related questions. Feel free to post additions to this as needed, but I strong request that all replies be keep on topic, and in the format of a FAQ question/aswer format related to 1-hand weapon speeds.


~Lyahpar~


La Femme Fencer


"Thrust if you love Fencers!"

Noules000
Tue Aug 26, 2003 2:09 pm
#2

I'm not a Fencer, but...

From the tests done with pistol and rifle, it's known that the speed mod is actually a percent reduction, i.e. +95 rifle speed implies your real delay is 0.05 * listed delay * style multiplier. This is obviously a lot more than a 0.9s reduction in pretty much all cases since 1.0s is the cap. I was wondering if anyone had done good testing on fencer weapon speeds, or if the 0.1s per +10 speed mod is hearsay (it was being tossed around on rifle and pistol boards, until we got some pretty conclusive evidence).
Raphayl
Tue Aug 26, 2003 4:00 pm
#3

I will re-verify this sometime this week, but I have previously. Myself and another "willing" volunteer got together in a cloning station and turned on the timing tool on the chat. The 0.1 per +10 works out pretty accurately. But I will check it again.


The reason I highly doubt that it works as a straight percentile is that nearly every Elite profession ends at or very near 95% in modifiers, and anyone can get the remaining +5 from skill enhancers. This would mean a 100% reduction in time from any weapon delay, regardless how high. That would give absolutely zero reason for high-speed weapons to even exist as they do lower damage. A speed 10.0 weapon would have 1.0 (speed cap) and continue doing it's high-end max damage. In fact, even a speed 100.0 weapon would have a delay of 1.0 even while performing a x2.5 delay manuever.


Several of my PA assocites are Master Riflemen, with skill enhancers adding up to far more than +5, and they have nowhere close to 1.0 second times performing their high-delay specials with T21's, and they are only around speed 8.0.


Doing the mechanics like this would be completely unrealistic, and there would be zero reason to be anything other than a Rifleman or Pikeman (possibly one or two other professions with ultra-slow high-damage weapon) since they would have the highest damage in the game with only a 1 second delay on their max specials. However.... that isnt the case.


I will allow fo rthe possibility that the speed system could be broken on ranged weaponry... or possibly even work differently. I'll get together with some PA's and do more testing just in case. One way or the other, I'll get back with the results, but unless it has changed in the last week and a half, they work for Fencers as above.


~Lyahpar~


La Femme Fencer


"Thrust if you love Fencers!"

EasyMcRhinopants
Tue Aug 26, 2003 4:41 pm
#4

You might want to try the tests with a wicked slow weapon (gaffi stick?).


General consensus is that each 1 point of skill is a 1% speedup.

Noules000
Tue Aug 26, 2003 4:51 pm
#5

I was pretty surprised by the percentile reduction thing as well, but it does work out. I'm not sure the speed tapes work, however. I have +95 rifle speed with master marksman and master rifleman, and I am able to fire headshot3 every second using a 5.9s laser rifle, without any powerups or mods of any kind. The pistoleer correspondant has done testing which also seems to support the percentile reduction theory. I was wondering if melee operated under a different table.
KaliMirchi
Tue Aug 26, 2003 5:28 pm
#6

Hi Raphayl,



And thanks so much for your informative posts! You seem to know a lot about the skill enhancers. Do you know what those with negative modifiers mean?



For instance...


-1One Handed Weapon Counter attacks.... Does that mean when I, as a1 handed weapon weilder, if fighting say... a pistoleer, that HIS counter attacks against me are penalized by -1? It just doesn't make sense that it should negatively affect *my* counter attack ability...



The descriptions on these things are very ambiguous. Do you know if the Devs will be releasing more info onhow they work?



Thanks again,


Seena




SYRI, Mistress of Melee. Serious Melee Weapons for Intelligent Meleers. It ISN'T always about Damage!
I've been a successful melee combatant since launch. I know melee.
Short ride SE of Coronet. 804 - 5348

Raphayl
Tue Aug 26, 2003 7:48 pm
#7

I did extensive testing tonight in the exact same manner I did them last time and I have the results. The results this time were NOT the same as they originally were. Fencers, hold onto your Vibros... speed is currently either (unintentionally)broken, or we are officially a dead class now. That is, unless we can this changed.


The modifications have been changed to what has been suggested here... +1 mod = -1% delay.


At first, this looks great for us. It means we only need to Master the Footwork branch and we can wield swords with a speed of 10.0 as if they were a 1.0. In other words, through the speed requirements of your sword out the door and go straight damage or HAM. Too bad our slowest swords don't even come close to being this slow, our average speed seeming to be about 2.4 and average damage being about 180. With a 2.4 speed sword, you only need +60 to get under the cap. The other +35 we can get is utterly useless the way it currently works. This severely pidgeon-holes Fencers since our weapon are so low damage, and we are supposed to be able to make up for it with speed.


Here's the bad news... it also means a Pikeman with an averageweapon speed of 5.0 and average weapon damage of 450 will also only have an effective delay of 1.0 second, infact, they only need +80 to get there. So all things said and done A Master Fencer with an average sword will be wielding a 180max 1.0 weapon, and a Master Pikeman with an average polearm will be wielding a 450max 1.0 weapon.2handed Swordsmen will be in the same boat.


In the end, every single class can grab any weapon they wish, regardless of how slow the normal weapon, and by Master and perhaps just one or two skill enhancers they will use it as if it were a 1.0 weapon. The only thing that will have any bearing is the damage it can do.


This can not be right. I simply refuse to believe this gross of an imbalance could be overlooked by the Devs. Surely, this is an intended bug and not a purposeful change. If it is a bug then we need to bring it to the attention of the Devs. If this was intentional, we need to formulate some ideas to compensate for this. If this change is here to stay we need to practically double our damage to be even marginally competitive.


I plan to email my logs from tonight along with an explaination of the situation to the Devs tomorrow. Hopefully we can get them to see the error in this system. I'm sorry I didn't have better news.


~Lyahpar~


La Femme Fencer


"Thrust if you love Fencers!"

Raphayl
Wed Aug 27, 2003 6:37 am
#8

In the interest of keeping information accurate, even in the face of such an imbalanced and/or broken Speed Modification System, I'm temporarily updating the information above. Speed Modifications are currenly not operating properly. As such:


How are One-Hand Weapon Speed Modifiers added?


For every +1 One-Hand Weapon Speed modifier you have, the base speed (delay) of your weapon is reduced by 1%. Still, no attack can happen faster than 1.0 second, and no weapon will list a base speed faster than 1.0 second.


Therefore, with +50 One-Hand Weapon Speed your weapon will swing,twice as fast....UNLESS that would drop it below a speed of 1.0 in which case it is truncated at 1.0. Taking this to the extreme, if you achieved a total speed modifier of +100, then your weapon would act as a 1.0 weapon regardless of it's listed delay, and regardless of the special used.


This type of system highly penalizes Fencers and TKS, as highly rewards Pikemen and Heavy Swordsmen. It wouldn't be bad if there wasn't a 1.0 second speed cap. In fact, it would be great. Currently, though, Fencers are caught between 3.0 speed weapons and a 1.0 speed cap.


The new table would look like this:


TSM x1 x1.5 x2 x2.25 x2.5
0 1.0 1.0 1.0 1.0 1.0
5 1.1 1.0 1.0 1.0 1.0
10 1.1 1.0 1.0 1.0 1.0
15 1.2 1.0 1.0 1.0 1.0
20 1.3 1.0 1.0 1.0 1.0
25 1.3 1.0 1.0 1.0 1.0
30 1.4 1.0 1.0 1.0 1.0
35 1.5 1.0 1.0 1.0 1.0
40 1.7 1.1 1.01.0 1.0
45 1.8 1.2 1.0 1.0 1.0
50 2.0 1.3 1.0 1.0 1.0
55 2.2 1.5 1.1 1.0 1.0
60 2.5 1.7 1.3 1.1 1.0
65 2.9 1.9 1.4 1.3 1.1
70 3.3 2.2 1.7 1.5 1.3
75 4.0 2.7 2.0 1.8 1.6
80 5.0 3.3 2.5 2.2 2.0
85 6.7 4.4 3.3 3.0 2.7
90 10.0 6.75.0 4.4 4.0
95 20.0 13.310.0 8.98.0
100Infinite InfiniteInfinite InfiniteInfinite


That is how it would work IF this were truely the system in effect. I still have my doubts that this is actually what's happening. Last night in testing, a Pikeman with only +80 Polearm Weapon Speed and a 4.8 speed weapon was able to chain x2.5 delay specials at1.0 second intervals. If +1 mod = 1%, as was suggested, then he should have had a 2.4 second delay between those specials.... and he did NOT. This is what leads me to believe that this system is currently broken, and not working as intended.


My suggestion at the time being? Go put this to the best use you can while you have it. No, it isn't balanced. Yes, those with high-delay weapons will be doing over twice as much damage as you. However, that doesn't matter if you aren't PvPing them. Use this opportunity to get as much exp as you can while you are doing more damage than you should be. It won't take too long for this to be fixed once the devs see what's up. Until then, you can count on everyone else using it to their best advantage.


For me, since I already have over a +100 One-Hand Weapon Speed modifier, I may do a little specialized shopping. No matter what weapon delay it has, I'll swing every special at 1.0, so I'm going as high damage or low HAM as I can... Weapon Speed has left the building.


~Lyahpar~


La Femme Fencer


"Thrust if you love Fencers!"

Tanoo
Wed Aug 27, 2003 7:40 am
#9

Hmm. I like your attempt at analysis, it's needed. Having done software QA for a few years, I need to interject something into the methodology and ask some questions:


1. Is it possible the cost of a special move is applied before the speed modifier? For instance, if my weapon speed is 2.5 + 2.5 for the cost of a special move, totalling 5.0 seconds, minus a 60% modifier, the end result is much different if I apply a 60% modifier to a weapon speed of 2.5 and THEN add 2.5 seconds for the special move.


2. A common network programming logic for a multi-server client-server application is to increase performance by reducing packet transmission, or by queueing up data and posting it at a governed speed. In the case of the chat client there may be a governed speed of one line of data per second, and in some cases, two lines may be posted in the same second. Network latency and TCP/IP packet retransmission, framerate, and whether the client provides the timestamp or whether the server does all have the ability to affect the actual results which can only be determined in a benchmark on the server side without the network stack involved. Is it possible the speed of a weapon can be modified under one second, or has the SWG development team confirmed this?


3. What are the special move speeds for pikeman?


4. Did you capture the combat output to a log somehow from your client and your friend's client and run it through a parsing script to analyse the data?


The only way I can see gaining more accurate results (because you have no choice but to use the client and your network conditions) is to perform the move tests as follows:


a) As your guinea pig, get a human with no brawler skills and maxed out Health, Stamina and Mind bars. Make sure his gun is not equipped. Now he can't defend very well.


b) Perform the tests with a slow weapon (4.0 would be good). Now line up at 3m distance and attack him with autoattack and record the results. /deathblow, and repeat this test 2 more times. You need at least 3 tests performed in a consistent manner to validate.


c) Now, begin the test by queueing up about 15 of a special move (and ONLY that special move). record the results, and do it twice more.


d) Repeat (c) for all the moves you wish to test. This will be much more accurate.


e) Repeat the tests with a fast weapon exactly in the same manner, and capture the results.



This will take about 3 or 4 hours, but you're going to get a VERY nice sample and you will feel much more certain of your results. I know it's long and drawn out, but you've stepped into software QA and it's repetitive and boring, but the analysis is fun. Just make sure you don't jump to conclusions like the one above - I don't think there's any conclusive data that you've shown to suggest the class' weapon speed is broken or that a master pikeman is hitting at the same rate.


If indeed the 1-second cap is a hard-coded limit (and that would fall into a design theory that you don't want to communicate to the client more than once per second -- this can be confirmed with the guys who have sniffed their network connections to see what's happening), then the questions arereally, where is the special move modifier added in, and when is the skill speed modifier applied, and how can you validate your method?


Sucks, huh? But your effort is commendable and not a waste of time at all. Let me know what server you on and I'll make a newbie there (if you're not on Radiant), and try and help you out if you need a partner.


Raphayl
Wed Aug 27, 2003 9:47 am
#10

Tanoo:


Fair questions. I'll do the best I can to answer them. Keep you mind you just might not be the only person to have done software systems analysis on these boards. /wink


"1. Is it possible the cost of a special move is applied before the speed modifier? For instance, if my weapon speed is 2.5 + 2.5 for the cost of a special move, totalling 5.0 seconds, minus a 60% modifier, the end result is much different if I apply a 60% modifier to a weapon speed of 2.5 and THEN add 2.5 seconds for the special move."


* Ok, let's look at the 4 formulas here using your numbers:


My original sampled formula: (2.5-0.6)*2.5 = 4.8 seconds


The lastest suggested formula: (2.5-(2.5*0.6))*2.5 = 2.5 seconds


Your first formula: (2.5+2.5)-((2.5*2.5)*0.6) = 2.0 seconds


Your second formula: (2.5-(2.5*0.6))+2.5 = 3.5 seconds


My current theory... none of the above, broken.


*Anything is possible, and I didn't get to use those exact numbers last night. However I did get to compare many others, including one in particular that has numbers diverse enough to see significant results: a 1.8 weapon at +112 modifier anda 4.8 weapon with a +80 modifier, both performing a special witha 2.5 delay modifier. Let'splug these values into these4 formulas:


My original sampled formula, weaponA:(1.8-1.12)*2.5 = 1.7 seconds


My original sampled formula, weaponB:(4.8-0.8)*2.5 =10.0 seconds


The lastest suggested formula, weaponA: (1.8-(1.8*1.12))*2.5 = <1.0 second


The lastest suggested formula, weaponB: (4.8-(4.8*0.8))*2.5 = 2.4 seconds


Your first formula, weaponA: (1.8+2.5)-((1.8*2.5)*1.12) = <1.0 second


Your first formula, weaponB: (4.8+2.5)-((4.8*2.5)*0.8) = 1.5 seconds


Your second formula, weaponA: (1.8-(1.8*1.12))+2.5 = 2.3 seconds


Your second formula, weaponB: (4.8-(4.8*0.8))+2.5 = 3.5 seconds


***Actual results of last night's test: WeaponA = 1.0 second, WeaponB=1.0 second


It appears that the only real way this could occur is if the delay associated with specials is no longer being applied. In all of our formulae above the faster weapon with the bigger modifier ends up faster than the slower weapon witht he lower modifier, but in practice they both ended up at the same speed.


This is still off the main point. The point I was trying to make is that regardless of the exact fomula used, two masters, one with a 1.8 weapon and +112 mod, and the other with a 4.8 weapon and a +80 mod, were both striking at precisely once a second even performing specials listed at a x2.5 delay modifier. The "faster" weapon had a max damage of 143, the "slower" weapon had a max damage of 436. This is not balanced... it's not even close to balanced.



"2. A common network programming logic for a multi-server client-server application is to increase performance by reducing packet transmission, or by queueing up data and posting it at a governed speed. In the case of the chat client there may be a governed speed of one line of data per second, and in some cases, two lines may be posted in the same second. Network latency and TCP/IP packet retransmission, framerate, and whether the client provides the timestamp or whether the server does all have the ability to affect the actual results which can only be determined in a benchmark on the server side without the network stack involved. Is it possible the speed of a weapon can be modified under one second, or has the SWG development team confirmed this?"


This is a common detail to several online formats. EQ did the exact same thing, and I must have parsed and examined 100's of log files. However, when that does happen both events are recorded in the log, one right before the other but have the identical time. The other option is for the chat client to drop the duplicate time slot, along with the data contained it in. I also thought this could be a possibility, so I added up the results indicated in the log and compared them to the actual damage recorded to the "volunteer" subject. The damage was identical. This could not happen if log enteries of an identical time were dropped. Another indication that identical entries are not dropped is that if you both strike at the same time, both entries appear on the log with identical time indicators. I wish this was the answer, but all indications say no.



"3. What are the special move speeds for pikeman?"


*Same as for Fencers, ranging from x1.5 for the fastest and x2.5 for the slowest. This is published ni a multitude of places, and was verified back when the original speed system was in place.



"4. Did you capture the combat output to a log somehow from your client and your friend's client and run it through a parsing script to analyse the data?


The only way I can see gaining more accurate results (because you have no choice but to use the client and your network conditions) is to perform the move tests as follows:


a) As your guinea pig....."


*That's almost exactly as I did it. We had 3 test subjects from our PA begin preparations 2 nights ago by migrating everything they could to health, then we buffed them with the best food/spice and medical buffs we could find so they would last as long as possible. We also had our Combat Medics on hand to heal them as needed.


We did tests a variety of ways to included every possible variable we could. The only difference in our tests and what you suggested is the time frame. We didn't limit the testing period to 3-4 hours. We began the testing and logs at 3:30pm and ran the tests until 11:45pm.... about 8 hours. We felt any anomalies would have a pretty good chance of appearing in that time frame. The entire period was logged, and we used both the logs from the attackers as well as the subjects to try and account for any possible packet losses. We have other, er... "more accurate" tools available, but I won't go into them here.



"I know it's long and drawn out, but you've stepped into software QA..."


*You're presuming to know more about me than you do, but I understand where you're coming from and can appreciate the skepticism. =)



"Just make sure you don't jump to conclusions like the one above - I don't think there's any conclusive data that you've shown to suggest the class' weapon speed is broken or that a master pikeman is hitting at the same rate."


*I did not "jump" to that conclusion. When you have 8 hours of logs showing 1 hit per second with a 4.8 speed weapon, even during what is supposed to be a x2.5 delay special it's kind of hard not to see that as failr conclusive data. Especially since identical tests performed earlier inthe release showed very different results. I never set out to try and "prove" any of this, but to try and help the new persons to understand their profession a little better and make more informed choices. Regardless of what "evidence" I attempt to provide, it could be poo-poo'd away. Even log files can be altered, so that wouldn't matter. The only way to prove what is going on is to do these tests yourself and check the results. Just make sure you are as thorough as you recommended me to be. =)


But as I said, I appreciate your skepticism and input. I'm not one to just accept what's told to me without proof either. In fact, there is evidence of that very thing earlier in this same thread. I accept very few things at face value, it's part of my nature and of myprofession.


~Lyahpar~


La Femme Fencer


"Thrust if you love Fencers!"

OpethRebel
Wed Aug 27, 2003 10:28 am
#11

So if you have 100, you are always at the cap, even with specials.




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"6 Pikeman X $15 = $90 / month" - SOE's revenue generated by pikemen.
Noules000
Wed Aug 27, 2003 11:39 am
#12

It seems more likely that the pikeman's style multiplier wasn't actually 2.5x (either through a mistake, or a change). All the testing done by the pistoleer correspondant, myself, and others indicates that the formula is indeed max(1.0,delay*stylemult*(1-speed%)).

You said you had +117 one-handed weapon speed - I'm assuming this is through tapes, since the max otherwise seems to be +95. As I noted before, we have no evidence that tapes work, and from what you stated before (riflemen with high modified speeds through tapes) it seems that tape bonuses might not be working properly. Is there anyway to verify that?
EmperorJello
Wed Aug 27, 2003 12:10 pm
#13

I. This FAQ idea is brilliant, and I must say that I did learn something today. Keep it up!


II. Well... I guess one good thing about my being forced to suspend my account due to school is that everything will be hopefully fixed when I re-activate it in winter.




Intrepid
Staff Sergeant Iaius Jello of the Galactic Empire
Novice Fencer and resident of Theed, Naboo.
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