Jedi Archive
Thread: would a +14 general melee spd help lightsaber combat?
HardwiredXMan wrote:
You misunderstand the difference. THere are two speeds in the game now, not one.
weapon speed affects how fast you can attack with the weapon you have equipped.
cooldown affects how fast you can usea single attack.
weapon speed (including SEA's) change how fast you can attack with your equipped weapon
speed buffs will speed up the cooldown timers so you can attack with the same special faster taking advantage of your full weapon speed.
If you have a weapon speed of 3.0 and a cooldown that it 2.0, you cannot swing or fire that weapon faster than 3.0
It the same the other way around, if your weapon has 1.5 speed and you use a special with a cooldown timer of 3 seconds....you can never execute that special faster than 3 seconds even if you alternate between two different combat moves. The warmup (if any) and execution of the second move is firing while the first move is still cooling down. by the time the second move is going into it's cooldown, the first move's cooldown is finished and you can fire it again.
Weapon speed is your overall speed with the equipped weapon and affects all special abilities. Cooldown timers affect a single move only. SEA's boost weapons speed, adrenaline boost and force speed, makes the cooldowns faster, not the weapon speed. It's easy to confuse the two.
So if you have a weapon speed of 1.5 and you use a special with a 3 second cool down....it will take you 3 seconds to fire that one special over and over again.....get SEA's and you still cannot fire that special more than once every 3 seconds. However, you go get speed buffs and now the cool down is decreased some, allowing you to use that one move faster than normal. If the speed buff is high enough, it migh allow you to attack with that special at the full 1.5 speed listed on your weapon.
So when people say SEA's don't work, this is one of the things they don't understand. It's not like it use to be where all speed was based on your player speed skill mod. It has changed, now we have two speeds to worry about instead of one.
With the diminishing returns forumla in the game, that also makes a difference. If your master sabers, master **whatever elite profession** with speed over 90, 100, 110.....you will not see SEA's help you much.....but if you have 40, 50 speed, you will see a huge increase in speed becuase at low speed levels, your weapon speed is always slower than any cooldowns of any specials you have. Once your speed gets faster than any cooldown timers, you won't see any effects of SEA's because the cooldown timers are gating you from getting any faster.
Now when you alternate attacks you can see that weapon speed helps becuase you don't have to wait for a cooldown timer of the first special ability but instead only have to wait for the amount of time listed on your weapon. Speed SEA's will help here too. That's why you can see a delay after you have done one move and a second move.....the cooldown timers migh overlap. For example, power attack has a 6 sec. cooldown.....saber hit has about a 1.5 second cooldown. If you do power attack, then saber hit, you would have to wait a few more seconds before you can do power attack again. But get a speed buff and the 6 second cooldown of power attack may become 3 seconds. saber hit cooldown will get reduced as well, and that is when your weapon speed is the limit of your speed.
Things to consider before you say SEA's don't work (because in fact they do work from my test)...
- Do you have a player speed skill mod above 100 (including SEA's, general speed)
- Do you have or are you using adrenaline boost or force speed
- What is the cooldown timer on your specials you are using.
- Are you alternating attacks or are you using one single attack.
Those are just some things you have to know before you can truely gauge if SEA's are workign for you.
Also, the reason DPS listed on weapons is not a good gauge to go by is because it's based on using the basic attack of your profession and also only on that one move. It doesn't take into account the ability to alternate between two attacks. For example, if you do a 1200 power hit, followed by a 1000 saber throw....you can do that in 2 - 3 seconds......your saber may have a DPS of 400ish, but with those 2 attacks, you've actually done up to a min of 733 dps or if you could get them off in 2 seconds, you'd have a 1100 DPS. If you used 2 saber hits instead, you'd probably come close to your listed DPS.
One simple thing you can look at to see that speed buffs don't affect your weapon speed is that it doesn't show on your weapon when your speed buffed. all other buffs, like HAM buffs show an increase because they are affecting that pool. If speed buffs affected the weapon speed or player speed skill mod, you'd see either your listed weapon speed increased or your overall player speed skill mod increased (ctrl-c) if speed buffs affected them.
All buffs (not SEA's) will show some kind of augmentation to the stat or pool they affect. Even regen buffs augment the constitution, stamina and willpower....those 3 HAM bars are hidden from use, but they are there.....they might not be called by the same name anymore, but my research shows they are there.
Message Edited by Tsumitsuki on 09-04-2005 03:45 PM
cahn-a-licious wrote:
is supposed to but the only thing it effects is your client side dps calculation. all spd mods ae broken atm, but that is not to say it will ever get fixed. it only took 2 years for sea's to be addressed.
Uhm, what professions are you talking about....normal professions speed mods are working just fine. Jedi may have issues, but lets not say all spd mods are broke. I know for a fact that I attack faster now than I did at novice and i've had the same 4th gen saber with the same speed the whole time. so how exactly is speed mods broken beside the speed randomly reverting back to the sabers base speed. I'd say it was /bugged, but not something that destroys the profession. however, the wanna be uber jedi would have you believe otherwise.
I see jedi kicking Bh's butts all throughout SWG every day and I don't see much of a speed issue then. Not saying there isn't one or it shouldn't be fixed, but the truth is that it's not game changing to where you can't compete with everyone else....jedi just aren't gods anymore and we have to face that.....still all /bugs need to be fixed if they exist.
But I'll never come to these boards and tell everyone that all speed mods are broke, especially when I havne't tested it. What affects one toon may not affect all.....like I said before, I've seen no speed issue's with my pistoleer, but I have seen some speed descrepancies with my jedi on occasion...but that occasion is rare. i'm not attacking as slow as a novice saberist, if I was, then that's a major issue.
I mean, I was attacking with saber hit once every 4 to 4.5 seconds as a low level saberist....now I'm up to at least every 2 secs. So what exactly is broken enough that I've improved my speeds by nearly 2.5 seconds between novice sabers and 15 points from master sabers.
KrisKross wrote:
no it doesn't trust me i know im the king of the world
hahahahahahaha
Had to delete post!
Made more mistakes, sorry about that, I must go back to my notes....hehe.
Message Edited by HardwiredXMan on 09-04-2005 09:38 PM
HardwiredXMan wrote:
cahn-a-licious wrote:
is supposed to but the only thing it effects is your client side dps calculation. all spd mods ae broken atm, but that is not to say it will ever get fixed. it only took 2 years for sea's to be addressed.
Uhm, what professions are you talking about....normal professions speed mods are working just fine. Jedi may have issues, but lets not say all spd mods are broke. I know for a fact that I attack faster now than I did at novice and i've had the same 4th gen saber with the same speed the whole time. so how exactly is speed mods broken beside the speed randomly reverting back to the sabers base speed. I'd say it was /bugged, but not something that destroys the profession. however, the wanna be uber jedi would have you believe otherwise.
I see jedi kicking Bh's butts all throughout SWG every day and I don't see much of a speed issue then. Not saying there isn't one or it shouldn't be fixed, but the truth is that it's not game changing to where you can't compete with everyone else....jedi just aren't gods anymore and we have to face that.....still all /bugs need to be fixed if they exist.
But I'll never come to these boards and tell everyone that all speed mods are broke, especially when I havne't tested it. What affects one toon may not affect all.....like I said before, I've seen no speed issue's with my pistoleer, but I have seen some speed descrepancies with my jedi on occasion...but that occasion is rare. i'm not attacking as slow as a novice saberist, if I was, then that's a major issue.
I mean, I was attacking with saber hit once every 4 to 4.5 seconds as a low level saberist....now I'm up to at least every 2 secs. So what exactly is broken enough that I've improved my speeds by nearly 2.5 seconds between novice sabers and 15 points from master sabers.
Tsumitsuki wrote:
HardwiredXMan wrote:
You misunderstand the difference. THere are two speeds in the game now, not one.
weapon speed affects how fast you can attack with the weapon you have equipped.
cooldown affects how fast you can usea single attack.
weapon speed (including SEA's) change how fast you can attack with your equipped weapon
speed buffs will speed up the cooldown timers so you can attack with the same special faster taking advantage of your full weapon speed.
If you have a weapon speed of 3.0 and a cooldown that it 2.0, you cannot swing or fire that weapon faster than 3.0
It the same the other way around, if your weapon has 1.5 speed and you use a special with a cooldown timer of 3 seconds....you can never execute that special faster than 3 seconds even if you alternate between two different combat moves. The warmup (if any) and execution of the second move is firing while the first move is still cooling down. by the time the second move is going into it's cooldown, the first move's cooldown is finished and you can fire it again.
Weapon speed is your overall speed with the equipped weapon and affects all special abilities. Cooldown timers affect a single move only. SEA's boost weapons speed, adrenaline boost and force speed, makes the cooldowns faster, not the weapon speed. It's easy to confuse the two.
So if you have a weapon speed of 1.5 and you use a special with a 3 second cool down....it will take you 3 seconds to fire that one special over and over again.....get SEA's and you still cannot fire that special more than once every 3 seconds. However, you go get speed buffs and now the cool down is decreased some, allowing you to use that one move faster than normal. If the speed buff is high enough, it migh allow you to attack with that special at the full 1.5 speed listed on your weapon.
So when people say SEA's don't work, this is one of the things they don't understand. It's not like it use to be where all speed was based on your player speed skill mod. It has changed, now we have two speeds to worry about instead of one.
With the diminishing returns forumla in the game, that also makes a difference. If your master sabers, master **whatever elite profession** with speed over 90, 100, 110.....you will not see SEA's help you much.....but if you have 40, 50 speed, you will see a huge increase in speed becuase at low speed levels, your weapon speed is always slower than any cooldowns of any specials you have. Once your speed gets faster than any cooldown timers, you won't see any effects of SEA's because the cooldown timers are gating you from getting any faster.
Now when you alternate attacks you can see that weapon speed helps becuase you don't have to wait for a cooldown timer of the first special ability but instead only have to wait for the amount of time listed on your weapon. Speed SEA's will help here too. That's why you can see a delay after you have done one move and a second move.....the cooldown timers migh overlap. For example, power attack has a 6 sec. cooldown.....saber hit has about a 1.5 second cooldown. If you do power attack, then saber hit, you would have to wait a few more seconds before you can do power attack again. But get a speed buff and the 6 second cooldown of power attack may become 3 seconds. saber hit cooldown will get reduced as well, and that is when your weapon speed is the limit of your speed.
Things to consider before you say SEA's don't work (because in fact they do work from my test)...
- Do you have a player speed skill mod above 100 (including SEA's, general speed)
- Do you have or are you using adrenaline boost or force speed
- What is the cooldown timer on your specials you are using.
- Are you alternating attacks or are you using one single attack.
Those are just some things you have to know before you can truely gauge if SEA's are workign for you.
Also, the reason DPS listed on weapons is not a good gauge to go by is because it's based on using the basic attack of your profession and also only on that one move. It doesn't take into account the ability to alternate between two attacks. For example, if you do a 1200 power hit, followed by a 1000 saber throw....you can do that in 2 - 3 seconds......your saber may have a DPS of 400ish, but with those 2 attacks, you've actually done up to a min of 733 dps or if you could get them off in 2 seconds, you'd have a 1100 DPS. If you used 2 saber hits instead, you'd probably come close to your listed DPS.
One simple thing you can look at to see that speed buffs don't affect your weapon speed is that it doesn't show on your weapon when your speed buffed. all other buffs, like HAM buffs show an increase because they are affecting that pool. If speed buffs affected the weapon speed or player speed skill mod, you'd see either your listed weapon speed increased or your overall player speed skill mod increased (ctrl-c) if speed buffs affected them.
All buffs (not SEA's) will show some kind of augmentation to the stat or pool they affect. Even regen buffs augment the constitution, stamina and willpower....those 3 HAM bars are hidden from use, but they are there.....they might not be called by the same name anymore, but my research shows they are there.
Ok I just tested this.. with 2 different sets of pearls to give base speed differences.
Ist test:
Saber base speed is 2.74
11 hits timed in 43 seconds so if the above poster is correct then I am swinging at my cooldown timer cap because the time per hit is based on that timer which is going off every 43/11 = 3.909 seconds.
2nd test
Saber base speed is now
3.29 Note that this is still lower than the original cooldown time so I shoult still hit every 3.909 seconds
Time for 11 hits is now 45 so thats 1 hit every 4.09 seconds. So the cooldown timer speed has changed.
I can understand the AP's reasoning but I am sure he is mistaken as to the cooldown and saberspeeds being independant. The cooldown timers are calculated on the sabers base speed where they should be calculated on the modded speed.
The buffs work because they provice a % bonus to the cooldown timer that has just been calculated so they will indeed make you attack faster. The tapes dont work because all they do is alter your moddified speed which wasnt taken into account when working out the cooldown time.
But anway still as far as the OP is concerned a +14 LS tape will be very worthwhile once they are working especially if you are not master LS
I think they will be usefull for master lightsaber too because even though you are boosting way above usefulness for normal combat if someone hits you with a speed debuff that takes you below cap again the tapes should come into play and you bring you back up to your cap again (but we wont know untill they fix the combat code for tapes)
Message Edited by Tsumitsuki on 09-04-200503:45 PM
HardwiredXMan wrote:
cahn-a-licious wrote:
is supposed to but the only thing it effects is your client side dps calculation. all spd mods ae broken atm, but that is not to say it will ever get fixed. it only took 2 years for sea's to be addressed.
Uhm, what professions are you talking about....normal professions speed mods are working just fine. Jedi may have issues, but lets not say all spd mods are broke. I know for a fact that I attack faster now than I did at novice and i've had the same 4th gen saber with the same speed the whole time. so how exactly is speed mods broken beside the speed randomly reverting back to the sabers base speed. I'd say it was /bugged, but not something that destroys the profession. however, the wanna be uber jedi would have you believe otherwise.
I see jedi kicking Bh's butts all throughout SWG every day and I don't see much of a speed issue then. Not saying there isn't one or it shouldn't be fixed, but the truth is that it's not game changing to where you can't compete with everyone else....jedi just aren't gods anymore and we have to face that.....still all /bugs need to be fixed if they exist.
But I'll never come to these boards and tell everyone that all speed mods are broke, especially when I havne't tested it. What affects one toon may not affect all.....like I said before, I've seen no speed issue's with my pistoleer, but I have seen some speed descrepancies with my jedi on occasion...but that occasion is rare. i'm not attacking as slow as a novice saberist, if I was, then that's a major issue.
I mean, I was attacking with saber hit once every 4 to 4.5 seconds as a low level saberist....now I'm up to at least every 2 secs. So what exactly is broken enough that I've improved my speeds by nearly 2.5 seconds between novice sabers and 15 points from master sabers.
cahn-a-licious wrote:
HardwiredXMan wrote:
cahn-a-licious wrote:
is supposed to but the only thing it effects is your client side dps calculation. all spd mods ae broken atm, but that is not to say it will ever get fixed. it only took 2 years for sea's to be addressed.
Uhm, what professions are you talking about....normal professions speed mods are working just fine. Jedi may have issues, but lets not say all spd mods are broke. I know for a fact that I attack faster now than I did at novice and i've had the same 4th gen saber with the same speed the whole time. so how exactly is speed mods broken beside the speed randomly reverting back to the sabers base speed. I'd say it was /bugged, but not something that destroys the profession. however, the wanna be uber jedi would have you believe otherwise.
I see jedi kicking Bh's butts all throughout SWG every day and I don't see much of a speed issue then. Not saying there isn't one or it shouldn't be fixed, but the truth is that it's not game changing to where you can't compete with everyone else....jedi just aren't gods anymore and we have to face that.....still all /bugs need to be fixed if they exist.
But I'll never come to these boards and tell everyone that all speed mods are broke, especially when I havne't tested it. What affects one toon may not affect all.....like I said before, I've seen no speed issue's with my pistoleer, but I have seen some speed descrepancies with my jedi on occasion...but that occasion is rare. i'm not attacking as slow as a novice saberist, if I was, then that's a major issue.
I mean, I was attacking with saber hit once every 4 to 4.5 seconds as a low level saberist....now I'm up to at least every 2 secs. So what exactly is broken enough that I've improved my speeds by nearly 2.5 seconds between novice sabers and 15 points from master sabers.
so would you admit your saber has gotten better? would you admit your hard mods have increased? hard mods are the ones gained thru character development...ie - mls gets gen melee spd, saber speed, saber accuracy. these are what make the difference between a newer jedi and a full template. the additional mods granted by tapes and such do not work...period. look at your modified weapon speed and just look at your combat log. timestamp it to make sure but there is no way you can physically swing at your modded spd no matter what combo of moves you use. my modded spd is 1.05 after tapes and all hard mods. i sure as heck cannot swing every 1.05 seconds with any combo of moves. if you say you can then i would say you have not tested it or are too blindly fooled by the crap soe has shoveled us.
But you just said ALL SPEED MODS ARE BROKEN, as highlighted above. I was merely stating that all speed mods aren't broken. As for mod speed and you not being able to attack at that speed, that is because of the cooldown timers of individual abilities.alternating between attacks can still be gated by the cooldown timer of the first ability if it is long enough and the second attack's cooldown timer is short enough and also because you can't queue more than 2 moves at a time, so you must wait to execute that third attack.....this makes is so you can't attack at 1.05....but if the cooldown timers were removed (which the stacking of speed buffs nearly did that), you would come close if not exactly at your listed modified speed. It's not as simple as my mod speed says xxxx so that means I should be able to attack at that speed. I'm sorry, it just doesn't work like that.
Also, people don't realize that the combat spam timer is not exact, it only accounts for whole seconds, not half seconds, due to the true timers used in the game also having milliseconds count in their equations (ie. 1.5, 2.5 etc.) the combat log is only good enough to give a round about estimate of your real time. If you do an attack that takes 1.05 seconds to cycle from beginning to end, the combat spam will only show 1 second. Due to the .05 being such a small number, you would have to measure the time it takes to do the attack many many times before the .05 adds up to a full second, when then would show in the combat log as if you attacked in a 2 second interval instead of a one second one, but only for one attack, you'd go back to 1 second intervals for a while before you get another 2 second jump. It would look something like this....
08:10 you attack whatever
08:11 you attack whatever
08:12 you attack whatever
08:13 you attack whatever
08:14 you attack whatever
08:16 you attack whatever
08:17 you attack whatever
08:18 you attack whatever
08:19 you attack whatever
at the point between :14 and :16 would be were the .05would equal full extra second...but it would take many attacks before you would get to that point. Bascially by this time, the actual number might be 08:14.95. Add 1.05 to that and it makes 08:16....but in the combat log it would look like 2 full seconds when it's actually only 1 and if you don't account for this, you might think you lagged or something during that attack or might add an extra second to the time when doing calculations.. This is how sometimes a lot of people confuse things when they call themsleves timing stuff using the combat spam. You have to account for the milliseconds because all calculations in SWG uses less than a full second. You see it on weapons everywhere. Otherwise, any number after the decimal on a weapon would be ignored if all we went by is the whole second.
The other thing that has to be taken into account is how much weapon speed you already have before you add SEA's. A lot of people are still stuck on the old system where your player speed mod reduced your weapon speed by a set percentage. Well in a sense it still does, but only the more you get the lower and lower that percentage is. If your at 50 speed and use an SEA, you may get the full point of that SEA applied which would give you 51....but if you have 120 speed and use the same SEA, it might only give you .2 speed and you would have 120.2There is no way you will see that little difference visually and to see it in the combat log or doing any timing calculations, you'd have to attacks hundreds of times.
timing 10, 20 even 30 attacks may not be enough to show a difference in speed when the amount you gain from an SEA is less than 1 point. The diminishing returns formula will not allow use to get up to 1 second per attack no matter how many SEA's you have....but the speed buffs did allow us to do that because as I said in my other post, the speed buffs modify the cooldown timers and not the players speed skill mod or base weapon speed or modified weapon speed.
So overall, I'm confused at whether you were saying that all speed mods are broken for just jedi, or all professions. If your saying all professions, then I'm tellin you your wrong as I have seen the increase. if your saying SEA's are broken for jedi only, then I can't dispute that. But please don't say ALL MODs are broken because they aren't and it has nothing to do with believing SOE'sso calledBS.
The testing is easier if you time the duration required to do 10 alternating, say, leg and head hits. When that 10 hit combo requires 26 seconds, and your saber has a base speed of 2.6, then your friend requires 22 seconds for the same test and his saber has a base speed of 2.2, then maybe, just maybe, that indicates that those cooldowns are based on the base speed of the saber instead of modified speed (which they should be) or some mythological cooldown.
Just a little basic testing using different speed sabers would have shown you that cooldown is exactly equal to base weapon speed for any speed-bugged special.
Tsumitsuki wrote:
HardwiredXMan wrote:
You misunderstand the difference. THere are two speeds in the game now, not one.
Ok I just tested this.. with 2 different sets of pearls to give base speed differences.
Ist test:
Saber base speed is 2.74
11 hits timed in 43 seconds so if the above poster is correct then I am swinging at my cooldown timer cap because the time per hit is based on that timer which is going off every 43/11 = 3.909 seconds.
2nd test
Saber base speed is now
3.29 Note that this is still lower than the original cooldown time so I shoult still hit every 3.909 seconds
Time for 11 hits is now 45 so thats 1 hit every 4.09 seconds. So the cooldown timer speed has changed.
I can understand the AP's reasoning but I am sure he is mistaken as to the cooldown and saberspeeds being independant. The cooldown timers are calculated on the sabers base speed where they should be calculated on the modded speed.
The buffs work because they provice a % bonus to the cooldown timer that has just been calculated so they will indeed make you attack faster. The tapes dont work because all they do is alter your moddified speed which wasnt taken into account when working out the cooldown time.
But anway still as far as the OP is concerned a +14 LS tape will be very worthwhile once they are working especially if you are not master LS
I think they will be usefull for master lightsaber too because even though you are boosting way above usefulness for normal combat if someone hits you with a speed debuff that takes you below cap again the tapes should come into play and you bring you back up to your cap again (but we wont know untill they fix the combat code for tapes)
Message Edited by Tsumitsuki on 09-04-2005 03:45 PM
Ok, I'm not saying that everything I've said was absolutely right. Some of it is based on my findings in the .tre files and other sources...
However, your test are leaving out important things.
First of all, you don't find the cooldown cap the way you have done it. What you have found is the current time it takes to execute one move over and over again without alternating attacks.That time you found can be improved and lowered down to 2 secs. You have foundyour current estimated cooldown time, not the cooldown time cap.
All jedi cooldowns are 2 seconds as listed in the .tre files. At first, I thought that number was a multiplier for a more complexed formula, but after going through the whole list of cooldown timers for all professions, every cooldown timer was an exact amount for each special......for example, stopping shothas a 45 sec. cooldown, Equilibrium is 3600 sec (1 hr), bacta toss has a 10 sec. cooldown,critical shot is 2.5 sec,sniper shot is 8 sec cooldown,burst run has a 600 second cooldown (10 minutes).
That's not to say some other value doesn't modify some of the cooldown values during game play, because saber power attack is listed to have a 2 second cooldown with no warmup, but swordsman power attack has a 6 second cooldown and a 1 second warmup.....so something has to change saber power attack becuase it definitely doesn't have a 2 second cooldown in game and it has a warmup as well. Could be that it simply uses swordsmans power attack values...that's the only move that is a mystery to me as far as cooldown timers go....
The next thing that is missing is that all moves regardless of what profession have a 1 sec, execution timer on top of the cool down timer and warmup timer. A few like /AIM don't have an execute timer because it doesn't require you to do any animation or movement, it's simply a accuracy and damage modifier. So if you account 1 second for each of your attacks, those execution times don't calculate or directly change the cooldown timer itself because you can start another move while the current one is in it's execution. during this time the the currently executing move is no longer in the combat queue as being next to execute...it's already executing (and this is where the cooldown speed /bug comes into play, your simply using one cooldown to cancel the currently executing moves cooldown, allowing you to do that currently executed move faster than it's cooldown allows you to had you only queued that one move.)
There is also another timer called default timer which is listed to be 1.5 for all abilities...I have no idea how that one factors in and this is another reason why I can't say that I know the exact formula for calculating our actual attack speed. Either this time is an old timer that's not used anymore (the .tre files are full of values like this) or the value fits into a formula somewhere. Someone else might figure it out, I haven't yet.
Then theres the factor of when doing timing thorugh the combat log, you have to discard the very first attack when your talking about timing them, because the first attack execution timer and warmup (if it has one) fires off and ends before the combat log records the time.
It goes like this....
warmup
Execution
****attack hits and combat log records the hit (if you start timing here and include this attack, then you are losing the time it took for the warmup and execution and it won't reflectcorrectlyin the final time).
cooldown has started and runs for x amount of seconds.
Your next queued move will not start it's warmup (if it has one) or will execute the move it it doesn't have a warmup.
Process repeats.
So if you start your timing from the time the first attack hits, the time between that and the next attack would be the time it takes to do that one attack give or take a second or two depending on the cooldown timer of the special used....you'd have the full warmup, execution, hit and cooldown all accounted for. So instead of 11 attacks, you'd have 10 attacks.
Then there's also, the added fact that like I described in a previous post, combat log doesn't record milliseconds or half seocnds. the log may read a 2 second difference when it actually could have been 1 second. it's just like in the past where you would sometimes see two different moves done consecutively logged in the combat spam with the exact same time....first instinct is to think that you did 2 attacks in 1 second. Well, you could have..../bugs happen...but you could have actually did 2 attacks in 1 second, it all depends on the point the split seconds are at and what combination of attacks you've done. So if you did 2 attacks and they both have the same time in the combat log. the first attack may have a time of 00:09.02 and the second attack could be listed as 00:09.99, but the combat log will only show the whole seconds, not the split seconds....so again, the time is not what it seems in the combat log. use a stop watch, the combat log and the alarm clock timer under the options menu. You can then compare times after many many test and find a more accurate time than what the combat log shows you. It can be kinda tricky though, you need good timing and hand / eye coordination......
So you see, there is a lot more to account for than just do x amount of attacks, log the time and divide and think you have the cooldown timer. Well, the cooldown timers are listed in the .tre files for every command in the game (not just combat ones either). How they are used in formulas, in what order, to what degree is anyones guess, but if there is a set cooldown timer listed, finding a cooldown timer through the weapons speed by number of attacks done in xxx amout of seconds means that set cooldown timer can't be modified or isn't modified. If it can't be modified, then no move would be possible to do in less than 2 seconds, and we all know even without the cooldown /bug, you can get an attack off every second. There was a reason the devs nerfed the speed buffs, it's because they modified the cooldown timers so low, it allowed you to attack faster than once per second when taking the cooldown /bug into account too. I don't think they knew about the cooldown /bug at that time though, so it still exist in the game.
Anyway, I'd be happy to come to any server and do some test with anyone.matter of fact doing testing with a master toon and an noob toon will show much better info and give use a much better understanding of the differences and how speed affects different levels.
Oh, and how can I forget the diminishing returns formula.....changing speed drastically from 2.79 to 3.29 can cause of big shift in the amount of diminished speed you are recieving.
Im still pretty sure the attack speed of your weapon is supposed to modify that base cooldown time... Sure there's a 2 second cooldown for jedi attacks in the .tre file but I think that just a constant which is used in the timer calculation. And yes indeed there are ways to break the current status quo and actually attack at 2 seconds, but if you recall the thread that made everyone aware of this was deleted (so I suspect its exploiting a bug in the code). The reason I did one attack over and over was because I was testing how base weapon speed affected the cooldown of 1 particular attack, we already know that different attackscooldown at different speeds so alternating between 2 specials would have confused the results.
However, digging through the .tre files is not proof of anything either. I've done it myself. Months ago I found the graphic for a "nerf" in the files, Ive yet to actually find one in game.
I suspect the code does something like:
cooldowntime = getSaberSpeed() * base_speed * special_speed_modifier;
and the error is in the call to getSaberSpeed() which does something like
return saber_speed;
rather than
return modified_saber_speed;
Your 2 seconds that you have seen in the .tre files in the pseudo code above would be base_speed
But that still doesnt mean there isnt a cooldown cap, a cooldown cap and saberspeed and cooldown being independent are 2 totally different things, cooldown times can still be a funtion of saberspeed but capped at 2 seconds in the event that it does under 2 seconds. You may well be right that once the code is fixed my modded saber speed of 1.64 (atm) will not attack at 1.64 but 2 seconds instead. In which case I hope they calc in speed debuffs when they add in my saber modded speed so that my tapes will help mitigate speed debuffs and keep me close to the 2 second cap.
Yes thinking about it the counting on my testwas out by 1 attack BUT the 2 tests were consistently out by the same margin of error so the result is still valid in that the cooldown time changed with the base speed. Easily corrected by dividing by 10 rather than 11. I woud have liked to do a longer test to narrow down the timings a bit more but11 hits was what it took to kill the mob I was beating up with saberhit.
But again, we'll not know who is closer to the mark (chances are neither of us have it spot on) until the code for usingmodded saber speed is fixed.
Does anyone know what the speed cap is for a perfectly craftedsaber with perfect pearls? and what would the modded speed be for MLS (no tapes) with this saber?. I built a speed capped saber (92% speed for my resources) last night to see how it performed but I wasnt thinking about this thread and so forgot to note down the actual numbers when I discarded it. I remember that the base speed was 2.42 once I put my pearls in it, I think my modded speed was 1.59 (including +25 LS speed).
oh and I saw the diminishing returns, taking my saber base speed from 2.74 to 2.42 did not give a huge improvement in my damage over time, so I went back to using my other saber which did more damage per hit.
Ok,, I really really really hate this Lithium forum code..
The above post now looks like a lame flame... its not, so I have to apologise for the shortcommings of the lithium engine. I had infact typed out a lengthy post supporting my arguments. When I clicked submit the system told me I had "illegal html (style)" in my post, which the engine had put in there itself on some indents I inlcuded in the text. After removing the style parameters from the blockquote it saw fit to truncate my post to a flame.
long story short:
Yes my test wasnt very long but the mobs kept dying on me, more hits = more accurate timings because as you say the logger doesnt show millisecs
Cooldown cap is different to cooldown and saberspeed being independent. I thought you meant that cooldown times had nothing to do with saber speed. But if you simply mean that cooldowns are capped at 2 then thats different, we can both be right, cooldown is based on saberspeed until it goes under 2 seconds then its simply replaced by a value of 2.
Eitherway we wont know for certain untill they fix the combat code to use modded rather than base speed (which I am still certain it's doing)
Apologies for not wanting to type the whole post again.
Message Edited by Tsumitsuki on 09-05-2005 04:04 PM