Swordsman Archive

Thread: Getting to speedlimit?

Celerity
Wed Jan 07, 2004 1:39 am
#14

aight so if im reading this right...


area3 with a 2.5 delay and using a 5.4 hammer


with 94 speed modifier id be hitting area3 in 1sec delays?


imean thats awesome if its true


im at 84 rightnow, but have one +6speed armor attachment in my inv ready to be used.. so after that 4 more

Sotaudi
Wed Jan 07, 2004 7:34 pm
#15

Okay, it is true that +110 causes problems with the formula. In fact, any value over 99 gives you values that are likely less than useful (100 - 100) * .01 would equal 0, and would cause a division by zero error. I cannot tell you where the original numbers came from. I can say that the speed formula was documented both by WayneInAustin and Volsted on the Rifleman boards, and that Volsted has done some impressive work showing how AP and armor and resistance factors work, so I have confidence that these numbers are correct. AndI am, of course, assuming that the samecalculations apply for melee and ranged weapons. The formula given to show what the weapon speed needed to reach the speed cap is my own, but it is simply a rework of the other formula. But let us take this latter formula and plug a 99 melee speed modifier.


The formula was as follows:


1 / (((100 - ys) * .01) [* td]) = weapon speed needed to reach the 1 second speed cap


where:


ys = your melee modifier speed


td =time delay modifier from special



For a normal attack, it would look like this:


1 / ((100 - 99) * .01) = 1 / .01 = 100


That means that, if this formula is right and you have a melee speedmodifier of 99, in order for your attacks to take more than one second to execute, you would have to have a weaponwith aweapon speed exceeding100.


Likewise,according to SWG Stratics: /melee2harea3, /melee2hhit3,/melee2hsweep2, /melee2hspinattack2, and /melee2hLung2 all have time modifiers of 2.5, the longest of any of our specials. Taking that same speed modifier and our worst time delay, it would look like this:


1 / (((100 - 99) * .01) * 2.5) = 1 / .025 = 40


That means that with a speed modifier of 99 and using our longest delay specials, you would have to have a weapon with a speed of more than 40 in order for your hits to take more than 1 second to execute.


I have never seen a sword that came anywhere close to 40, much less 100. Therefore, I would have to say that this means that any melee speed modifier value of over 99 is superfluous and is discarded in the calculation because no weapon can exceed the speed cap if you have a 99 melee speed modifer if this formula is correct. I.e., the code probably says something to the effect of "If MeleeSpeed>= 99 Then AttackSpeed = 1, Else CalculateSpeed()" or something like that.


Of course, the numbers could be wrong, but in my experience, they seem to hold true, and I trust the source.


If anyone has any documentation on this, your input would be appreciated.




Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



LordSaibot
Thu Jan 08, 2004 12:53 am
#16

the trick is finding the skill tapes, cause we don't even get +90. That extra +10 is gonna be hard to come by. Then, there's item decay so whatever you put it on could potentially break.




Gravis Temav
-LootTrooper-
Sharc
Thu Jan 08, 2004 1:59 am
#17

Ok, but what if I have 105 2h Melee speed? 100- 105 = -5


It blows that equation up.



hall0559
Thu Jan 08, 2004 2:34 pm
#18

I had read online that Any Mods to a skill BESIDES skill boxes are capped at +25


for example if you have +50 speed from your skill boxes and a cloak that is +25 speed and a braclet that is +5 to speed The Skill does show as 50/+80 BUT for ingame caluclations it is only considered 50/+75.


Again this is just what I have heard,


Anyone confirm or disprove this?


Thanks.




>
Average Number Of Gnort Kills A Day: 17000
"Have you killed your Gnort today?"
Sharc
Thu Jan 08, 2004 3:28 pm
#19

No, you can only get +25 from one article of clothing or armor.



If my base melee defense is 40 but I have a shirt with +25 melee defense and a headwrap with +5 I still get +70...


But each skill mod may have a cap. I know that armor experimentation can only get +20 more past what a master has, meaning they can only get 2 more experimentation points.


If this calculation is true, then for Speed 1 point represents 1 percentage point. so you could only have 100 speed and the rest may or may not matter.


This is one of the problems withthe game: no one knows and no one that knows says! Is 2h melee speed +100 any different than 2h Melee Speed +150? I dont know.


I then wonder how high I can actually get my 2hand accuracy.


See, Im an attachment whore. I have a ton for everything. But my problem is I dont know whether I should bother using them if they dont do anything extra past a certain point. Especially since all they'll do is decay.







Sharc
Fri Jan 09, 2004 1:18 am
#20

I currnetly have a cloak with +25 speed +23 warcry



if I dont wear that I have armor attachment


+6


+4


+4


and a tape +3 +2

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