Swordsman Archive

Thread: damage & time factors on Swordsman specials

Zilod
Wed Mar 31, 2004 2:26 pm
#14

mmmm damage on special was not

x*1.5*y = final damage

x = base damage of weapon

y = damage multipler of special

?

if so

y = final damage/(x*1.5)

y = 728/(98*1.5)=4.95

hit 3 = 5x damage
antares_Kauri
Wed Mar 31, 2004 4:20 pm
#15

I was testing polearm damage attachments last night using autoattack, the std multiplier is still 1.86. By the way, these attachments do not work at all, so likely 2-h damage ones don't, either.

antares
master pikeman



|Pikeman non-stop since July, 2003|
|combatUpgrade::alpha :: JTL::beta :: RotW::beta :: ToOW::beta|
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pseudonimity
Wed Mar 31, 2004 10:09 pm
#16

It just seems like speed would be harder to test because there's a lot of rounding done (unless the game actually rounds speeds to whole seconds?) and wouldn't lag have an effect on speed testing? Obviously you'd try to keep it constant, but there's quite a bit out of your control on that one.




Mala In-Se - Tarqiunas
(Master Swordsman/Master Brawler)
Ja'Rob - Chilastra
(Novice Bounty Hunter/Novice Pistoleer)

pseudonimity
Wed Mar 31, 2004 10:13 pm
#17

And it's probably just a typo, but lunge1 and lunge2 have the same max recorded damage, even though they're x1 and x2.


Could someone PM me how to edit a message so I don't have to put a second post when I notice something right after I post?




Mala In-Se - Tarqiunas
(Master Swordsman/Master Brawler)
Ja'Rob - Chilastra
(Novice Bounty Hunter/Novice Pistoleer)

Arhagellos
Thu Apr 01, 2004 4:23 am
#18






Zilod wrote:

mmmm damage on special was not

x*1.5*y = final damage

x = base damage of weapon

y = damage multipler of special

?

if so

y = final damage/(x*1.5)

y = 728/(98*1.5)=4.95

hit 3 = 5x damage






I think the mistake in your calculation is that you use 1.5 instead of 1.86 which yieldsa 3.99 result for said recorded damage for Hit3.



Nerelith Vel'Et'Aril
Master Pikeman
Sentinel of Horus

Arhagellos
Thu Apr 01, 2004 11:05 pm
#19

As an addendum, I used a scythe yesterday on auto attack, the weapon's max damage was 392 and it registered some hits, quite enough of them to confirm a high cap, in the 710-730 range which in fact enforces the idea that the multiplier is indeed 1.86.



Nerelith Vel'Et'Aril
Master Pikeman
Sentinel of Horus

JediQuic
Mon Apr 05, 2004 2:02 pm
#20

Needed a Bump, Shouldn't this be Sticky for a While?
AcidRaineV
Mon Apr 05, 2004 2:09 pm
#21

Combine it with a speed delay post and I bet it would get a sticky




hRainh
hCommander of KoNHh

raider7734
Tue Apr 13, 2004 1:36 am
#22























update: special move time multiplier information


I tested each move three times, and have the exact time multpliers calculated


testing was done with a broken 3.8 second powerhammer, which let me bash away on an empty nest without doing any real damage


each special was chained 100+ times, and the elapsed time in seconds (representing 100 delays) was recorded. I did this 3x for each special and averaged the times: these are the numbers in brackets


to get thetime factors,I multiplied the number of seconds by 5 (because my two handed melee speed of 80 reduced the delay by 5x), divided by the weapon speed of 3.8s, then divided by 100 to get the factorfor a singleattack as opposed to a whole set of 100


in many cases this yielded exact multipliers such as 3.25, 1.5, 2.5, etc.when it didn't, it was off by .005 at most


the last column is the damage / time ratio for each special


attack dmgtime d/t
area1 x2 x2.3 [174.67s]0.87
area2 x3 x2.4 [182.67s]1.25
area3 x3x2.6 [197.67s]1.15
spin1 x2x1.8 [137s] 1.11
spin2 x3x2.3 [175s] 1.30
sweep1 x1.5x1.7 [129.33s]0.88
sweep2 x2x2.5 [190s] 0.80
hit1 x2x1.5 [114s] 1.33
hit2 x3x2.25 [171s] 1.33
hit3 x4x3.25 [247s] 1.23
mindhit1 x1x2.3 [175s] 0.43
mindhit2 x2x2.5 [190s] 0.80
headhit1 x1.5x1.6 [122s] 0.94
headhit2 x2.5x2.3 [175s] 1.09
headhit3 x3.5x2.5 [190s] 1.40
lunge1 x1x1.5 [114s] 0.67
lunge2 x1x1.5 [114s] 1.33


there... improved the formatting a bit



Message Edited by raider7734 on 04-14-2004 07:58 AM

Message Edited by raider7734 on 04-17-2004 12:17 AM



----------
IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
Phlebus
Tue Apr 13, 2004 10:39 pm
#23

Excellent post. One favour though, could you or someone reading this explain how speed modifiers work? It is clear that at +80 you are not hitting your speed cap on any of the specials... Anyway a quick explanation would be great.
MrChow_Sai
Tue Apr 13, 2004 11:03 pm
#24

use a different weapon like the 2hand axe so the dmg range isn't so big.
raider7734
Wed Apr 14, 2004 8:12 am
#25






Phlebus wrote:
Excellent post. One favour though, could you or someone reading this explain how speed modifiers work? It is clear that at +80 you are not hitting your speed cap on any of the specials... Anyway a quick explanation would be great.





here's how speed works


let's say you want to find how long a hit3 takes with a 5.3s powerhammer.hit3 has a time factor of 3.25. so the base delay is 3.25 x the weapon speed of 5.3s = 17.225s


now, here's where your two handed melee speed comes into play:it reduces the base delay.if your melee speed is 75, that simply means you deduct 75% of the base delay, so the actual delay is the 25% left over.25% of 17.225s =4.30625s actual delay


the exceptionto this isif you use a very fast weapon / have alot of speed, you can get actual delay numbers < 1. however,the combat engine won't let you attack faster than once a second...that's the 'speed cap' everyone talks about




----------
IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
SlippMercato
Wed Apr 14, 2004 8:41 am
#26

This is a super imformative post. So basically the speed cap for a 6.0 weapon is around 94-95 two-handed speed, and if you hit 100 you're gauranteed to hit the cap no matter what?


Now that I understand speed, could you outline some of the mathematics of accuracy (if you know them)?





Slipp Mercato - Master Pistoleer .|. Master Combat Medic
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