Swordsman Archive
Thread: damage & time factors on Swordsman specials
antares
master pikeman
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.
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
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.
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)?