Swordsman Archive

Thread: Post CU Melee Speed -- Data

FrostbiteS
Tue Apr 19, 2005 6:38 am
#1





Blue Frog Axe


Axe 2,5 base attack speed



Melee Speed --- Attack Speed Modified---- Skill


000 --- 2,50 --- revoked all skills with frog


005 --- 2,41 --- novice brawler


010 --- 2,33


020 --- 2,19


025 --- 2,13


035 --- 2,01


050 --- 1,87 --- master brawler


055 --- 1,83 --- novice sword


060 --- 1,79


065 --- 1,76 --- sword 1111


075 --- 1,69


080 --- 1,66


085 --- 1,64


090 --- 1,62


100 --- 1,57


105 --- 1,55


115 --- 1,52 --- Master sword MBrawler


120 --- 1,50


125 --- 1,49 --- TK Tech line 4


135 --- 1,46 --- MBr MSw TKM


140 --- 1,45 --- Pike 3000


145 --- 1,44 --- Pike 4000


150 --- 1,43 --- Fencer 0300


155 --- 1,42 --- Fencer 0400


With 7 sp left to spend on FS melee speed line, but thats currently not available on test frog


With a standard excel polynom regression analysis


Y =5E-05x2 - 0,0137x + 2,4609


R2 = 0,997


Im sure there is a line that fits better though.


Anyways thats the standard axe



Red number is your toon weapon speed when holding weapon. (Available from the char sheet), second is attack speed in second,(Available from Inventory examination ofweapon held)


Melee speed 50, gives you roughly a 25% lowering of actuall attack speed in seconds.


Melee speed 120, gives you a rough 40% lowering of swingtimer in seconds.


Melee speed 140, gives you a rough 42% lowering of swingtimer ......


Those high speed tapes get less and less usefull the higher you get in speed.


Message Edited by FrostbiteS on 04-20-2005 11:37 AM

Cotter2589
Tue Apr 19, 2005 11:00 am
#2

so the +22 in 2-h speed attachments i have wont help very much?



Cotta Ben
__C3__
Tue Apr 19, 2005 7:37 pm
#3






Cotter2589 wrote:

so the +22 in 2-h speed attachments i have wont help very much?






Nope





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LecheHombre
Tue Apr 19, 2005 7:42 pm
#4

Very cool analysis. Question: How did you get delay info? Timestamp in the chat windows only goes to whole seconds, so I assume you used a stopwatch? Unless I am missing some obvious thing, which wouldn't surprise me at all, lol.



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ALeoNN
Wed Apr 20, 2005 1:17 am
#5






Cotter2589 wrote:

so the +22 in 2-h speed attachments i have wont help very much?






Wouldn't these attachments help if you get hit with a speed debuff?




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FrostbiteS
Wed Apr 20, 2005 2:20 am
#6



Open Inventory, examine axe in the left information box on the inventory screen.

It lists your modified attack speed and modified DPS.


So it was just a matter of using the skill builder to give the toon different melee speed modifier, and jot down the modified values.

But this is just for the Blue Frog test center axe with a starting swingtimer of 2,5 seconds. (Shows as Heavy Axe in inventory)


I have not tested it to any extent on slower or faster weapons.

Message Edited by FrostbiteS on 04-20-2005 11:39 AM

Milgram
Wed Apr 20, 2005 11:49 am
#7

Wow, very nice dude.




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grifta
Wed Apr 20, 2005 5:17 pm
#8

You need 200 speed to hit every second.



DarkBShadow
Wed Apr 20, 2005 8:19 pm
#9

well without power ups that is and a slice of the weapon. i come really close to being speed capped with only 145speed. i have a speed sliced ph with a speed power up on it. i hit 1.15s with my power hammer. DPS with it is i believe 680DPS. it is really nice.



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Milgram
Fri Apr 22, 2005 10:14 am
#10

bump for some great info.




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TAfirehawk
Sun Apr 24, 2005 5:24 pm
#11

Well I got linked here from a post in the Carb Forum....so don't think I am trolling


But if you extend a 2nd Order Polynomial up to +200 Speed (which is achievable) then the formula actually REVERSES in direction, meaning you get slower (but since your data goes to +155 it might be ok, but the fit isn't perfect or extend like a 3rd Order Polynomial). Only a 3rd Order Polynomial will represent the probable lookup table that the Devs are using.


Please check the Carb Forum for full details and links to my PDF and XLS files.



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FrostbiteS
Sun Apr 24, 2005 8:23 pm
#12




So will a fifht order ... and a seventh and a ....1+2n polynom regression?

So will also a f(x)= a/(x+b) + c? f(x)=a/(e^X)+b

and probably a handfull of other types.


But for the area checked it fits well enough, andI dont have the Origin program on this pc=)

The third order polynom will get a bump, and you start getting better return for added speed again. So for making aninterpolation of a trend line, a third order is probaly far better.

But for a game that computes this often, a third order formula seems a bit excessive?


Its nice to see that ranged speed follows the same rough lines in percentage reduction of speed.

No more speed caps I jotted it down to see if speed tapes was worth it post CU. And from that, I dont think I will spend millions on a +4 or 5 tape just yet.

A swordsman could prob go to 192 speed with +25 tape (If 25 is still max on tapes)and FS melee speed,, would be interesting to hear from any of the rich "dudes" what the %reduction is at 192 speed now that they haul diff production shards in to check conversions.


Then again they seem to always mess with something at the test center.



(http://www.finalytix.com/bonds_regression.php lets you do up to 10th order polynom regression online though.)

Message Edited by FrostbiteS on 04-25-2005 05:37 AM

Zhorx
Tue May 03, 2005 8:59 am
#13




FrostbiteS wrote:





Im sure there is a line that fits better though.






I propose this one:


actual speed=weapon speed*(0.5231+0.4769*2^(-speed/46))


A figure of my linear fit (blue line) and yours (green line) against your points (crosses) yiealds this figure:




Seems to be decently accurate, at most 5e-3 error which is in the rounding error margin.



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