Teras Kasi Archive
Thread: Differing Special Move Data
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Eugee
Sat Apr 10, 2004 6:53 am
#1
I was bored this morning so I started testing the HAM drain from each of my moves (that I have thus far). The Mult is based on UnarmedHit1 being the base drain. I had 400 Strength, 400 Quickness, and 600 Focus while recording these (no armor, no buffs, no VK,just slapping around the vynocks sticking to my house mostly). This is the offcolor number that drained from all three stats.
Special Move HAM Mult
Blind1 20 x1.5
BodyHit1 42 x3.23
Combo1 36 x2.75
Dizzy1 28 x2.15
Hit1 13 x1.0
Hit2 28 x2.15
LegHit1 42 x3.23
Lunge1 20 x1.5
SpinAttack1 20 x1.5
SpinAttack2 49 x3.75
Stun1 20 x1.5
This is quite a departure from what the FAQ movelist suggested. Could anyone else try these moves out and see if you get similar results? I'm not a master yet, once I am I'm going to test every move, and also check the delay and damage multiplier more closely. Till then I'm just mauling every savage quenker I see. 
Eugee
Sat Apr 10, 2004 6:29 pm
#2
Surprised there was no discussion on this, but I was busy checking my girlfriend's Pistoleer moves out for her, so I decided to check all the moves I have again. I got different results than both the FAQ and the DPS Calculator, so I thought I'd share them further. When I hit full master I'll post the full list too. I'm curious, how did anyone have any clue what the delay multipliers are? At Power IV, I'm at 1.0 speed cap on almost everything, using my bare fists, same with my 2.1 speed VK. So, I have no DLY(x) to offer up. It doesn't matter to a master anyway, just how much DMG(x) you get for the HAM you spend.
The testing was pretty simple and straightforward. She was wearing a full suit of 68% kinetic Ubese and fully doctor buffed, with brandy. (In retrospect, this was not needed, I barely tickled her, and I'm quite depressed about my PvP prospects at the moment.) Anyway, I beat on her for roughly 30 hits with each move, recording the HAM cost of each (using my bare fists, I was buffed as well) and the highest hit I achieved during that time. While the hits were reduced to ashes after her armor, the combat chat was accurate. I also checked the timestamp from when the first hit landed to the 21st hit (20 swing delays) and it was in almost every case 1.0 so I skipped that. Not much way to tell the DLYx without a Dev telling us or someone parsing a data file. The DMGx is based on how much better it is than a normal hit, and the HAMx is based on the lowest HAM move, Hit1. The last colum is the ratio of DMGx to HAMx (the higher the better). I included the number from the FAQ as well:
SpecialMove DMG HAM DMGx HAMxD/H fDMG fHAM
NormalHit 75 -- 1.0 -- -- 1.0 --
Blind1 75 21 1.0 1.5 0.67 1.5 1.5
BodyHit1 112 45 1.5 3.2 0.47 1.75 1.75
Combo1 187 37 2.5 2.6 0.96 2.0 1.5
Combo2 1 53??? 3.8 ???? 3.0 2.0
Dizzy1 150 30 2.0 2.01.00 1.5 1.5
Hit1 150 14 2.0 1.0 2.00 2.0 1.0
Hit2 224 30 3.0 2.0 1.50 3.0 1.5
Knockdown1 150 37 2.0 2.6 0.77 1.0 1.0
LegHit1 112 45 1.5 3.2 0.47 2.5 1.75
Lunge1 75 21 1.0 1.5 0.67 1.0 1.0
SpinAttack1 112 21 1.5 1.5 1.00 2.0 1.5
SpinAttack2 150 53 2.0 3.8 0.53 3.0 2.0
Stun1 15021 2.0 1.5 1.33 1.25 1.5
These figures were quite a departure from the FAQ. So much so that I tested them a second time, to the same results, almost down to the decimal. Do what you like with them, but I had a feeling Hit1 was getting the mob dead without draining my HAM as fast.
Message Edited by Eugee on 04-10-2004 07:31 PM
Eugee
Sun Apr 11, 2004 7:06 am
#3
Please! Does anyone know how I can test the speed modifier for these moves!? I'm trying to finish up my own spreadsheet, but without the DLYx it's not exactly that accurate. I know that it really doesn't matter, but after the combat balance is finished, it might. Anyone? Did the devs tell us long ago or something?
Taigei
Sun Apr 11, 2004 10:21 am
#4
The original delay mods come from Beta, and don't appear to have changed. Of course, those delay modifiers are pointless at Power Tech IV when a TK caps speed at 1 sec.
In your options (I forget exactly where), turn on the timestamp feature. The timestamp rounds to the nearest second, but you can average the time over a series of attacks to get very close to the actual delay. Your Combat channel spam will look something like this:
10:00:00 You use Steel Hand on a Peko Peko for 200 points of damage.
10:00:01A Peko Peko hits you for150 points of damage.
10:00:02 You use Steel Hand ona Peko Peko for189 points of damage.
10:00:03A Peko Peko hits you for150 points of damage.
10:00:03 You use Steel Hand ona Peko Peko for190 points of damage.
10:00:04A Peko Peko hits you for153 points of damage.
10:00:05 You use Steel Hand ona Peko Peko for199 points of damage.
10:00:05A Peko Peko hits you for147 points of damage.
etc.
Extract the time between your attacks. Let's say over 15 consecutive attacks you get these results:
2 1 2 2 1 1 2 1 2 2 1 12 1 2
Find a pattern!
In the above example, we can use the pattern: 2 1 2 2 1 1
Total the number of seconds in the pattern and divide by the number of delay instances you recorded.
In the example: Total Seconds = 9; Instances = 6; Therefore 9/6=1.5.
The result is you character's delay based on your speed and modified by the skill delay, so you have to factor out your character's speed mod to find the base skill delay. I'm 99.9% sure all delay modifiers will be x.0 or x.5, so round to the nearest whole or half if the situation warrants.To extract the skill speed, you can either inverse the speed formula like this:
Speed Formula:
actualSpeed = (skillDelay*4)*((100-charSpeed)/100)
Let's say your test calculations resulted in an actual ingame speed of 3 for the skill you're testing, and your character's total unarmed speed mod is 50:
3 = (skillDelay*4)*((100-50)/100)
3 = (skillDelay*4)*(0.5)
3/0.5 = (skillDelay*4)*(0.5)/0.5 // Divide both sides by the character speed results (cancels *(0.5) on the right).
6 = (skillDelay*4)
6/4 = (skillDelay*4)/4 // Divide both sides by 4 (baseunarmed attack speed, which cancels *4 on the right).
1.5 = skillDelay
3 = (skillDelay*4)*(0.5)
3/0.5 = (skillDelay*4)*(0.5)/0.5 // Divide both sides by the character speed results (cancels *(0.5) on the right).
6 = (skillDelay*4)
6/4 = (skillDelay*4)/4 // Divide both sides by 4 (baseunarmed attack speed, which cancels *4 on the right).
1.5 = skillDelay
Or use this formula which produces the same results:
skillDelay = (actualSpeed / ((100-charSpeed)/100))/4
The speed formula is the one used in the DPS calculator at teraskais.net, so if you arealso testing whether the DPS calculator is correct, you'll have to reverse engineer the formula from the results you produce.
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