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MontuZ
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Post subject: uh yeah... weapons rant Posted: Wed Nov 21, 2007 12:49 am |
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Joined: Fri Feb 10, 2006 8:08 am Posts: 330 Location: Myrtle Beach, South Carolina
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POL096-2006-06-02 RC3 Vestal Virgin
I set CFG option for a weapon:
Speed 50
Delay 10000
My test characters dexterity is 100.
I put in a little code into my attackhook to tell me how much time(in MS) there was in between attack swings.
The results were;
10000(Give or take 10-30 MS)
Now I was praying that setting Delay to 10000 would give me results like..
4000
Assuming that Speed is (Speed * 10) = -5000MS
Also that Dexterity is (Dex * 10) = -1000MS
So -6000 + 10000 = 4000MS
Right? No, wrong! lol. It was 10000MS in between swings.
So... Could someone tell me how Delay, Speed and Dexterity effects the MS delay in swings. And what is the default Delay(when not set in CFG) because it's not 0.
All I know is that the higher Speed and Dexterity the less time in MS there is in between swings.
I really hope I'm having a dumb moment... lol. And I apologize if I am.
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OldnGrey
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Post subject: Posted: Wed Nov 21, 2007 1:42 am |
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| Certified POL Expert |
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Joined: Sat Feb 04, 2006 6:26 pm Posts: 580
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Myrathi explained the 'time to next swing' to me a few years back, and I quote:
EffectiveDex = (BaseDex + TempDexMod + InstrinsicDex) / 10
spd_div = (EffectiveDex + 100) * weaponspeed
clock_to_next_swing = (15,000,000 / spd_div) msecs
Test-case:
--> Char with 50 dex and a speed 35 weapon
BaseDex = 500
TempDexMod = 0
IntrinsicDex = 0
EffectiveDex = 500 / 10 = 50
spd_div = (50 + 100) * 35 = 150 * 35 = 5250
clock_to_next_swing = (15000000 / 5250) = 2857 ms = 2.857 seconds
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MontuZ
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Post subject: Posted: Wed Nov 21, 2007 9:17 am |
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Joined: Fri Feb 10, 2006 8:08 am Posts: 330 Location: Myrtle Beach, South Carolina
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I <3 you!

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OldnGrey
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Post subject: Posted: Wed Nov 21, 2007 7:43 pm |
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| Certified POL Expert |
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Joined: Sat Feb 04, 2006 6:26 pm Posts: 580
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Good luck with that because for some reason it didn't let me balance weapons.
What I was looking for was a way to calculate the average damage per second, so I could rate each different weapon accordingly. That way I could grade each weapon for skill but still take into account that a dagger was faster than a spear.
However, for some reason it doesn't quite work out. I suspect we also need to factor in the animation of the swing.
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Yukiko
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Post subject: Posted: Wed Nov 21, 2007 10:19 pm |
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| Certified POL Expert |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1222 Location: Southern Central USA
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Being able to calculate damage per second (DPS) would be nice. I hadn't ever considered that as a way to rate weapons until the advent of WoW. though I have only dabbled with WoW my son told me that DPS is the primary ways players of WoW rate weapons. So, yeah if there's some weay to do that or atleast calculate swing/missle delays accurately for DPS calculation.
_________________ Sincerely,
Yukiko
I know you think you understand what you thought I said but what you heard is not exactly what I meant.
Titus 2:13
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MontuZ
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Post subject: Posted: Wed Nov 21, 2007 10:19 pm |
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Joined: Fri Feb 10, 2006 8:08 am Posts: 330 Location: Myrtle Beach, South Carolina
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When I set Delay to 10000 and set a little prop on the char swinging to tell how much time there was in between each swing, it only varied by 10-30MS.
And I'm guessing that only delay_mod for 097 core effects that. So we could still do that, we'd just have to add Delay to all of our weapon entires and figure out a good way to update the delay_mod on a character so that Speed and dex still effects swinging speed.
Or devs could add in some short of exported function that returns MS it needs to wait before swinging again(I would really, really, really love that.) =)
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