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HurrDurr

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Everything posted by HurrDurr

  1. Let me apologize for the double post but somehow i can't edit my last post (or maybe i can't edit it more than once) but i did some test concerning attack rate for ranged weapons, or more specific for the war bow and huntingbow. I did a recording counting the frames for each attack and recovery by pausing the game while my toon was facing away from the enemies and issuing an attack command, this made him turn to the enemy while still paused and i startet counting with the unpause frame. (For countingpurposes and for anyone intrested, i counted 8 frames before reaching for the quiver for the huntingbow, and 10 for the warbow, which made counting consecutive attacks easier) I did this with a few attacks for each weapon and the results where quite consistent. huntingbow: attack frames:27 recoveryframes:43 warbow: attackframes:40 recoveryframes:62 my toon had 18 dex which results in a 24% increase in attackspeed and recovery time making the basevalues as follow: huntingbow: attack frames:35,53 recoveryframes:56,58 warbow: attackframes:52,63 recoveryframes:81,58 in both cases this resultet in a recovery time ranging from ~1,55 to ~1,59 x attack speed. i also tested the huntingbow with penetrationg shots for which the ingame description stats it reduces attackspeed by 20% but it acctualy increased recoverytime by 20%. Also, the descriptions for weapons ingame have 3 speed values (slow, average, fast) yet for average ranged there are two diffrent attackspeeds (unless ofcourse i completely messed up here :D) and another for melee again.... Hope that helps some people out there. @ baki: Thanks for the anwsers.
  2. Okay, i still dont get it. So, let's see ( and correct me if i'm wrong): Every attack in the game works like this: attack -> recovery -> attack -> recovery -> ..... with the exception of crossbows and firearms which have added reloadtime in between like this: attack -> recovery -> reload-> attack -> recovery -> reload -> .... I've read somewhere that recoverytime is doubled while moving. Is this correct? If it is i would assume that if you start moving after half the recoverytime elapsed (and keep moving until fully recoverd) you would have a recovery time of 1.5x recoveryframes compared to standing still? What about reload time? Can you even start moving while reloading and if so does it work the same way, or does it cancel or pause the time? (Sorry for the basic crossbow/firearmes questions, i never paid much attention to it and i can't check right now my self) The game calculates every attack in frames per swing based on 30 frames per second. Someone said all weapons have the same swingspeed of 30 frames except fast weapons which swing at 20 frames. First off, is this correct, and if so, does it apply to ranged weapons too? If not, does someone know the correct numbers for each weapon speed? Assuming this is correct, the diffrent weapon speeds would result from diffrent recovery times: Now, is "1.2 x animationframes" the default for twohanded weapons, or rather slow weapons (again is there a diffrence between melee and ranged slow?) and what would the multipliers for fast and average weapons be? Also, in case of crossbows and firearmes, what are the reload times? Also, dexterity is the only way to reduce the frames per swing, and since everyone assumes that recoverytime is based on swingtime it also reduces recovery (and reload?). Everything else only ever modifies the recovery/reload time. (Are we even certain that there arent fix recovery(and reload) times based on weaponseed?) (More on a sidenote, i'm messing around with the time/frame thing here, just to get it right, does the game round frames , for example would 40.1 frames be 41 or 40 frames, or can it acctually calculate 40.1 frames? Well that's rather unimportant but just out of curiosity ) For dualwielding, there is no inherent bonus of some sort except that the swingspeed and recoverytimes of each weapon are independent of one antother? (well the first swing of the off-hand weapon starts after the mainhand-swing finshed i guess but thats it)
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