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Subject: "Number of Animation Frames for Blocking and Running?" Archived thread - Read only
 
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CrushingBlows
Charter Member
21-Jan-02, 10:55 PM (GMT)
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"Number of Animation Frames for Blocking and Running?"
 
   What are the base frame rates for each char?

Does the same dimishing return formula apply to both?

I read VenomousVixen's sorc articles, he did some testing on Vigor and Barbs increased speed and have found that they are treated differently compared to items. Does anyone know the formula for those skills also?

It's been a while since I've been here. Glad to know that LL is once again open =).


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  Subject     Author     Message Date     ID  
Number of Animation Frames for Blocking and Running? [View All] CrushingBlows 21-Jan-02 TOP
  RE: Number of Animation Frames for Blocking and Running? CrushingBlows 29-Jan-02 1
     RE: Number of Animation Frames for Blocking and Running? Karon 06-May-02 2
         RE: Number of Animation Frames for Blocking and Running? Brista 16-May-02 3
     RE: Number of Animation Frames for Blocking and Running? Syntetix303 21-May-02 4
         Well... Elric of Gransadmin 21-May-02 5

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CrushingBlows
Charter Member
29-Jan-02, 11:25 AM (GMT)
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1. "RE: Number of Animation Frames for Blocking and Running?"
In response to message #0
 
   LAST EDITED ON 01-30-02 AT 04:02 AM (PST)
 
Well, I posted this question to this board for a while now and still no answer, so I decided to do some research on my own. Base on VenomousVixen's data, I think I've cracked part of the mystery regarding run/walk frames.

Findings:

1. From VenomousVixen's data, the base run/walk frame is around 22 frames.

2. The new diminish return formula is applied to run/walk items (boots, uniques, charms, sets etc...)

3. The skill based run/walk bonus are not subjected to diminish return formula for walking, but they are subjected to the formula for running.

Unsolved Portion:

I still DO NOT KNOW how the frames and the distance travelled are calculated maybe someone can help me on this.


Here's the formula for calculating the total run/walk bonus from items:

<> -- round down
{} -- round up

Base_run_walk_frame = 22
Skill_Bonus => (Barb's Increased Speed %, Pally's Vigor %, Assasin's Burst of speed %)

Real_Item_Bonus =
<(120*Total_Item_Bonus)/(120+Total_Item_Bonus)>

Total_Walk_Bonus =
Skill_Bonus + Real_Item_Bonus

Real_Walk_Frames =
{256*(Base_Run_Walk_Frame +1)/<(100+ Total_Walk_Bonus )/100*256>}-1

Here's the tricky part, Blizzard apparently applied the diminish return formula to Total_Walk_Bonus once again to get the Total_Run_Bonus.

Total_Run_Bonus =
<(120*Total_Walk_Bonus )/(120+Total_Walk_Bonus )>

Real_Run_Frames =
{256*(Base_Run_Walk_Frame +1)/<(100+ Total_Run_Bonus )/100*256>}-1

I've created an excel spread sheet for the calculation, I don't know where I can post it, so if somebody want it, please tell me how to host a file or host the file for me.

I've tested the % change against VenomousVixen's Run/Walk data and the % or the curve plotted closely matched his data. Here's VenomousVixen's link:

http://www.d2source.com/LoD/RunSpeedChanges.html


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Karon
Member since 1-Feb-03
06-May-02, 08:41 PM (GMT)
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2. "RE: Number of Animation Frames for Blocking and Running?"
In response to message #1
 
   Hello CrushingBlows

From VenomousVixen's data and my tests,I do agree your
diminish_return_relation between Item/Skill_faster_run/walk
and the Final_velocity.That Walk_Velocity is calculate as
IAS,while Run_Velocity should cut the %faster_run twice.

But just confused by the "Base=22",
Could you give some more info about how to get the number
"22 frame"?
As your formula shows,50% faster run/walk and 40% are both
17 frame when walk,but in fact they are different.

IMHO,we should ignore the "run/walk action" when discovering
the run/walk velocity.For the moving_distance is based on the
map_unit in D2,(a map_unit is shaped as a diamond,which just
an item on ground takes on,some information is from http://www.lurkerlounge.com/2d/120300.shtml )while the "action"
is based on the frames just like Swing,Shoot,Cast...etc.

The following is what I got:
Real_Walk_Frame =
Base_Walk_Frame/(1+ Total_Walk_Bonus%)
Real_Run_Frames =
Base_Run_Frame/(1+ Total_Run_Bonus% )
*the Total_Walk_Bonus and Total_Run_Bonus are same as yours.

In the end,in character.txt the Basic_Walk_Vilocity is 6 and
Run is 9,this can easily explain why Basic_Run_Frame is 2/3
of Basic_Walk_Frame.But I am unable to find out what the "6"
and "9" means.Hope someone else can help.



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Brista
Member since 12-Feb-03
16-May-02, 01:20 PM (GMT)
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3. "RE: Number of Animation Frames for Blocking and Running?"
In response to message #2
 
   It would be very useful to get some idea of distance covered

Could someone tell me how wide a screen is in yards, and/or how far it is from, say, Kurast Docks to the compelling orb

Then I could record some times for different quantities of +r/w


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Syntetix303
Charter Member
21-May-02, 04:11 AM (GMT)
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4. "RE: Number of Animation Frames for Blocking and Running?"
In response to message #1
 
   >Base_run_walk_frame = 22
>Skill_Bonus => (Barb's Increased Speed %, Pally's Vigor %,
>Assasin's Burst of speed %)
>
>Real_Item_Bonus =
><(120*Total_Item_Bonus)/(120+Total_Item_Bonus)>
>
>Total_Walk_Bonus =
>Skill_Bonus + Real_Item_Bonus
>
>Real_Walk_Frames =
>{256*(Base_Run_Walk_Frame +1)/<(100+ Total_Walk_Bonus [BR>>)/100*256]}-1
>
>Here's the tricky part, Blizzard apparently applied the
>diminish return formula to Total_Walk_Bonus once again to
>get the Total_Run_Bonus.
>
>Total_Run_Bonus =
><(120*Total_Walk_Bonus )/(120+Total_Walk_Bonus )>
>
>Real_Run_Frames =
>{256*(Base_Run_Walk_Frame +1)/<(100+ Total_Run_Bonus [BR>>)/100*256]}-1


Where are these formula from?
I've heard about some tests from a guy that these formula isn't correct or just up to 100% FR.


>I've created an excel spread sheet for the calculation, I
>don't know where I can post it, so if somebody want it,
>please tell me how to host a file or host the file for me.

I've also created an excel spread according to your formula.
You can find it here
http://www.wh12.tu-dresden.de/~kanu/Foren/TEST2.xls
but i don't know if these formula is really correct so I'm really worried about it.
I can host your File too if you want.

Some other things I thought about:

1.I think there exists no Item Cap around 120%

2.not every % of FR counts, there must be a spread like the FHR Frame spread

3.skill based FR isn't the same as Item based FR
With the skill based FR it is easier to reach the next FR Frame as the item based would do.

Are these thoughts correct?


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Elric of Gransadmin
Charter Member
21-May-02, 04:40 AM (GMT)
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5. "Well..."
In response to message #4
 
   LAST EDITED ON 05-21-02 AT 04:41 AM (PDT)
 
Hail Syntetix,

I cannot comment on much of this, but the formulae are clearly derived from Dagni's speed formula, as originally posted here. This formula seems to work for all cases where speed is looked at, though the data is incomplete here - as this thread shows.

To your item cap...there is the effective speed cap of 75%; it is possible that beyond 120% until whatever it takes to reach the cap (I cannot think straight right now...it doesn't matter anyway) there is no further reduction in frames. That would explain a couple of things As for not every percentage counting...well, as you can only have a full frame of animation, that is true: you need to gain x over the y you already have to reduce by a single frame, and less than x does nothing. To your third point, my own observations seem to agree with that, though I have no hard data to support it.

EDIT: I always mess up links!

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