05-20-2003, 06:07 AM
I am not sure if I understand what is being communicated in this thread, so I would like to try two sample calculations below and ask you to help me correct any mistakes.
==============================
Example #1: WW with a Giant Thresher that is socketed with one Shael.
a1_frames = 19
anim speed = 256
weapon ias = 20
wsm = 10
delay = a1_frames*256 / ((weapon ias+wsm+100)*anim speed/100) = 14.61
Looking at Hammerman's breakpoint table, a "delay" of 14.61 would correspond to a "real delay" of 8 frames. The sequence of events in one WW will therefore be...
Frame #0: Start WW
Frame #4: 1st free hit
Frame #8: 2nd free hit
Frame #12: 4 frames have passed since last hit. No hits here since "real delay" (8) has not passed.
Frame #16: 8 frames have passed since last hit. 3rd WW hit applied since "real delay" (8) has passed.
Frame #20: 4 frames have passed since last hit. No hits here since "real delay" (8) has not passed.
Frame #24: 8 frames have passed since last hit. 4th WW hit applied since "real delay" (8) has passed.
==============================
Example #2: Dual wield WW with Lightsabre in right hand and Doombringer in left
------------------------------
For Lightsabre we have...
a1_frames = 16
anim speed = 256
weapon ias = 20
wsm = 30
delay = a1_frames*256 / ((weapon ias+wsm+100)*anim speed/100) = 10.67
real delay = 6
------------------------------
For Doombringer we have...
a1_frames = 16
anim speed = 256
weapon ias = 0
wsm = 10
delay = a1_frames*256 / ((weapon ias+wsm+100)*anim speed/100) = 16.78
real delay = 10
------------------------------
The WW swquence is therefore...
Frame #0: Start WW
Frame #4: 1st free hit, with Lightsabre
Frame #8: 2nd free hit, with Doombringer
Frame #12: 4 frames have passed since last hit. No hits here since "real delay" for Lightsabre (6) has not passed.
Frame #16: 8 frames have passed since last hit. 3rd WW hit with Lightsabre is applied since "real delay" (6) has passed.
Frame #20: 4 frames have passed since last hit. No hits here since "real delay" for Doombringer (10) has not passed.
Frame #24: 8 frames have passed since last hit. No hits here since "real delay" for Doombringer (10) has not passed.
Frame #30: 12 frames have passed since last hit. 4th WW hit with Doombringer is applied since "real delay" (10) has passed.
==============================
Several questions I still have are:
1): What is one unit of WW? Or in other words, how can I tell when the WW sequences in the above samples will end and grant me two more free hits with more mana consumed?
2): Is it true that there is a cap on hits per WW at "weapon range +3"? Or is there a cap at all?
3): How do I read Hammerman's breakpoint table for "delay" to "real delay" conversion? If the "delay" is 5, should I go for 4 frame or 6 frame "real delay"?
4): Why are "real delay" values always even? Is this just how it is coded in game, or have the odd values been omitted?
5): Is there some point along the formula where I should round up or down?
==============================
Example #1: WW with a Giant Thresher that is socketed with one Shael.
a1_frames = 19
anim speed = 256
weapon ias = 20
wsm = 10
delay = a1_frames*256 / ((weapon ias+wsm+100)*anim speed/100) = 14.61
Looking at Hammerman's breakpoint table, a "delay" of 14.61 would correspond to a "real delay" of 8 frames. The sequence of events in one WW will therefore be...
Frame #0: Start WW
Frame #4: 1st free hit
Frame #8: 2nd free hit
Frame #12: 4 frames have passed since last hit. No hits here since "real delay" (8) has not passed.
Frame #16: 8 frames have passed since last hit. 3rd WW hit applied since "real delay" (8) has passed.
Frame #20: 4 frames have passed since last hit. No hits here since "real delay" (8) has not passed.
Frame #24: 8 frames have passed since last hit. 4th WW hit applied since "real delay" (8) has passed.
==============================
Example #2: Dual wield WW with Lightsabre in right hand and Doombringer in left
------------------------------
For Lightsabre we have...
a1_frames = 16
anim speed = 256
weapon ias = 20
wsm = 30
delay = a1_frames*256 / ((weapon ias+wsm+100)*anim speed/100) = 10.67
real delay = 6
------------------------------
For Doombringer we have...
a1_frames = 16
anim speed = 256
weapon ias = 0
wsm = 10
delay = a1_frames*256 / ((weapon ias+wsm+100)*anim speed/100) = 16.78
real delay = 10
------------------------------
The WW swquence is therefore...
Frame #0: Start WW
Frame #4: 1st free hit, with Lightsabre
Frame #8: 2nd free hit, with Doombringer
Frame #12: 4 frames have passed since last hit. No hits here since "real delay" for Lightsabre (6) has not passed.
Frame #16: 8 frames have passed since last hit. 3rd WW hit with Lightsabre is applied since "real delay" (6) has passed.
Frame #20: 4 frames have passed since last hit. No hits here since "real delay" for Doombringer (10) has not passed.
Frame #24: 8 frames have passed since last hit. No hits here since "real delay" for Doombringer (10) has not passed.
Frame #30: 12 frames have passed since last hit. 4th WW hit with Doombringer is applied since "real delay" (10) has passed.
==============================
Several questions I still have are:
1): What is one unit of WW? Or in other words, how can I tell when the WW sequences in the above samples will end and grant me two more free hits with more mana consumed?
2): Is it true that there is a cap on hits per WW at "weapon range +3"? Or is there a cap at all?
3): How do I read Hammerman's breakpoint table for "delay" to "real delay" conversion? If the "delay" is 5, should I go for 4 frame or 6 frame "real delay"?
4): Why are "real delay" values always even? Is this just how it is coded in game, or have the odd values been omitted?
5): Is there some point along the formula where I should round up or down?