Well also, if the formula matches all but a very few cases, it always could be a mistake on the table of test results, although that does seem unlikely.
Hammerman:
(EDIT: Added...)
Anyway, I may be way off base here, but that's the one thing that jumped out at me that could cause that sort of problem (or the reverse, if you were applying a cap, and there wasn't one). Also, way back when the diminishing returns was finally figured out, IIRC Jarulf mentioned that he was puzzled about the cap existing, as he couldn't find anything internally that would cause the observed effect described by the cap.
Jarulf @ Aug 01 2001:
- Dagni
Hammerman:
Quote:With oias = 0, or wias = 0, it matches perfectly (for werebear at least), but when mixing high values of those two the results are sometimes off a frame or two. That calculator mimics the games frame counter, and does not use the normal speed formula.Are you capping the Speed Increase formula at 75? (Or rather, the internal game code that causes the cap in the formula) If not, that would lead to results that were too low for high values of ias. Hmm... but I suppose if that were it, than unmixed high values of either oias OR wias would be off too - unless TheDragoon's tables don't go high enough to reach the cap without mixing....
(EDIT: Added...)
Anyway, I may be way off base here, but that's the one thing that jumped out at me that could cause that sort of problem (or the reverse, if you were applying a cap, and there wasn't one). Also, way back when the diminishing returns was finally figured out, IIRC Jarulf mentioned that he was puzzled about the cap existing, as he couldn't find anything internally that would cause the observed effect described by the cap.
Jarulf @ Aug 01 2001:
Quote:As such, I would say the proposed "cap formula" (I still wonder if there really is a cap, not that I doubt it) is similar, an attempt to find a formula matching observations.
- Dagni