06-20-2003, 07:36 PM
Ruvanal,
Very good explanation of the rollback procedure. The 'attack frame' is usually half through the animation, but if not its usually only 2-3 frames before/after the animation is half through. Paladin attack 1 2hs has attack frame = 8, but anim length = 20, as an example. Except the assassins kick animations, where its in the first quarter of the animation.
The exact formula for rollback is:
current frame_new = current frame_old * (100 - rollback %) / 100
But your formula can be used as well, I guess, and it is simpler. Note that the attack is done at the attack frame, or when it has passed. Example:
Necromancer; attack 1; attack frame = 9; wclass = 1hs; anim_length = 19; maxed ias. The frame play order is:
1
3
5
7
8
10 <- attack frame
12
14
15
17
Not really important, kinda trivial info.
Dagni,
Let's take an example with:
25% fanat
10 wsm (wsm = negative 'speed' here)
50% other skill ias
From this we get:
Speed Increase = 81 (or 181), effectively 75 (or 175)
Using my formula...
[quote]attack rate_new = attack rate_old + (attack rate_old * fanat %)
To apply the attack rate value correctly to the normal speed formula, you'd have to do:
Speed increase = attack rate + item_ias ; item_ias after diminishing returns, that is[quote]
...the result will be:
Speed Increase = 261, effectively 175. Here's how you should do it:
attack rate = 100 + wsm + skill ias
The effect of fanaticism is:
attack rate_new = attack rate_old + (attack rate old * fanat % / 100)
Speed Increase = attack rate + item_ias
Then you skip adding 100 to 'speed increase' in the normal speed formula. Note that I missed adding '/ 100' in the fanat effect fromula in my original post.
No comment on fury attack speeds, exceot that it is a sequence animation (as Ruvanal said) and sequence anims often have different speed calculations based on the skill they are assigned with.
Very good explanation of the rollback procedure. The 'attack frame' is usually half through the animation, but if not its usually only 2-3 frames before/after the animation is half through. Paladin attack 1 2hs has attack frame = 8, but anim length = 20, as an example. Except the assassins kick animations, where its in the first quarter of the animation.
The exact formula for rollback is:
current frame_new = current frame_old * (100 - rollback %) / 100
But your formula can be used as well, I guess, and it is simpler. Note that the attack is done at the attack frame, or when it has passed. Example:
Necromancer; attack 1; attack frame = 9; wclass = 1hs; anim_length = 19; maxed ias. The frame play order is:
1
3
5
7
8
10 <- attack frame
12
14
15
17
Not really important, kinda trivial info.
Dagni,
Let's take an example with:
25% fanat
10 wsm (wsm = negative 'speed' here)
50% other skill ias
Quote:Speed Increase = (100 +)** [120 * item_ias / (120 + item ias)] + skill ias + wsm + [fanat ias*(wsm + non-fanat skill ias)/100]
From this we get:
Speed Increase = 81 (or 181), effectively 75 (or 175)
Using my formula...
[quote]attack rate_new = attack rate_old + (attack rate_old * fanat %)
To apply the attack rate value correctly to the normal speed formula, you'd have to do:
Speed increase = attack rate + item_ias ; item_ias after diminishing returns, that is[quote]
...the result will be:
Speed Increase = 261, effectively 175. Here's how you should do it:
attack rate = 100 + wsm + skill ias
The effect of fanaticism is:
attack rate_new = attack rate_old + (attack rate old * fanat % / 100)
Speed Increase = attack rate + item_ias
Then you skip adding 100 to 'speed increase' in the normal speed formula. Note that I missed adding '/ 100' in the fanat effect fromula in my original post.
No comment on fury attack speeds, exceot that it is a sequence animation (as Ruvanal said) and sequence anims often have different speed calculations based on the skill they are assigned with.