Now I've got it. The one thing I'd completely forgotten about with Zeal/rollback animations, and wasn't brought up by anyone in this thread, was that the speed formula doesn't have the '- 1' at the end when figuring a rollback attack, like Zeal. I.e.
This: Frames = {256*(Base + 1)/[(100 + Speed Increase)/100*Animation Speed]}
Not: Frames = {256*(Base + 1)/[(100 + Speed Increase)/100*Animation Speed]} - 1
So after changing that, I found that using '6' for WereBase fit the data I compared with. So 6+1 = 7 frames_to_rollback. Since Werewolf animation_length = 13, that would normally be expected to be 13/2 = 6. Which means that either I don't understand Ruvanal's explanation of rollback theory as well as I thought, or that werewolves do their actual attack just later in the animation than is normal (Frame 7 instead of frame 6).
So here is what the full formula looks like for Fury, already including the appropriate numbers for being a wolf (not bear) and the frames number for Fury.
delay = [256*(WeaponBase + 1) / [(weapon ias+wsm+100)*256/100]]
Anim speed = [9 * 256 / delay]
Speed increase = [120 * item_ias / (120 + item ias)] + skill ias + wsm
if (Speed increase > 75): Speed increase = 75
Frames = {256*7/[(100 + Speed increase)/100*Anim speed]}
Edit: In comparison, only difference for Wolf's standard attack is the final part:
Frames = {256*13/[(100 + Speed increase)/100*Anim speed]} - 1
- Dagni
This: Frames = {256*(Base + 1)/[(100 + Speed Increase)/100*Animation Speed]}
Not: Frames = {256*(Base + 1)/[(100 + Speed Increase)/100*Animation Speed]} - 1
So after changing that, I found that using '6' for WereBase fit the data I compared with. So 6+1 = 7 frames_to_rollback. Since Werewolf animation_length = 13, that would normally be expected to be 13/2 = 6. Which means that either I don't understand Ruvanal's explanation of rollback theory as well as I thought, or that werewolves do their actual attack just later in the animation than is normal (Frame 7 instead of frame 6).
So here is what the full formula looks like for Fury, already including the appropriate numbers for being a wolf (not bear) and the frames number for Fury.
delay = [256*(WeaponBase + 1) / [(weapon ias+wsm+100)*256/100]]
Anim speed = [9 * 256 / delay]
Speed increase = [120 * item_ias / (120 + item ias)] + skill ias + wsm
if (Speed increase > 75): Speed increase = 75
Frames = {256*7/[(100 + Speed increase)/100*Anim speed]}
Edit: In comparison, only difference for Wolf's standard attack is the final part:
Frames = {256*13/[(100 + Speed increase)/100*Anim speed]} - 1
- Dagni