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Hit speed formula
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Coruja
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Dimension Shard

Post: #5
RE: Hit speed formula
the old formula is pre-AOS and the new formula is SE, both are quite similar but the SE formula is more accurate and also support INCREASESWINGSPEED property

Code:
//Old pre-AOS formula (default SpeedScaleFactor = 15000)
LOCAL.BaseSpeed = <QVAL (<WEAPON>)? <WEAPON.SPEED> : 50>
LOCAL.SwingSpeed = <eval (<SERV.SpeedScaleFactor> * 10) / (<LOCAL.BaseSpeed> * (<STAM> + 100))>

//New SE formula (default SpeedScaleFactor = 80000)
LOCAL.BaseSpeed = <eval <QVAL (<WEAPON>)? <WEAPON.SPEED> : 50> * (<INCREASESWINGSPEED> + 100) / 100>
LOCAL.SwingSpeed = <eval (<SERV.SpeedScaleFactor> / ((<STAM> + 100) * <LOCAL.BaseSpeed>)) - 2>
IF (<LOCAL.SwingSpeed> < 5)
  LOCAL.SwingSpeed = 5
ENDIF
LOCAL.SwingSpeed = <eval (<LOCAL.SwingSpeed> * 10) / 4>

PS: it uses STAM and not DEX, and this will make the same char using the same weapon have different swing speed based on it's current stamina. So chars with high stamina will have default speed, and low stamina will result slow speeds
05-14-2015 03:40 PM
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Messages In This Thread
Hit speed formula - Aimed - 05-14-2015, 04:28 AM
RE: Hit speed formula - darksun84 - 05-14-2015, 06:17 AM
RE: Hit speed formula - Aimed - 05-14-2015, 06:28 AM
RE: Hit speed formula - darksun84 - 05-14-2015, 07:46 AM
RE: Hit speed formula - Coruja - 05-14-2015 03:40 PM
RE: Hit speed formula - Lazarus - 05-22-2015, 01:25 PM
RE: Hit speed formula - Aimed - 05-15-2015, 06:08 AM
RE: Hit speed formula - XuN - 05-22-2015, 05:23 PM

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