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Hit speed formula
Author Message
Lazarus
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Hybris Ultima Online

Post: #7
RE: Hit speed formula
(05-14-2015 03:40 PM)Coruja Wrote:  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

wait a second... it uses the current stamina and not the max stamina?

so

a char with 60/100 stam will hit faster than one with 20/100 stamina?

ex:
60 --> current stamina
100 --> cap stamina

[Image: 2hy9q0y.png]
05-22-2015 01:25 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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