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Chewie
Joined: 14 Jul 2004 Posts: 2014 BNet Acct/Realm: AWOL
16.10 Silvarrr
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Posted: Thu Dec 04, 2008 12:00 am Post subject:
FRW breakpoints Subject description: rounding or truncate? |
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Does anyone know if the formula for FRW rounds up/down, or truncates afterwards?
Also, does anyone know if its true that 5% sc's are bugged down to 3%?
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oleo79
Joined: 30 Aug 2004 Posts: 1092 BNet Acct/Realm: USWest nonladder + ladder
4.16 Silvarrr
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Posted: Thu Dec 04, 2008 5:19 am Post subject:
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from what krajee has told me, 5% work like they should still.
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Magi
Joined: 20 May 2008 Posts: 120
10.15 Silvarrr
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Posted: Thu Dec 04, 2008 7:26 am Post subject:
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I believe all d2 formula use the INT function which returns only the integer portion of a number.
For example:
2.39 would be 2
8.73 would be 8
I wouldn't stake my life on that so a 2nd opinion would be helpful.
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Chewie
Joined: 14 Jul 2004 Posts: 2014 BNet Acct/Realm: AWOL
16.10 Silvarrr
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Posted: Thu Dec 04, 2008 1:26 pm Post subject:
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I dont think frw goes to integer, because base run is 6 yards, and if it went to integer, 170 frw would only be 7 yards. I just need to know what happens to the hundredth spot.
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Knifer
Joined: 05 Dec 2004 Posts: 1333 BNet Acct/Realm: Hawaii/Oregon
1.39 Silvarrr
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Posted: Thu Dec 04, 2008 7:38 pm Post subject:
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i dont think there is any rounding involved
2.39 would be 2.39 and 8.73 would be 8.73
i remember someone posted the diminishing returns of frw on a graph somewhere
k i found it, by Virtuous
and im technically wrong cause there is some rounding in the formula, but 2.39 is still 2.39 and 8.73 is still 8.73
http://forums.diii.net/showthread.php?t=536403
SSoG wrote: | Speed while walking:
EffectiveWalkSpeed = BaseWalkSpeed * (1 + Skill_FRW / 100 + [Item_FRW * 150 / (Item_FRW + 150)] / 100 + Armor_Speed / 100)
where
* BaseWalkSpeed is 4 yards/s for all characters
* Skill_FRW is skill based FRW minus slow effects
* Item_FRW is item based FRW
* [] indicates rounding down.
* Armor_Speed is the sum of the speed reduction from armor and shield (a negative number). The reduction is -5 for medium armors/shields and -10 for heavy armor/shields.
Additionally, if EffectiveWalkSpeed < BaseWalkSpeed / 4, EffectiveWalkSpeed = BaseWalkSpeed / 4. Thus, there is a minimum cap of 1 yard/s for EffectiveWalkSpeed.
Speed while running:
EffectiveRunSpeed = BaseRunSpeed + BaseWalkSpeed * (Skill_FRW / 100 + [Item_FRW * 150 / (Item_FRW + 150)] / 100 + Armor_Speed / 100)
where BaseRunSpeed is 6 yards/s for all characters and other terms as above. Substituting EffectiveWalkSpeed into this formula, we get:
EffectiveRunSpeed = EffectiveWalkSpeed + BaseRunSpeed - BaseWalkSpeed
By entering the values of BaseRunSpeed and BaseWalkSpeed in the formula, we get:
EffectiveRunSpeed = EffectiveWalkSpeed + 2 yards/s
Additionally, if EffectiveRunSpeed < BaseWalkSpeed / 4, EffectiveRunSpeed = BaseWalkSpeed / 4. Thus, there is a minimum cap of 1 yard/s for EffectiveRunSpeed.
Speed while charging:
ChargeSpeed = BaseRunSpeed * (1 + Skill_FRW / 100 + Armor_Speed / 100) * 150%
where the terms are as above. By substituting BaseRunSpeed and multiplying it by 150%, we get:
ChargeSpeed = 9 yards/s * (1 + Skill_FRW / 100 + Armor_Speed / 100)
There is no lower limit to ChargeSpeed. It can be even negative.
All formulas courtesy of Tommi Gustafsson.
Unlike attack speed or cast rate, the result of the formula is in YARDS, not FRAMES. All of the frame-based formulas have breakpoints because frames has to be a whole number (i.e. an animation can take 2 frames, or 3 frames, but it can't take 2.37 frames). There is no requirement for *YARDS* to be a whole number (i.e. you can run at 2.37 yards per second), so the formula results in no breakpoints. It's sort of like the Magic Find formula- both suffer from diminishing returns, but neither has any breakpoints. Every percentage of FR/W and Magic Find is an improvement over the percentage before. |
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