Talk:Roundtime: Difference between revisions

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== Crossbow Roundtime Reduction ==
Crossbow roundtimes are no longer reduced with higher skill and stats. I believe this change was made during the EXP updates when learning rates were normalized against loading roundtimes. I have removed the roundtime reduction lists from the main page. --[[User:KHELEK00|KHELEK00]] ([[User talk:KHELEK00|talk]]) 10:35, 16 May 2019 (CDT)

== Weapon Roundtime Research ==
== Weapon Roundtime Research ==



Revision as of 09:35, 16 May 2019

Crossbow Roundtime Reduction

Crossbow roundtimes are no longer reduced with higher skill and stats. I believe this change was made during the EXP updates when learning rates were normalized against loading roundtimes. I have removed the roundtime reduction lists from the main page. --KHELEK00 (talk) 10:35, 16 May 2019 (CDT)

Weapon Roundtime Research

The previous formula was extremely convoluted (with 3 separate sides to the equation?)... to make things more clear and avoid this strange contradiction, I've decided to do some research to get some current data. To accomplish this, I've crafted up a variety of weapons intending to check out roundtimes on each one for individuals with various strength, agility and skill levels. Below is a listing of the data that I've gathered as yet. I've found that agility does indeed (as suspected, despite the GM post) play a role in roundtime determination. What I would like to do is figure out to what extent. To that end, if you have more agility than strength, I would love to hear from you. If you're interested in helping me figure it out, please drop me a line at KashnaDR via AIM. Once I have sufficient data to produce something worthwhile I'll post the results here.

Basic conclusions:

  • The current chart that indicates minimum possible roundtimes is accurate.
  • Both strength and agility play a role in the roundtime equation.
  • Possible roundtimes are: 1/3/3, 2/4/4, 2/4/5, 3/5/6, 4/6/7, 5/8/9, 6/8/9, 7/9/9, and 8/9/9 (for feint/slice/chop).
  • Blunts share the same roundtimes with their same-weight edged equivalents.

I have data for 16 or 17 weapons of various stones (approx. 4 per each weapon class).

Since it has been confirmed that the post by that GM that I found on the boards is inaccurate (it doesn't mention that agility plays a role), I'm removing the reference to it from this post and adjusting the Roundtime statement to include the base of the previously included formula (the final bit that 'modifies' the equation based upon the roundtime that you're receiving still seems fishy).

The old formula is here: Effective Strength formula.png

The problem that I have with it is the use of the back-end. Logically, an Effective Strength should be an input that gets modified somehow to produce the actual roundtime that you're receiving... but here it happens a bit backwards. I believe that since both STR and AGI are involved, however, that the center and left side is likely accurate. I think what we need, then, is the STR/AGI conversion into Effective Strength, then a comparison of that Effective Strength to the weight of the weapon, producing expected roundtimes.

This still leads to a problem in that it doesn't help us know the breakpoints where roundtime goes down... thus, to be fully inclusive (and accessible), we would need a table of STONES versus EFFECTIVE STRENGTH showing projected RTs, with the caveat of minimum RTs possible per weapon class. ...which does throw a wrench in things (a 27 stone HE broadsword is 3/5/6 for someone with 24STR/22AGI all the way up to 36STR/22AGI, whereas a 26 stone ME Gladius is 2/4/4 through that entire range). As such, we may need four separate tables.

Here's my preliminary attempt:

Effective Strength vs Weapon Weight Charts

Effective Strength Reference Chart: Assuming the weapon is Decently/Decently...

Effective STR STR/AGI
25
27 / 24
30
34 / 26
35
38 / 32
40
40 / 40
45
50 / 40
50
55 / 45
55
60 / 50
60
60 / 60

Light Weapons
The * indicates minimum roundtime.

Effective STR 10 stone 15 stone 21 stone
22-24
1/3/3 1/3/3 1/3/3
25-30
1/2-3/2-3** 1/2-3/2-3** 1/2-3/3**
48
* * 1/2-3/2-3**

** Light Weapons have an inherent variability at minimum RT between 2 and 3 seconds.

Medium Weapons
The * indicates minimum roundtime attained.

Effective STR 21 stone 26 stone 31 stone 40 stone 45 stone 55 stone
18-21
4/5/6
22-26
2/4/4 2/4/4 2/4/4 3/4/5
27-30
2/4/4 2/4/4 2/4/4 2/4/4
32-35
1/3/3 1/3/4 1/3/4 2/4/4
36-38
* 1/3/3 1/3/3 1/3/4 1/3/4
46-47
* * * 1/3/3 3/4/6
52-53
* * * * ?? 2/3/5

Effective Strength vs. Weapon Weight: Heavy Weapons
The * indicates minimum roundtime attained.

Effective STR 27 stone 40 stone 45 stone 50 stone
14-15
??? ??? 6/8/9 ???
22-25
3/5/6 4/6/7 4/6/7 5/7/8
26-28
3/5/6 3/5/6 4/6/7 4/6/7
32-34
2/4/5 3/5/6 3/5/6 3/5/6
35-38
2/4/4 3/5/6 3/5/6 3/5/6
40-45
* ??? ??? ???
46-48
* 2/4/4 2/4/4 2/4/5
59-64
* * * 2/4/4

Twohanded Weapons (including polearms and staves)
The * indicates minimum roundtime.

Effective STR 35 stone 40 stone 45 stone 58 stone 65 stone 70 stone 90 stone 100 stone 113 stone 124 stone 135 stone
14-15
4/6/7 ??? 6/8/9 ??? ??? 8/9/9 8/9/9 8/9/9 8/9/9
18-22
4/6/7 5/7/8 ??? 6/8/9 7/9/9 ??? 8/9/9
23-24
??? 6/8/9 6/8/9 ??? 7/9/9
25-26
??? 5/7/8 6/8/9 ??? 7/9/9
27-28
??? 5/7/8 5/7/8 ??? 7/9/9
29-34
??? 4/6/7 5/7/8 ??? 6/8/9
35-38
??? 3/5/6 4/6/7 ??? 5/7/8
40-45
2/4/5 ??? 3/5/6 3/5/6 ??? 4/6/7
46-48
* * ??? 3/5/6 3/5/6 ??? 3/5/6
52-53
* * ??? ?? ?? ??? ?? 3/5/6 (pike) 2/3/5 (greatsword)
59-64
* * ??? 2/4/5 2/4/5 ??? 3/5/6
70-73
* * ??? * * ??? 2/4/5
83-87
* * ??? * * ??? *

Note: I included the final two columns in hopes that people can help fill those in in time - my data is off for those two weights due to poor construction and the Suit/Balance effecting things. KASHNA (talk) 21:27, 19 July 2016 (CDT)