Talk:Roundtime: Difference between revisions

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


Since the old formula was out of date, I've decided to do some research to get some current data.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. I've got several characters on the low end (20-30 str/agi), and have already found someone on the high end (75 str/agi), but I need people in the in-between. 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.<br />
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.<br />


'''Basic conclusions:'''
First recognition: The current chart that indicates minimum possible roundtimes is accurate. With 75 str/agi one achieves 2/4/5 with all but the heaviest twohanders, 2/4/4 with all large edge/blunt, and 1/3/3 with all medium & small edge/blunt. ...with an occasional 2-second lunge/thrust for the light varieties. As such, I'm removing the "out-of-date" notice from the article.<br />
:* 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).
That said, '''I would still like assistance in figuring out the breakpoints for reduced roundtimes in the ranges of 34-48 or 78-90 strength. Please contact me if you're willing to assist in the research!'''


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).
For those curious, here's a list of the weapons in question:

The old formula is here:
[[Image: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:<br />
'''Effective Strength vs. Weapon Weight: Light Weapons'''<br />
The * indicates minimum roundtime.
{| class="wikitable"
{| class="wikitable"
|-
|-
! Weapon Class !! Actual Weapon !! Weight in Stones !! Why Included
! Effective STR !! 10 stone !! 15 stone !! 21 stone
|-
|-
| Light Edge || Stiletto || 10 || very light LE
| '''22-24''' || 1/3/3 || 1/3/3 || 1/3/3
|-
|-
| Light Edge || Katar || 15 || average LE
| '''25-30''' || 1/2-3/2-3** || 1/2-3/2-3** || 1/2-3/3**
|-
|-
| Light Edge || Dao || 21 || heavy LE
| '''48''' || * || * || 1/2-3/2-3**
|-
|-
|}
| Light Blunt || Bludgeon || 21 || to compare blunt edged RTs
<nowiki>**</nowiki> Light Weapons have an inherent variability at minimum RT between 2 and 3 seconds.
<br /><br />
'''Effective Strength vs. Weapon Weight: Medium Weapons'''<br />
The * indicates minimum roundtime attained.
{| class="wikitable"
|-
|-
! Effective STR !! 21 stone !! 26 stone !! 31 stone !! 40 stone
| Medium Edge || Foil || 21 || to compare ME/LE + light ME
|-
| '''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
|-
| '''46-47''' || * || * || * || 1/3/3
|-
|}
'''Effective Strength vs. Weapon Weight: Heavy Weapons'''<br />
The * indicates minimum roundtime attained.
{| class="wikitable"
|-
! Effective STR !! 27 stone !! 40 stone !! 45 stone !! 50 stone
|-
| '''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
|-
|}
'''Effective Strength vs. Weapon Weight: Twohanded Weapons (including polearms and staves)'''<br />
The * indicates minimum roundtime.
{| class="wikitable"
|-
|-
! Effective STR !! 58 stone !! 65 stone !! 90 stone !! 113 stone !! 135 stone
| Medium Edged || Gladius || 26 || typical entry-level ME
|-
|-
| Medium Edged || Cutlass || 31 || heavy ME
| '''18-22''' || 6/8/9 || 7/9/9 || 8/9/9 || ||
|-
|-
| Medium Blunt || Mace || 40 || typical MB (and heavy medium weapon)
| '''23-24''' || 6/8/9 || 6/8/9 || 7/9/9 || ||
|-
|-
| Heavy Edged || Broadsword || 27 || light HE
| '''25-26''' || 5/7/8 || 6/8/9 || 7/9/9 || ||
|-
|-
| Heavy Edged || Abassi || 40 || average HE
| '''27-28''' || 5/7/8 || 5/7/8 || 7/9/9 || ||
|-
|-
| Heavy Edged || Robe Sword || 50 || heavy HE
| '''29-34''' || 4/6/7 || 5/7/8 || 6/8/9 || ||
|-
|-
| Heavy Blunt || Heavy Chain || 45 || average HB
| '''35-38''' || 3/5/6 || 4/6/7 || 5/7/8 || ||
|-
|-
| Twohanded Blunt || Sledgehammer || 50 || typical entry-level twohanded weight
| '''40-45''' || 3/5/6 || 3/5/6 || 4/6/7 || ||
|-
|-
| Twohanded Blunt || Footman's Flail || 65 || average twohanded weight
| '''46-48''' || 3/5/6 || 3/5/6 || 3/5/6 || ||
|-
|-
| Twohanded Edged || Claymore || 58 || average twohanded weight
| '''59-64''' || 2/4/5 || 2/4/5 || 3/5/6 || ||
|-
|-
| Twohanded Edged || Greatsword || 90 || heavy twohander
| '''70-73''' || * || * || 2/4/5 || ||
|-
|-
| '''83-87''' || * || * || * || ||
| Twohanded Edged || Greatsword || 135 || very heavy twohander - mimics haralun greatsword weight
|-
|-
|}
|}
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.
[[User:KASHNA|KASHNA]] ([[User talk:KASHNA|talk]]) 21:27, 19 July 2016 (CDT) <br /><br />
[[User:KASHNA|KASHNA]] ([[User talk:KASHNA|talk]]) 21:27, 19 July 2016 (CDT) <br /><br />

Revision as of 15:27, 1 August 2016

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: 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.

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

Effective STR 21 stone 26 stone 31 stone 40 stone
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
46-47 * * * 1/3/3

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

Effective STR 27 stone 40 stone 45 stone 50 stone
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

Effective Strength vs. Weapon Weight: Twohanded Weapons (including polearms and staves)
The * indicates minimum roundtime.

Effective STR 58 stone 65 stone 90 stone 113 stone 135 stone
18-22 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 3/5/6 3/5/6 4/6/7
46-48 3/5/6 3/5/6 3/5/6
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)