Shadow_Leech07 wrote...
Alright I might be misinterpreting your questions but I will try to answer them. Improved haste doubles the target character's attacks per round. Basically just multiply your character's APR 2x, as well as increasing the movement speed.
The spell haste on the other hand is an area spell which grants +1 attack per round to all characters in the area as well as increasing movement speed.
Neither haste or improved haste affect spell casting or drinking potions. When one cast spells, one can only do so for the round. This is where casting speed comes in, and from what I read in your post that you already have a good idea what it is. It is also similar to weapon speed factor. I hope this helps.
I figured since the round is being split in some way, perhaps the splits of 3 seconds are considered as separate rounds in their own right by the engine, allowing 2 castings in a 6 sec window under improved haste. That was where I was coming from. Interesting then to know that really it does not affect spells/drinking. Thanks for the clarification.
Thanks, good to know the order. How did you know/check this?
The character's profile screen usually gives a accurate description of APR.
I meant how he checked the order was 3 main hand attacks, then 1 off-hand, then repeating, as opposed to any other combination, e.g. 6 main hand then 2 off-hand. Of course I do know how to simply check the APR.
I can see a few ways he could have checked it, and am just wondering if he did so manually in-game, or perhaps using one of the many programs out there for modding the game such as Infinity explorer, Near Infinity, etc. Just curious.
Also, a related sort of query: I've heard that the animations of combat do not actually line up to attacks being made - i.e. the character is swinging away on screen but the only thing that counts is the dice rolls occuring in the engine behind the scenes. I want to know how true this is, i.e. to what extent this applies.
The animation does show an attack being made but you must remember that it is a generic animation which may 'seem' like an attack has succeeded but in reality, it is only a generic animation. Does that make sense?
You say here, in the above, that it is indeed a generic animation that is essentially playing out, and so may show an attack where one has not actually occured...
thehun wrote...
The former case i'm pretty convinced is possible; there's a certain amount of minimum 'swings' your avatar will take, but if you only have 1 attack per round, then obviously some of those are 'fake'.
Shadow_Leech07 wrote...
I've never encountered this situation so I would probably need more elaboration on this.
But here you say you have not encountered that? Am i missing something here?....by the 'former' I was referring to the animation showing a swing and no actual 'to-hit' roll, which you seem to agree with in the previous statement and then say you have not in fact seen such a mis-alignment; i'm a little confused what you mean.
Edit: I think i know what you meant, maybe there is no animation that plays when no hit-rolls are happening, but instead it simply swings on each to-hit, whether successful or not, which makes sense. This would look like it its not the case only if you have to-hit rolls not displaying in the combat log. In that case only successful hits are registered in the log, and this is where some people may have got the idea, myself included (I vary the options to sometimes show them, sometimes not); so that's probably where my confusion is coming from and you're almost certainly correct!
Thanks.
Modifié par thehun, 08 avril 2011 - 02:29 .