Aller au contenu

Photo

Want more detailed tooltip info?


  • Veuillez vous connecter pour répondre
157 réponses à ce sujet

#101
Bibdy

Bibdy
  • Members
  • 1 455 messages
If I determined how it functions right, the eventual calculation is essentially:

1 / 0.7 = 1.42-ish.

If it takes you 70% as long to get off an attack as it did before, you're actually attacking 42% faster.

Or to think of it another way, it takes you X seconds to get off a swing, but with Momentum, after X seconds, you'll be 42% into your next swing, so in the same time frame, you'll unleash 42% more attacks.

Modifié par Bibdy, 07 décembre 2009 - 04:46 .


#102
Matthew Young CT

Matthew Young CT
  • Members
  • 960 messages
Hm curious. Where exactly is the code for that stuff? Maybe there's a clue to why momentum and haste don't stack in there.



Oh and you should change haste then, since that says +25% attack speed, but if it works as you say it's 33% :P

#103
T1l

T1l
  • Members
  • 1 545 messages

Matthew Young CT wrote...

Maybe there's a clue to why momentum and haste don't stack in there.


I too would like to know why this is the case. Bug or intended?

#104
Matthew Young CT

Matthew Young CT
  • Members
  • 960 messages
they seem to do identical things (the code is the same, just the amounts are slightly different), so its baffling that they dont stack given that haste+haste does. if nothing stacked it would make sense :/

#105
Bibdy

Bibdy
  • Members
  • 1 455 messages
I thought Haste set the attack rate to 0.8, meaning 1.25x attack speed? I'll double-check it later.

#106
Statue

Statue
  • Members
  • 249 messages
Found a project at http://social.bioware.com/project/820/ that adds specific info for set item bonuses. Not sure of whether it would help get those into this mod or not though, as the method looks radically different (involved making new copies of all of the items with set bonuses - maybe that was the only way of doing it).

#107
Matthew Young CT

Matthew Young CT
  • Members
  • 960 messages
const float HASTE_ANIMATION_SPEED_MODIFIER = -0.25f;

yeah i think descriptions are attached to the item, not in the talktable, so you'd have to edit those individually. it's different with abilities like "Improves Blood Magic" because the item just pulls that info from 2da/talktable

oh and bibdy, if it works as you say, what happens when you console in 4 mages and cast 4 hastes? :D divide by 0 error? instant attacking? :D

Modifié par Matthew Young CT, 07 décembre 2009 - 05:42 .


#108
Bibdy

Bibdy
  • Members
  • 1 455 messages
Nah, I can do the item set bonuses using this method, its just going to add a lot to the workload.

#109
Georg Zoeller

Georg Zoeller
  • Members
  • 188 messages
maximum attack speed modifier is limited by properties.xls to prevent the game from going down in fiery chunks (if you speed up animations too fast, animation events might get dropped, which is a very bad thing™)

#110
Bibdy

Bibdy
  • Members
  • 1 455 messages

Matthew Young CT wrote...

oh and bibdy, if it works as you say, what happens when you console in 4 mages and cast 4 hastes? :D divide by 0 error? instant attacking? :D


Well I can't think of any other way it would work. Think about it mathematically. You're taking the base value of 1 down to 0.7. So what is that number? The only way a reduction in value is going to achieve a faster attack speed is if that number signifies the time BETWEEN attacks. If it was direct attack speed, then going from 1.0 to 0.7 would be slower. Therefore if, what would have taken you 1s to achieve, now takes you only 0.7s, then that's a 42% increase.

Unless, of course, the speed calculation turns out to be "Actual speed = (2-(speed attribute))", so a base speed attribute value of 1 would return 1 (normal speed), a speed attribute of 0.7 would return 1.3 (30% faster), and a speed attribute of 0 would return 2 (100% faster and still able to go faster without dividing by 0).

I don't honestly know how the speed calculation works.

Modifié par Bibdy, 07 décembre 2009 - 06:18 .


#111
Matthew Young CT

Matthew Young CT
  • Members
  • 960 messages
Yeah I imagine attacking a forcefielded target with zero animation time wouldn't be so good :D

Maybe you should just list the math, given that haste stacks? because if it works like this each haste is actually more effective than the last. 3 hastes would be 4x faster attacks :0

hmm says its capped at 1.5. what does 1.5 mean though when its subtracting animation speed for the speedups. time to hunt code!

Modifié par Matthew Young CT, 07 décembre 2009 - 06:25 .


#112
Bibdy

Bibdy
  • Members
  • 1 455 messages

Georg Zoeller wrote...

maximum attack speed modifier is limited by properties.xls to prevent the game from going down in fiery chunks (if you speed up animations too fast, animation events might get dropped, which is a very bad thing™)


Well I guess that solves the divide by 0 problem, if that's even how it works.

So am I right about an attack speed modifier of -0.3 increasing attack speed by +42%, or does it just mean +30% (using a different calculation)?

Then again, maybe a base value of 1.0f is an assumption on my part, too. Maybe -0.3 means 0.3 seconds off the attack time, which would be a different benefit depending on the speed of your weapons themselves. Larger bonus for daggers, smaller bonus for two 1-handers.

Modifié par Bibdy, 07 décembre 2009 - 06:42 .


#113
Lacan2

Lacan2
  • Members
  • 448 messages
Bidby, I've installed it, and it works marvelously. You've done a great service for the community. Thank you. :)

#114
Denlath Vestor

Denlath Vestor
  • Members
  • 354 messages
Will this be compatible with the new patch (v1.02)?

#115
Bibdy

Bibdy
  • Members
  • 1 455 messages
Beats me, I'm still at work :)



If they didn't tinker with the core_en-us.tlk file, then it should be fine.

#116
Denlath Vestor

Denlath Vestor
  • Members
  • 354 messages

Bibdy wrote...

Beats me, I'm still at work :)

If they didn't tinker with the core_en-us.tlk file, then it should be fine.

Hope so! Haven't installed either yet.
[crosses fingers...]

#117
bjdbwea

bjdbwea
  • Members
  • 3 251 messages
But certainly the descriptions of some spells need to be changed. That's exactly why common sense would've been to let the program read (and display) all values out of its own files on the fly.

Modifié par bjdbwea, 07 décembre 2009 - 10:00 .


#118
Bibdy

Bibdy
  • Members
  • 1 455 messages

bjdbwea wrote...

But certainly the descriptions of some spells need to be changed. That's exactly why common sense would've been to let the program read (and display) all values out of its own files on the fly.


Of course. And you're welcome to try doing that yourself :)

#119
Stitch808

Stitch808
  • Members
  • 30 messages
Good show, OP! 

Here's to hoping that it doesn't conflict with DAO 1.2.

#120
bjdbwea

bjdbwea
  • Members
  • 3 251 messages

Bibdy wrote...

bjdbwea wrote...

But certainly the descriptions of some spells need to be changed. That's exactly why common sense would've been to let the program read (and display) all values out of its own files on the fly.


Of course. And you're welcome to try doing that yourself :)


Sorry if my post was misleading. I am thankful for your work and know that no one except for BioWare could implement what I suggested. What I wanted to express is that they should've done exactly that.

#121
Bibdy

Bibdy
  • Members
  • 1 455 messages

bjdbwea wrote...

Sorry if my post was misleading. I am thankful for your work and know that no one except for BioWare could implement what I suggested. What I wanted to express is that they should've done exactly that.


Ah, no worries. Yeah, that would solve the localization issue I'm having right now. Using this file causes a lot of text in the game to show up in English.

I honestly don't know if such a thing is possible mod-wise. With so many used variables locked away in the spell_constants_h file, and various other places inside the game's scripts, I don't know if its possible to access, do calculations on and display those values on a per-case basis.

Someone might be working on it already, though.

#122
Statue

Statue
  • Members
  • 249 messages

Stitch808 wrote...

Good show, OP! 

Here's to hoping that it doesn't conflict with DAO 1.2.


/crosses fingers

#123
Bibdy

Bibdy
  • Members
  • 1 455 messages
Looks like its still compatible with 1.02. Haven't seen any issues, yet.

I guess we'll need to wait for the toolkit patch before we find out what they changed about spells like Cone of Cold etc. Or has anyone been able to determine some of the new values by testing?

#124
Matthew Young CT

Matthew Young CT
  • Members
  • 960 messages

Yaron Jakobs said...
With that said, here are the more specific details of the changes:



Force Field: duration lowered from 30 to 18 seconds (cooldown remains the same).



Crushing Prison: duration lowered from 20 to 9 (cooldown remains the same - total DOT damage remains the same)



Cone of Cold: freeze duration lowered from 10 to 8 seconds. Cooldown increased from 10 to 15 seconds. Damage remains the same.



Blizzard: The overall duration remains the same, but the freeze duration was lowered from 20 seconds to 4 seconds. Note that this duration can be re-applied every 2 seconds if the target is still inside the AOE. Cooldown remains the same.

Get to it ;)

Modifié par Matthew Young CT, 08 décembre 2009 - 04:53 .


#125
Bibdy

Bibdy
  • Members
  • 1 455 messages
Yes, boss :unsure: :police:

At work at the moment. I'll update it tonight.