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Action Speed is the measure of how long any action taken by a player or [[Monster_Lab|monster]] in the HentaiVerse takes.<br>
Action Speed is a collective term for factors that modify the time units taken by game actions. It is used to determine the order in which events occur.


==Action Speed==
== Time Units ==
===Effects===
Time units are the basic measure of time in the HentaiVerse. A round starts with 0 time units elapsed. Monsters start a round with a randomised 'initiative roll' between 1% and 100% of their attack speed. When a player takes an action, the turn is resolved in this order:
As [[battle]] progress and time units pass, some monsters with higher action speeds may perform an additional attack against the player. Conversely, players who accumulate enough time units due to their high action speed may take a turn to perform an additional action before the monsters are allowed their action.
===Turns===
Every player action equals one in-game turn. During a turn players can do physical attack, use a [[spell]]/[[skill]], [[focus]], [[defend]], [[Spirit Stance]], [[scan]], use an [[item]], or [[flee]] from battle.<br>
Turns happen almost immediately server-side but may take few milliseconds user-side. To prevent botting and overloads there is a server side restriction which prevents '''more than 4 turns per second (t/s)'''.
<!-- ==Formula==
Base Time Units/Action is calculated as:
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">minmax(20, 10000 / action_speed, 500)</pre>
*Where action_speed = 100 * Factors
data seems to obsolete and hardly suiting anywhere. I will left it for future research and as a part of history. Translators may left it behind -->


===Sub-items===
# The player's action takes place, and its speed (in time units) is added to the round's time elapsed.
Action Speed is cumulative term, which contains:
# For each monster, the action time taken is added to its previously recorded time units (including its initiative roll). This number is divided by the monster's speed to determine whether it attacks and how many times. The remainder is recorded for the next turn calculation.
{| class="wikitable" align="center"
# Effects are calculated (first for the player, and then for monsters). Effect durations are decremented by 1 each time 100 time units pass.
! Term
#* Stunned monsters immediately attack upon stun expiry.
! Description
 
|-
Time units can be calculated with the formula <code>roundup( minmax( 20, 10000 / action_speed, 500 ) )</code> and as such are capped at a minimum of 20 and a maximum of 500 regardless of speed factors, although few modifiable actions realistically encounter this limit.
| Attack speed
| How fast you deal physical attacks.
|-
| Casting speed
| How fast you deal magical attacks.
|-
| Skill speed
| How fast you attack with fighting style's [[skills#Weapon_Skills|skills]].
|-
| Item speed
| How fast you use [[items]].
|-
| Toggling speed
| How fast you enter in [[focus]], [[defend]], [[Spirit Stance|spirit]] modes, and use [[scan]].
|-
| Fleeing speed
| How fast you can [[flee|run away]] from battle.
|-
| Monster speed
| Separate speed gauge, depend how fast [[Monster_Lab|monster]] attacks you.
|}
[[file:Point.png]] Note, when it says "Action Speed" mostly subject talks about both Attack speed and Casting speed, since all other speeds listed above, have specific formulas and rules to operate with.


===Base Action Speeds===
== Factors ==
Every [[battles#Combat|attack]], [[item]] usage, [[spell]] and [[skill]] in the HentaiVerse require certain time units to launch on. Depends on how many time units it takes, all actions can be divided in five categories.
Action speed is calculated as <code>100 / (A<sub>1</sub> * A<sub>2</sub> * A<sub>3...)</sub></code> where the set A is each factor affecting the action type.


{| class="wikitable" align="center"
=== Base Action Times ===
! Category
{| class="wikitable"
! Description
!Action Type
! Base action speed should be
!Base Action Time
|-
| Immediately
| Action takes place right after player's command, and monsters don't attack after '''at all'''.
| 0
|-
| Sub-standard
| Action takes place right after player's command, and '''some''' monsters '''may''' attack after.
| 0.01-0.99
|-
| Standard
| Action takes place right after player's command, and '''all''' monsters attack back '''once'''.
| 1
|-
| Upper-standard
| Action takes place right after player's command, and '''all''' monsters attack back '''at least once'''.
| 1.01-1.99
|-
| Delayed
| Action takes place right after player's command, and '''all''' monsters attack back '''twice'''.
| 2 and higher
|}
Different actions have different Base action speeds.
[[File:ActionSpeedExample1.png|200px|thumb|right|Player used six different items and monsters do not attack him in between.]]
[[File:ActionSpeedExample2.png|200px|thumb|right|Player physically attacked one monster and every monster hit him back at least once. Some monsters attacked him twice, thanks to PFUDOR difficulty, high Swiftness Chaos Upgrade rank and moderate burden.]]
{|border="1" class="wikitable"
!Action
!Base Action Speed
|-
|colspan="2" align="center"|'''Physical Attack and [[Fighting Skills]]'''
|-
|Physical Attack || 1
|-
|Fighting Skills || 1?
|-
|colspan="2" align="center"|'''Basics'''
|-
|Using [[items]] || 0
|-
|Toggling [[Spirit Stance]] || <1
|-
|Defend, Scan, Focus || 1
|-
|Fleeing || <1
|-
|colspan="2" align="center"|'''[[Spells#Offensive_Spells|Offensive Spells]]'''
|-
|Elemental T1 (Fiery Blast, Freeze, Shockblast, Gale) || 1.2?
|-
|Elemental T2 (Inferno, Blizzard, Chained Lightning, Downburst) || 1.4?
|-
|Elemental T3 (Flames of Loki, Fimbulvetr, Wrath of Thor, Storms of Njord) || 1.6?
|-
|Divine/Forbidden T1 (Smite, Corruption) || 1.4?
|-
|Divine/Forbidden T2 (Banishment, Disintegrate) || 1.6?
|-
|Divine/Forbidden T3 (Paradise Lost, Ragnarok) || 1.8?
|-
|colspan="2" align="center"|'''[[Spells#Deprecating_Magic|Deprecating Spells]]'''
|-
|Drain || 1.2?
|-
|Slow, Sleep, MagNet || 1.5?
|-
|-
|Weaken, Imperil || 0.8?
|Attack
|1
|-
|-
|Blind || 1.2?
|Skill
|''List of Skill Base Action Times''
|-
|-
|colspan="2" align="center"|'''[[Spells#Curative_Magic|Curative Spells]]'''
|Spell
|''List of Spell Base Action Times''
|-
|-
|Cure, Regen || 0.2?
|Item
|0
|-
|-
|colspan="2" align="center"|'''[[Spells#Supportive_Magic|Supportive Spells]]'''
|Spirit
|?
|-
|-
|Haste, Shadow Veil, Absorb, Spark of Life, Arcane Focus, Heartseeker, Spirit Shield || 0.1?
|Defend
|1
|-
|-
|Protection || 0.2?
|Focus
|1
|}
|}
Notes:
*Base action speeds, listed above are solid and programed server-side, however they real value may vary, due to effect of player's [[abilities]], current [[Equipment Basics|equipment]] or used [[spells]] (see below).
*Monsters recovering from stun get a free action the turn after, regardless of the player's action speed during that turn.
*Using [[Items#Battle_Powerups|powerups]] always takes 0 time units.


===Increasing Action Speed===
=== Character Sources ===
[[File:AttackSpeedandCastSpeed.png|200px|thumb|right|Player can find his current Attack Speed and Casting Speed in Statistics Pane]]
All equipment sources are reflected on the character sheet. It can be used as a factor as <code>(1 - sheet_speed)</code>.


*Player can increase Attack Speed via:
* This includes speed bonuses from abilities such as [[Abilities#Cloth Armor|Cloth Castspeed]].
**Using the [[Spells#Supportive Magic|Haste spell]] (+25%, +50%) or [[Scroll]] of swiftness (+60%).
* Burden above 40 reduces attack speed bonuses by an increasing amount up to 90 burden where they are negated entirely.
**Using certain [[weapons]] such as Wakizashi, which have innate bonuses to attack speed.
**Using Wakizashi or Shortsword with "of Swiftness" [[Equipment_Suffixes|suffix]].
**Using certain [[armor]]s or [[shield]] with "Agile" [[prefix]].
**Getting Swift Strike [[potency]] to their melee weapon.
**Using ability, named [[Abilities#Light_Armor|Light Speed]], which can increase attack speed when player use only light armor. This modification scaling with player's light armor [[proficiency]].
**Players who have [[Character_Stats#Primary_Attributes|AGI]] higher than their current [[level]] receive an attack speed bonus, capping at 10% when agility is twice their level.
[[file:Point.png]] Having [[burden]] above 40 reduces any attack speed bonuses, completely removing them at 90 burden.


*Player can increase Casting Speed via:
=== Effect Sources ===
**Using the [[Spells#Supportive Magic|Haste spell]] (+25%, +50%) or [[Scroll]] of swiftness (+60%).
Players can benefit from the Haste spell, while monsters can be affected by Slow, MagNet and Freezing Limbs. This is calculated as <code>(1 / effect_value)</code>.
**Using certain [[armor]]s with "Charged" [[prefix]].
**Getting Spellweaver [[potency]] to their [[staff]].
**Using ability, named [[Abilities#Cloth_Armor|Cloth Castspeed]], which can increase casting speed when player use only cloth armor. This modification scaling with player's cloth armor [[proficiency]].
**Using ability, which decrease casting time of specific spell.


*Player can also get the [[Innate Arcana]] [[hath perk]], which improves a player's action economy by maintaining [[Spells#Supportive_Magic|supportive spells]] without using actions.
* As an example, Haste values range between 1 (for no Haste) up to 1.6 (Haste applied via scroll). In the case of a scroll, it becomes <code>(1 / 1.6) = 0.625</code>.


===Monster Action Speed===
=== Proficiency Sources ===
*All monsters have an initiative for their first attack of 0.1 to 1 times their base action speed (chosen at random).
[[Spells]] have individual proficiency-based cast speed factors calculated using their 'minimum' and 'maximum' proficiency in the formula <code>1 - 0.25 * ((effective_proficiency / min) / (max / min))</code>.
*Monsters receive a free action after leaving a state of being [[Equipment_Procs|stunned]].
*Monster's Action Speed may be increased by:
**[[Monster Lab|Custom Monsters]] can increase their action speed with the Swiftness [[Monster_Lab#Chaos_Upgrades|Chaos Upgrade]] (+2.5% per rank, +50% max).
**Playing on PFUDOR [[difficulty]] (+25%)
**[[Enemy_Procs|Wailings of the Present]] status effect increases attack speed of any living monster.
*Monster's Action Speed may be decreased by:
**Using [[Spells#Deprecating_Spells|MagNet]] spell (-25%)
**Using [[Spells#Deprecating_Spells|Slow]] spell (-30%, -50%)


==Tick==
=== Monster-specific Sources ===
Tick is a special time amount, designed for counting down this special time-based events:
Monsters gain action speed through Chaos Upgrades (up to 50%), as well as a 25% permanent bonus on PFUDOR difficulty.
*[[Spell]]'s cooldown.
*[[Skill]]'s cooldown.
*Cooldown between using [[item]] of same type.
*Spell's duration.
*[[Scroll]]'s duration.
*[[Infusion]]'s duration, when it used as [[Character_Menu#Battle_Items|battle item]]
*Other item's duration.
*Weapon's [[Equipment_Proc|proc]] duration.
*Spell's proc duration.
*Fighting style skill's [[Skills#Fighting_Skills|chain]] time.
*[[Spells#Curative|Regen]]'s replenishment effect, e.t.c.
Tick is '''always equals to one time unit''' and cannot be modified in anyway. <br>
Tick is not equal to turn, second, one attack or whatever. This is stand-alone time-operated value.


==Tick & Action Speed==
== Example Calculation ==
Both, Action Speed and Tick are time-based amount, which take place similarly during the battle and don't affect each other and count down independently. Player and monsters can modify their Action Speed (see above), while Tick is always means one time unit.
An example calculation for the Imperil spell:


===Graphical Presentation===
<code>action_speed = 100 / ( spell_base_time * (1 - sheet_speed) * (1 - 0.25 * spell_prof_factor) * (1 / haste_mod) )</code>
'''This is graphical presentation, just to show how this two measures works together, not a real calculation with every vars taken in account'''


Ideally, if both Tick and every player's actions will be equal, they will then have same start and end for every time unit, like this:
<code>action_speed = 100 / ( 0.6 * (1 - 0.286) * (1 - 0.25) * (1 / 1.5) ) = 466.8534...</code>
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Tick
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Player
</pre>
But since some player's actions take longer/faster to complete, thanks to Action Speed measure, real Tick and player's actions will be different in terms when they start and end, like in graph below. Here presents 8 ticks (this means, [[Spells#Curative Magic|Regen]] replenished player's health 8 times, duration of [[skills]] decreased on 8, e.t.c), while player did 9 real turns.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Tick
|_._._._.|_._._._._._._.|_._._.|_._._.|_._._._._.|_._._._._._.|_._._.|_._._._._._.|_._._. - Player
</pre>
If player will constantly use [[items]] to replenish his HP, MP and SP, his Tick versus Action Speed progression will be presented as on this graph, because item usage takes 0 (zero) base Action Speed. This means cooldown and duration of his [[spells]] will never decreased, as well [[Spells#Curative Magic|Regen]] will never replenished any HP.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Tick
|                                                                                        - Player
</pre>
If player had used [[Spells#Supportive Magic|Haste spell]] supportive spell, has big Attack Speed parameter and keep attacking physically first 9 times, then use [[Defend]] and keep attacking back, his Tick versus Action Speed progression will be presented as this graph.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Tick
|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._._._.|_._._.|_._._.| - Player
</pre>
In a case of monsters Tick versus Action Speed progression works same way. If player encounter two [[monsters]] with +0% and +50% Action Speed, respectively, their actions may be presented in this graph. So, monster with higher Action Speed parameter may attack player three times, while [[Spells#Curative Magic|Regen]]'s replenished his health only two times.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Tick
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Monster #1  
|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._. - Monster #2
</pre>
In the end, this is graph of real-time [[battle]] versus three monsters with this setup:
*PFUDOR [[difficulty]].
*Monster #1 has +0% bonus to Action Speed, Monster #2 has +25% bonus to Action Speed, *Monster #3 has +50% bonus to Action Speed.
*Player has +25% to his Attack Speed and he is melee fighter.
*Player used [[Spells#Curative|Regen]] in first his turn and [[Spells#Supportive|Haste]] in his forth turn.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Tick
|_._._._.|_._._._.|_._._._.|_._._._.|_._._._.|_._._._.|_._._._.|_._._._.|_._._._.|_._._._ - Monster #1  
|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._. - Monster #2
|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._ - Monster #3
|_.|_._._._.|_._._._.|_.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._. - Player
</pre>
So, while Regen replenished player's health 8 times only, first monster attacked him 9 times, second monster attacked him 12 times and third one 17 times. In same 8 ticks, player cast two spells (first and forth turns), used two physical attack without Hastened effect (second and third turns) and 12 more attack with Hastened effect.


==External Links==
<code>time_units = roundup( minmax( 20, 10000 / 466.8534, 500 ) ) = 22</code>
*[https://forums.e-hentai.org/index.php?s=&showtopic=191528&view=findpost&p=4413288 More explanation #1] - From nec1986.
*[https://forums.e-hentai.org/index.php?s=&showtopic=21512&view=findpost&p=3689786 More explanation #2] - From Dan31 (read followed few posts too).
*[https://forums.e-hentai.org/index.php?s=&showtopic=21512&view=findpost&p=3770480 More explanation #3] - From uareader.
*[https://forums.e-hentai.org/index.php?s=&showtopic=27680&view=findpost&p=747114 Action Time] - A thesis on how various game mechanics affect the actual amount of time units/"ticks" actions take.
*[https://forums.e-hentai.org/index.php?showtopic=47834&st=320&p=1845119&#entry1845119 Skillchip's Testing for Action Speed and X-Mods] (Apr. 2012, patch 0.6.6)


{{HVnav}}
Therefore, each Imperil takes 22 time units to complete with a sheet speed of 28.6%, effective proficiency above Imperil's maximum (495) and Haste granting 50%.{{HVnav}}

Latest revision as of 10:20, 1 August 2022

Action Speed is a collective term for factors that modify the time units taken by game actions. It is used to determine the order in which events occur.

Time Units

Time units are the basic measure of time in the HentaiVerse. A round starts with 0 time units elapsed. Monsters start a round with a randomised 'initiative roll' between 1% and 100% of their attack speed. When a player takes an action, the turn is resolved in this order:

  1. The player's action takes place, and its speed (in time units) is added to the round's time elapsed.
  2. For each monster, the action time taken is added to its previously recorded time units (including its initiative roll). This number is divided by the monster's speed to determine whether it attacks and how many times. The remainder is recorded for the next turn calculation.
  3. Effects are calculated (first for the player, and then for monsters). Effect durations are decremented by 1 each time 100 time units pass.
    • Stunned monsters immediately attack upon stun expiry.

Time units can be calculated with the formula roundup( minmax( 20, 10000 / action_speed, 500 ) ) and as such are capped at a minimum of 20 and a maximum of 500 regardless of speed factors, although few modifiable actions realistically encounter this limit.

Factors

Action speed is calculated as 100 / (A1 * A2 * A3...) where the set A is each factor affecting the action type.

Base Action Times

Action Type Base Action Time
Attack 1
Skill List of Skill Base Action Times
Spell List of Spell Base Action Times
Item 0
Spirit ?
Defend 1
Focus 1

Character Sources

All equipment sources are reflected on the character sheet. It can be used as a factor as (1 - sheet_speed).

  • This includes speed bonuses from abilities such as Cloth Castspeed.
  • Burden above 40 reduces attack speed bonuses by an increasing amount up to 90 burden where they are negated entirely.

Effect Sources

Players can benefit from the Haste spell, while monsters can be affected by Slow, MagNet and Freezing Limbs. This is calculated as (1 / effect_value).

  • As an example, Haste values range between 1 (for no Haste) up to 1.6 (Haste applied via scroll). In the case of a scroll, it becomes (1 / 1.6) = 0.625.

Proficiency Sources

Spells have individual proficiency-based cast speed factors calculated using their 'minimum' and 'maximum' proficiency in the formula 1 - 0.25 * ((effective_proficiency / min) / (max / min)).

Monster-specific Sources

Monsters gain action speed through Chaos Upgrades (up to 50%), as well as a 25% permanent bonus on PFUDOR difficulty.

Example Calculation

An example calculation for the Imperil spell:

action_speed = 100 / ( spell_base_time * (1 - sheet_speed) * (1 - 0.25 * spell_prof_factor) * (1 / haste_mod) )

action_speed = 100 / ( 0.6 * (1 - 0.286) * (1 - 0.25) * (1 / 1.5) ) = 466.8534...

time_units = roundup( minmax( 20, 10000 / 466.8534, 500 ) ) = 22

Therefore, each Imperil takes 22 time units to complete with a sheet speed of 28.6%, effective proficiency above Imperil's maximum (495) and Haste granting 50%.

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