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Increasing Action Speed: http://forums.e-hentai.org/index.php?s=&showtopic=80045&view=findpost&p=2075334
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Action Speed is a derived attribute, calculated from:
==Effects==
Action Speed = 100 + [[Character_Stats#Primary_Attributes|AGI]] / 3
Higher action speed decreases the amount of time units an action takes. This will often lead to being able to perform more actions per tick. This will be most visible with buff durations, as it becomes possible to attack multiple times before the duration decreases by 1. Similarly, vital regeneration, be they from spells, items, or natural regeneration, are also only received when ticks happen. A monster having a high attack speed or an action performed by the player having a long action time, may allow monsters to attack multiple times in a single player action.


==Effects==
==Turns==
Action speed translates into how long a 1.0x action (like an attack or first tier elemental spell) takes by subtracting it from 500. As battles progress and time units pass, some monsters with higher action speeds may perform an additional attack against the player. Conversely, a player who has accumulated 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 happen almost immediately server-side but may take a few milliseconds user-side. When a player takes an action, the action time is calculated to determine what else happens during that turn: monster attacks, and changes to effect durations.
 
Some things are only effected by turns, for example:
*Cooldowns are only decreased by turns, and not based on time units.
**Turns made using an item do not reduce cooldowns for spells/skills, but do reduce the cooldowns on other items. They do not increase time units at all.
To prevent botting and overloading the server there is a server side restriction which prevents more than 4 turns per second.
 
==Action Speed==
Action speed is calculated as:
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">Action speed = 100 / (1 - cast speed) / specific action speed / prof factor speed multiplier * (1 + haste)</pre>
The proficiency factor is a separate calculation. It uses a scale between 0-25% based on the spell's [[Spells|minimum requirement]] to use, a spell-specific [[Spells|cap]], and your proficiency with that magic school.


==Base Action Speeds==
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">Prof factor = min( (effective prof - requirement) / (cap - requirement), 1 )
In this table higher numbers indicate slower actions. ''Note that these numbers may be out of date.''
Prof factor speed multiplier = 1 - (0.25 * prof factor)</pre>


AoE [[spells]] start out (at 1 [[Abilities|Ability Point]]) as 0.4 slower than their single target counterparts and have their cast times reduced by -0.1 per [[Abilities|Ability Point]] invested after the first, becoming as fast as their single-target counterparts when maxed.
===Base Action Speeds===
Most player actions, including [[battles#Combat|attacking]], casting [[spells]] and using [[skills]] in the HentaiVerse increase the time units tally. The base action speeds of various actions are:


{|border="1" class="wikitable"
{|border="1" class="wikitable"
!Action
!Action
!Base Speed
!Base Action Speed
|-
|colspan="2" align="center"|'''Physical Attacks and [[Skills#Weapon_Skills|Weapon Skills]]'''
|-
|Physical Attack || 1
|-
|Fighting Skills || 1?
|-
|colspan="2" align="center"|'''Basics'''
|-
|Using [[items]] || n/a{{Fn|1}}
|-
|-
|Using a [[Items#Battle_Powerups|powerup]] || 0
|Toggling [[Spirit Stance]] || <1
|-
|-
|Attack || 1.0
|Defend, Scan, Focus || 1
|-
|-
|[[Skills#Universal_Skills|Defend / Scan / Focus]] || 1.0
|Fleeing || <1
|-
|-
|[[Spells#Piercing|Magic Missile]] || 1.1
|colspan="2" align="center"|'''[[Spells#Offensive_Spells|Offensive Spells]]'''
|-
|-
|First tier of single-target [[spells]] (Fireball, Icestrike, etc.) || 1.0
|Elemental T1 (Fiery Blast, Freeze, Shockblast, Gale) || 1.2?
|-
|-
|First tier of AoE spells (Inferno, Snowstorm, etc.) || 1.4
|Elemental T2 (Inferno, Blizzard, Chained Lightning, Downburst) || 1.4?
|-
|-
|Second tier of AoE spells (Purge, Meteor, etc.) ||>1.5
|Elemental T3 (Flames of Loki, Fimbulvetr, Wrath of Thor, Storms of Njord) || 1.6?
|-
|-
|Third tier of AoE spells (Banish, Soul Harvest, etc.) ||>1.7
|Divine/Forbidden T1 (Smite, Corruption) || 1.4?
|-
|-
|Fourth tier of AoE spells (Ragnarok, Soul Burst) ||>1.9
|Divine/Forbidden T2 (Banishment, Disintegrate) || 1.6?
|-
|-
|Using [[items]] ||>0.9
|Divine/Forbidden T3 (Paradise Lost, Ragnarok) || 1.8?
|-
|-
|[[Spells#Curative_Magic|Cure I]] || 0.5?
|colspan="2" align="center"|'''[[Spells#Deprecating_Magic|Deprecating Spells]]'''
|-
|-
|Cure II || 0.6
|Drain || 1.2?
|-
|-
|Cure III || 0.7
|Slow, Sleep, MagNet || 1.5?
|-
|-
|Poison || 0.8
|Weaken, Imperil || 0.8?
|-
|-
|[[Spells#Supportive_Magic|Supportive spells]] ||<1.0
|Blind || 1.2?
|-
|-
|[[Spells#Deprecating_Magic|Deprecating spells]] ||?
|colspan="2" align="center"|'''[[Spells#Curative_Magic|Curative Spells]]'''
|-
|-
|Toggling [[Spirit Stance]] ||>1.0
|Cure, Regen || 0.2?
|-
|-
|Fleeing ||?
|colspan="2" align="center"|'''[[Spells#Supportive_Magic|Supportive Spells]]'''
|-
|-
|Regen ||<1.0
|Haste, Shadow Veil, Absorb, Spark of Life, Arcane Focus, Heartseeker, Spirit Shield || 0.1?
|-
|-
|[[Skills#Fighting_Skills|Fighting Skills]] ||?
|Protection || 0.2?
|}
|}
{{Fnb|1}}Does not increase time units, and only decreases cooldowns for other items.
Monsters recovering from stun get a free action the turn after, regardless of the player's action speed during that turn. It is currently unknown how this effects their regular turns.
===Increasing Action Speed===
[[File:AttackSpeedandCastSpeed.png|200px|thumb|right|The player can find his current Attack Speed and Casting Speed in the Statistics Pane]]
*The Player can increase Attack Speed via:
**Using the [[Spells#Supportive Magic|Haste spell]] (+25%, +50%) or [[Scroll]] of swiftness (+60%).
**Using certain [[weapons]] such as Wakizashi, which have innate bonuses to attack speed.
**Using a Wakizashi or Shortsword with the "of Swiftness" [[Equipment_Suffixes|suffix]].
**Using certain [[armor]]s or [[shield]] with the "Agile" [[prefix]].
**Getting the Swift Strike [[potency]] on a melee weapon.
**The [[Abilities#Light_Armor|Light Speed]] ability, which can increase attack speed when player use only light armor. This scales with the 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:
**Using the [[Spells#Supportive Magic|Haste spell]] (+25%, +50%) or [[Scroll]] of swiftness (+60%).
**Using certain [[armor]]s with "Charged" [[prefix]].
**Getting the Spellweaver [[potency]] on their [[staff]].
**The [[Abilities#Cloth_Armor|Cloth Castspeed]] ability, which can increase casting speed when player use only cloth armor. This modification scales with the player's cloth armor [[proficiency]].
**[[Abilities]] that decrease casting time of specific spells.
*The Player can also get the [[Innate Arcana]] [[hath perk]], which improves a player's action economy by maintaining [[Spells#Supportive_Magic|supportive spells]] without making turns.
===Monster Action Speed===
[[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.]]
*All monsters have a random initiative of 10-100 time units at the start of a round. A player action that increases time units is required for a monster to be able to attack, so no monster will attack on the round opening.
*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%)
==Time Units==
Most actions in the game add between 20-500 time units. For every 100 time units that pass, events happen. For example, buff durations counting down, gaining vitals from draughts, etc. Time units are not visible, but are an internal calculation that determine when things happen. These include:
*[[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.
*[[Spells#Curative|Regen]]'s replenishment effect.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">Time units = minmax(20, 10000/action speed, 500)</pre>
===Ticks===
Ticks are the equivalent of 100 time units, the point at which events happen. A player may make multiple attacks before a tick happens, due to the attack they are performing with their action speed counting as less than 100 time units. For example, using the action speed and time unit formulae:


==Increasing Action Speed==
If a player has:
Besides increasing AGI, the other ways to increase action speed in [[Battles|battle]] are:
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">Sheet speed: 14.7%
*Using the [[Spells#Supportive Magic|Haste]] spell. Haste increases base action speed by 50%.
Elemental prof: 643
*Unlocking the [[Abilities#Tier_9 | X-Item]], [[Abilities#Tier_10 | X-Attack]], and [[Abilities#Tier_17 | X-Magic]] abilities to decrease the base action time of their respective battle actions by 25%.
Specific action speed: 1
*Getting the hath perk [[Innate Arcana]] improves a player's action economy by maintaining [[Spells#Supportive_Magic|supportive spells]] without using actions.
Haste: 50% (Innate Arcana)
*Having a weapon the Swift Strike [[potency]] can increase the speed of attacking. This can break the [[#Limits|speed cap]].
Prof factor: min((643 - 0) / (200 - 0), 1) = 1
Prof factor speed multiplyer: 1 - (0.25*1) = 0.75


==Limits==
Action speed: 100 / (1 - 0.147) / 1 / 0.75 * 1.5 = 234.467~
Base turn duration cannot be higher than 500 or lower than 100. Action speed is capped at 400 after all bonuses and burden are applied.
Time units = minmax(20, 10000/234.467~, 500) = 42.65~</pre>


==See also==
Rounded up, this gives the player 43 time units for a tier 1 spell. Therefore, assuming the starting time unit is 0, the player will be able to cast their tier 1 spell 3 times before the duration of their buffs would decrease by 1, as the total time units would be 129, leaving them on 29 time units. From that same point, the player would only be able to cast a further 2 tier 1 spells, as that would bring them to 115 from 29.
*[[Interference]]
*[[Burden]]


==External Links==
==External Links==
*[http://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?s=&showtopic=232444&view=findpost&p=5697989 Explanation of time units] - From Nezu.


{{HVnav}}
{{HVnav}}

Latest revision as of 08:41, 16 April 2024

Effects

Higher action speed decreases the amount of time units an action takes. This will often lead to being able to perform more actions per tick. This will be most visible with buff durations, as it becomes possible to attack multiple times before the duration decreases by 1. Similarly, vital regeneration, be they from spells, items, or natural regeneration, are also only received when ticks happen. A monster having a high attack speed or an action performed by the player having a long action time, may allow monsters to attack multiple times in a single player action.

Turns

Turns happen almost immediately server-side but may take a few milliseconds user-side. When a player takes an action, the action time is calculated to determine what else happens during that turn: monster attacks, and changes to effect durations.

Some things are only effected by turns, for example:

  • Cooldowns are only decreased by turns, and not based on time units.
    • Turns made using an item do not reduce cooldowns for spells/skills, but do reduce the cooldowns on other items. They do not increase time units at all.

To prevent botting and overloading the server there is a server side restriction which prevents more than 4 turns per second.

Action Speed

Action speed is calculated as:

Action speed = 100 / (1 - cast speed) / specific action speed / prof factor speed multiplier * (1 + haste)

The proficiency factor is a separate calculation. It uses a scale between 0-25% based on the spell's minimum requirement to use, a spell-specific cap, and your proficiency with that magic school.

Prof factor = min( (effective prof - requirement) / (cap - requirement), 1 )
Prof factor speed multiplier = 1 - (0.25 * prof factor)

Base Action Speeds

Most player actions, including attacking, casting spells and using skills in the HentaiVerse increase the time units tally. The base action speeds of various actions are:

Action Base Action Speed
Physical Attacks and Weapon Skills
Physical Attack 1
Fighting Skills 1?
Basics
Using items n/a1
Toggling Spirit Stance <1
Defend, Scan, Focus 1
Fleeing <1
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?
Deprecating Spells
Drain 1.2?
Slow, Sleep, MagNet 1.5?
Weaken, Imperil 0.8?
Blind 1.2?
Curative Spells
Cure, Regen 0.2?
Supportive Spells
Haste, Shadow Veil, Absorb, Spark of Life, Arcane Focus, Heartseeker, Spirit Shield 0.1?
Protection 0.2?

Note 1: Does not increase time units, and only decreases cooldowns for other items.

Monsters recovering from stun get a free action the turn after, regardless of the player's action speed during that turn. It is currently unknown how this effects their regular turns.

Increasing Action Speed

The player can find his current Attack Speed and Casting Speed in the Statistics Pane
  • The Player can increase Attack Speed via:
    • Using the Haste spell (+25%, +50%) or Scroll of swiftness (+60%).
    • Using certain weapons such as Wakizashi, which have innate bonuses to attack speed.
    • Using a Wakizashi or Shortsword with the "of Swiftness" suffix.
    • Using certain armors or shield with the "Agile" prefix.
    • Getting the Swift Strike potency on a melee weapon.
    • The Light Speed ability, which can increase attack speed when player use only light armor. This scales with the player's light armor proficiency.
    • Players who have AGI higher than their current level receive an attack speed bonus, capping at 10% when agility is twice their level.

Having burden above 40 reduces any attack speed bonuses, completely removing them at 90 burden.

  • Player can increase Casting Speed via:

Monster Action Speed

Player used six different items and monsters do not attack him in between.
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.
  • All monsters have a random initiative of 10-100 time units at the start of a round. A player action that increases time units is required for a monster to be able to attack, so no monster will attack on the round opening.
  • Monsters receive a free action after leaving a state of being stunned.
  • Monster's Action Speed may be increased by:
  • Monster's Action Speed may be decreased by:
    • Using MagNet spell (-25%)
    • Using Slow spell (-30%, -50%)

Time Units

Most actions in the game add between 20-500 time units. For every 100 time units that pass, events happen. For example, buff durations counting down, gaining vitals from draughts, etc. Time units are not visible, but are an internal calculation that determine when things happen. These include:

Time units = minmax(20, 10000/action speed, 500)

Ticks

Ticks are the equivalent of 100 time units, the point at which events happen. A player may make multiple attacks before a tick happens, due to the attack they are performing with their action speed counting as less than 100 time units. For example, using the action speed and time unit formulae:

If a player has:

Sheet speed: 14.7%
Elemental prof: 643
Specific action speed: 1
Haste: 50% (Innate Arcana)
Prof factor: min((643 - 0) / (200 - 0), 1) = 1
Prof factor speed multiplyer: 1 - (0.25*1) = 0.75

Action speed: 100 / (1 - 0.147) / 1 / 0.75 * 1.5 = 234.467~
Time units = minmax(20, 10000/234.467~, 500) = 42.65~

Rounded up, this gives the player 43 time units for a tier 1 spell. Therefore, assuming the starting time unit is 0, the player will be able to cast their tier 1 spell 3 times before the duration of their buffs would decrease by 1, as the total time units would be 129, leaving them on 29 time units. From that same point, the player would only be able to cast a further 2 tier 1 spells, as that would bring them to 115 from 29.

External Links

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