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# 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. | # 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. | ||
# Effects are calculated (first for the player, and then for monsters). Effect durations are decremented by 1 each time 100 time units pass. | # 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 <code>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. | 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. | ||
== | == Factors == | ||
Action speed is calculated as <code>100 / A<sub>1</sub> / A<sub>2...</sub></code> where the set A is each factor affecting the action type. | |||
< | |||
=== | === Base Action Time === | ||
Base action times are generally 1 unless modified by an [[Abilities|ability]]. Items such as potions, scrolls and gems take 0 time units. | |||
=== | === Equipment Sources === | ||
All equipment sources are reflected on the character sheet. It can be used as a factor as <code>(1 - sheet_speed)</code>. | |||
=== Effect Sources === | |||
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>. | |||
* 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>. | |||
=== Proficiency Sources === | |||
[[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>. | |||
== Leftover Old Data (WIP) == | |||
===Increasing Action Speed=== | ===Increasing Action Speed=== | ||
*Player can increase Attack Speed via: | *Player can increase Attack Speed via: | ||
**Using the [[Spells#Supportive Magic|Haste spell]] (+25%, +50%) or [[Scroll]] of swiftness (+60%). | **Using the [[Spells#Supportive Magic|Haste spell]] (+25%, +50%) or [[Scroll]] of swiftness (+60%). | ||
| Line 173: | Line 63: | ||
**Using [[Spells#Deprecating_Spells|MagNet]] spell (-25%) | **Using [[Spells#Deprecating_Spells|MagNet]] spell (-25%) | ||
**Using [[Spells#Deprecating_Spells|Slow]] spell (-30%, -50%) | **Using [[Spells#Deprecating_Spells|Slow]] spell (-30%, -50%) | ||
{{HVnav}} | {{HVnav}} | ||
Revision as of 12:09, 30 July 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:
- The player's action takes place, and its speed (in time units) is added to the round's time elapsed.
- 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.
- 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... where the set A is each factor affecting the action type.
Base Action Time
Base action times are generally 1 unless modified by an ability. Items such as potions, scrolls and gems take 0 time units.
Equipment Sources
All equipment sources are reflected on the character sheet. It can be used as a factor as (1 - sheet_speed).
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)).
Leftover Old Data (WIP)
Increasing Action Speed
- 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 Wakizashi or Shortsword with "of Swiftness" suffix.
- Using certain armors or shield with "Agile" prefix.
- Getting Swift Strike potency to their melee weapon.
- Using ability, named 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 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:
- Using the Haste spell (+25%, +50%) or Scroll of swiftness (+60%).
- Using certain armors with "Charged" prefix.
- Getting Spellweaver potency to their staff.
- Using ability, named 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 supportive spells without using actions.
Monster Action Speed
- All monsters have an initiative for their first attack of 0.1 to 1 times their base action speed (chosen at random).
- Monsters receive a free action after leaving a state of being stunned.
- Monster's Action Speed may be increased by:
- Custom Monsters can increase their action speed with the Swiftness Chaos Upgrade (+2.5% per rank, +50% max).
- Playing on PFUDOR difficulty (+25%)
- Wailings of the Present status effect increases attack speed of any living monster.
- Monster's Action Speed may be decreased by: