Action Speed

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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.

Point.png 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.

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