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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>
==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==
===Effects===
Action speed is calculated as:
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.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">Action speed = 100 / (1 - cast speed) / specific action speed / prof factor speed multiplier * (1 + haste)</pre>
===Turns===
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.
One player's action equals to one in-game turn. During that turn player can do physical attack, use [[spell]], use [[skill]], enter in [[focus]], [[defend]], [[Spirit Stance|spirit]] modes, use [[scan]], use [[item]] or [[flee]] from battle.<br>
 
Turn happens almost immediately server-side, but may take few milliseconds or seconds user-side. To prevent botting and decreasing overloads, there is a server side restriction, which not allowed to do '''more than 4 turns per second (t/s)'''. Players from different countries, while using different ISP, bandwidth, browser and PC configuration, may have different t/s.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">Prof factor = min( (effective prof - requirement) / (cap - requirement), 1 )
<!-- ==Formula==
Prof factor speed multiplier = 1 - (0.25 * prof factor)</pre>
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===
Action Speed is cumulative term, which contains:
{| class="wikitable" align="center"
! Term
! Description
|-
| 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===
===Base Action Speeds===
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.
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:


{| class="wikitable" align="center"
! Category
! Description
! Base action speed should be
|-
| 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"
{|border="1" class="wikitable"
!Action
!Action
!Base Action Speed
!Base Action Speed
|-
|-
|colspan="2" align="center"|'''Physical Attack and [[Fighting Skills]]'''
|colspan="2" align="center"|'''Physical Attacks and [[Skills#Weapon_Skills|Weapon Skills]]'''
|-
|-
|Physical Attack || 1
|Physical Attack || 1
Line 84: Line 33:
|colspan="2" align="center"|'''Basics'''
|colspan="2" align="center"|'''Basics'''
|-
|-
|Using [[items]] || 0
|Using [[items]] || n/a{{Fn|1}}
|-
|-
|Toggling [[Spirit Stance]] || <1
|Toggling [[Spirit Stance]] || <1
Line 126: Line 75:
|Protection || 0.2?
|Protection || 0.2?
|}
|}
Notes:
{{Fnb|1}}Does not increase time units, and only decreases cooldowns for other items.
*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]] 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.
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.
*Using [[Items#Battle_Powerups|powerups]] always takes 0 time units.


===Increasing Action Speed===
===Increasing Action Speed===
[[File:AttackSpeedandCastSpeed.png|200px|thumb|right|Player can find his current Attack Speed and Casting Speed in Statistics Pane]]
[[File:AttackSpeedandCastSpeed.png|200px|thumb|right|The player can find his current Attack Speed and Casting Speed in the Statistics Pane]]


*Player can increase Attack Speed via:
*The 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%).
**Using certain [[weapons]] such as Wakizashi, which have innate bonuses to attack speed.  
**Using certain [[weapons]] such as Wakizashi, which have innate bonuses to attack speed.  
**Using Wakizashi or Shortsword with "of Swiftness" [[Equipment_Suffixes|suffix]].
**Using a Wakizashi or Shortsword with the "of Swiftness" [[Equipment_Suffixes|suffix]].
**Using certain [[armor]]s or [[shield]] with "Agile" [[prefix]].
**Using certain [[armor]]s or [[shield]] with the "Agile" [[prefix]].
**Getting Swift Strike [[potency]] to their melee weapon.
**Getting the Swift Strike [[potency]] on a 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]].
**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.
**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.
[[file:Point.png]] Having [[burden]] above 40 reduces any attack speed bonuses, completely removing them at 90 burden.
Line 147: Line 95:
**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%).
**Using certain [[armor]]s with "Charged" [[prefix]].
**Using certain [[armor]]s with "Charged" [[prefix]].
**Getting Spellweaver [[potency]] to their [[staff]].
**Getting the Spellweaver [[potency]] on 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]].
**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]].
**Using ability, which decrease casting time of specific spell.
**[[Abilities]] that decrease casting time of specific spells.


*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.
*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===
===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).
[[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]].
*Monsters receive a free action after leaving a state of being [[Equipment_Procs|stunned]].
*Monster's Action Speed may be increased by:
*Monster's Action Speed may be increased by:
Line 164: Line 114:
**Using [[Spells#Deprecating_Spells|Slow]] spell (-30%, -50%)
**Using [[Spells#Deprecating_Spells|Slow]] spell (-30%, -50%)


==Tick==
==Time Units==
Tick is a special time amount, designed for counting down this special time-based events:
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 cooldown.
*[[Spell]]'s duration.
*[[Skill]]'s cooldown.
*Cooldown between using [[item]] of same type.
*Spell's duration.
*[[Scroll]]'s duration.
*[[Scroll]]'s duration.
*[[Infusion]]'s duration, when it used as [[Character_Menu#Battle_Items|battle item]]
*[[Infusion]]'s duration, when it used as [[Character_Menu#Battle_Items|battle item]]
Line 175: Line 122:
*Weapon's [[Equipment_Proc|proc]] duration.
*Weapon's [[Equipment_Proc|proc]] duration.
*Spell's proc duration.
*Spell's proc duration.
*Fighting style skill's [[chain]] time.
*[[Spells#Curative|Regen]]'s replenishment effect.
*[[Spells#Curative|Regen]]'s replenishment effect, e.t.c.
 
Tick is '''always equals to one time unit''' and cannot be modified in anyway. <br>
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">Time units = minmax(20, 10000/action speed, 500)</pre>
Tick is not equal to turn, second, one attack or whatever. This is stand-alone time-operated value.
 
===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:


==Tick & Action Speed==
If a player has:
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.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">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


===Graphical Presentation===
Action speed: 100 / (1 - 0.147) / 1 / 0.75 * 1.5 = 234.467~
'''This is graphical presentation, just to show how this two measures works together, not a real calculation with every vars taken in account'''
Time units = minmax(20, 10000/234.467~, 500) = 42.65~</pre>


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:
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.
<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==
==External Links==
*[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=232444&view=findpost&p=5697989 Explanation of time units] - From Nezu.
*[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.
*[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.
*[http://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}}
{{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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