Action Speed
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 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:
- Using the Haste spell (+25%, +50%) or Scroll of swiftness (+60%).
- Using certain armors with "Charged" prefix.
- Getting the Spellweaver potency on their staff.
- The 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 supportive spells without making turns.
Monster Action Speed
- 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:
- 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:
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 battle item
- Other item's duration.
- Weapon's proc duration.
- Spell's proc duration.
- Regen's replenishment effect.
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
- Explanation of time units - From Nezu.