Quote:
Originally Posted by Yinikren
[You must be logged in to view images. Log in or Register.]
Nice mathy answer, I like that.
I do understand that haste is a rate of attack increase, not a delay decrease. I was simply wondering how a weapon with an odd delay would perform with 100% haste, since mathematically it wouldn't be attacking at an even delay number (in this case, I would assume 8.5 rounds to 9). This is from the simple formula of hasteddelay=weapondelay/1.(haste percent).
In this case, I was thinking that a 17 delay weapon at 81% haste (9.39 delay, rounds to 9?) would perform exactly the same as at 100% haste (8.5 delay, rounds to 9?) since the EQ combat system cannot break it down any further than 10ths of a second? Or am I mistaken on that regardless and there is no rounding?
|
Clearly not, you are misunderstanding the basic principle. Forget about time or speed.
Remember all divisions of 1, end up being equal to or above 1 at an interger higher than 1.
.00000000000000000000000000000000000000001 still becomes 1 with enough repetitions. So your decimal, or rounding means nothing.
The only reason you ever calculate haste in regards to delay, is for damage shields, ripost and MoK and even then only as a percentage increase as the raw value means (in my best phrasing) Absofuckinglutelynothing
I said in my first reply, first line, first 5 words to ignore delay reduction, not sure how much more simple I can put it
Haste is damage increase, not delay decrease (or attack speed increase, or any other phrasing...this is plain english).
Forget the delay, damage is absolutely not calculated based on damage and delay and haste server side. It is a coefficient. It cares not for ticks, seconds or units of time. It's simply a model the server adheres to. RNG, is not RNG. It is a function.
Hence 30 hour parses are always almost identical down to a thousandth's of a percent, if there was really an RNG in EQ's code, it would be random and we would see huge streaks over long periods in the tens of thousands of parses done in eq's history. But instead, RNG is a function, and damage calculation is a coefficient, and they all add up to an average.