cRPG

cRPG => General Discussion => Topic started by: Corsair831 on April 19, 2013, 12:34:18 am

Title: what does 1 speed translate to in wpf terms?
Post by: Corsair831 on April 19, 2013, 12:34:18 am
if i have a 100 speed weapon and a 101 speed weapon (let's say 1h), how much more wpf will i need with the 100 speed weapon to be exactly as fast as the 101 speed weapon ?

so would i have the 101 speed + 130WPF = 100 speed + 140WPF etc ?

i would've looked on the crpg wiki but it seems to have disappeared o.O

anyway, hopefully someone will be able to answer this, thanks, corsair :))
Title: Re: what does 1 speed translate to in wpf terms?
Post by: zagibu on April 19, 2013, 03:04:49 am
I don't know this, but i know that 20 WPF = 7 cheeseburgers. Maybe that helps?
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Shaksie on April 19, 2013, 03:12:47 am
This is a good question!

I would like more exact values with units; such as length being in cm (I know, it probably is but meh.) and speed being how fast it will swing in seconds, with 1 wpf.
Also, I think it could be cool if some weapons had variation in swing speed, such as the longer weapons should have poor swing speeds, relative to their stab speed.
This could be told by say, clicking on the speed then it would have the % of the base swing speed, which the swing you are looking at takes.
Take a Poleaxe for example, which has speed 89; which could (it doesn't, I'm making this up) equate to a speed of 1s. The stab speed could be 100% of the speed, or perhaps more because, to my limited knowledge, I would've assumed that Poleaxes would be for stabbing because they would be very heavy in real life. The left/right (these could probably be interchangeable) could be 85% and the overhead, because it is so long and heavy, could have a measly swing speed of 75%.
This would equate to the overhead having a swing speed of 1.3s and the stab remaining at 1s.
WPF could reduce the speed of a weapon by a set value, for example 1 wpf= 0.01 sec faster (this is probably not enough, I've no idea).
In my opinion this would differentiate weapons from others and allow players to select the exact type of weapon they want for their playstyle.

what does 1 speed translate to in wpf terms?
Sorry for not answering your question; I've no idea but this could give us more of an idea! :)
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Byrdi on April 19, 2013, 11:04:27 am
I do not think people ever deducted a function to convert wpf to speed.

Most speed test are done by a guy hitting out in the air a hundred times and seeing how long it took with different weapon proficiencies.

Anyway, I would say that you need between 5-10 maybe less to make up for one speed, from experience (though there is no proof of this).
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Teeth on April 19, 2013, 12:57:23 pm
http://forum.meleegaming.com/beginner's-help-and-guides/weapon-attack-speed-and-proficiency-and-not-agility/msg42737/#msg42737

You can probably pretty much deduct it from here. The thing is though that wpf offers a speed increase relative to weapon speed whereas the weapon speed value increases speed absolutely. It's impossible to express 1 speed in wpf terms overall, you can only really do it per weapon.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Corsair831 on April 19, 2013, 07:43:24 pm
http://forum.meleegaming.com/beginner's-help-and-guides/weapon-attack-speed-and-proficiency-and-not-agility/msg42737/#msg42737

You can probably pretty much deduct it from here. The thing is though that wpf offers a speed increase relative to weapon speed whereas the weapon speed value increases speed absolutely. It's impossible to express 1 speed in wpf terms overall, you can only really do it per weapon.

ty :))
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Kafein on April 19, 2013, 07:48:42 pm
Weapon "speed" is two things. You have the time between the instant you press your mouse button and the moment your swing is ready, then you have the time it takes between the moment you release the button and the end of the active animation phase. And even that isn't really important during gameplay, because you want to hit at the first instant that will do full damage, which is earlier than half the animation time.

Anyway out of these two things I don't know what wpf and weapon speed do. I think they both only influence the latter but I'm not sure.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Gurnisson on April 19, 2013, 08:16:31 pm
Weapon "speed" is two things. You have the time between the instant you press your mouse button and the moment your swing is ready, then you have the time it takes between the moment you release the button and the end of the active animation phase. And even that isn't really important during gameplay, because you want to hit at the first instant that will do full damage, which is earlier than half the animation time.

Anyway out of these two things I don't know what wpf and weapon speed do. I think they both only influence the latter but I'm not sure.

The time from the click till it hits mid-animation afaik, but the different classes have different chambering time and release time. Polearms, for example, release an attack very fast, but chambering the attack is slow, which means it's a good class for holds, wiggles and chambers, but not too good for feinting.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: cmp on April 19, 2013, 08:57:23 pm
Weapon "speed" is two things. You have the time between the instant you press your mouse button and the moment your swing is ready, then you have the time it takes between the moment you release the button and the end of the active animation phase.

That's not weapon speed, it's ready and release phases. Weapon speed is a modifier that affects both.

And even that isn't really important during gameplay, because you want to hit at the first instant that will do full damage, which is earlier than half the animation time.

Higher weapon speed = shorter ready/release animations = takes less time to reach maximum damage potential.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: cmp on April 19, 2013, 09:14:23 pm
The time from the click till it hits mid-animation afaik, but the different classes have different chambering time and release time. Polearms, for example, release an attack very fast, but chambering the attack is slow, which means it's a good class for holds, wiggles and chambers, but not too good for feinting.

AFAIK all ready animations have the exact same base duration (0.35s).
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Kafein on April 19, 2013, 09:17:08 pm
Thanks for the info
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Brrrak on April 20, 2013, 12:53:24 pm
That's not weapon speed, it's ready and release phases. Weapon speed is a modifier that affects both.

Higher weapon speed = shorter ready/release animations = takes less time to reach maximum damage potential.

Regarding the bolded text, cmp: does this mean you need to hold a swing for less time to reach its maximum damage potential?
Title: Re: what does 1 speed translate to in wpf terms?
Post by: dreadnok on April 20, 2013, 03:04:32 pm
I honestly believe it just goes weapon by weapon and that's it. Some weps are buffed some are not. I have 150 wpf. I picked up a spiked mace with 98 speed, its slow as balls. I pick up a iron staff with 0 wpf and its fast as heck. In a game where the main component is people backing up faster and swinging, or getting killed by their wrists. There is no science or anything special.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: dreadnok on April 20, 2013, 03:05:54 pm
AFAIK all ready animations have the exact same base duration (0.35s).

Im hit by stabs before there is an animation, with pole arms alot
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Corsair831 on April 20, 2013, 03:08:58 pm
Im hit by stabs before there is an animation, with pole arms alot

thats because they changed how stabbing works in crpg ... it's really easily abusable in crpg since the change, if you get enough damage (wpf + weapon damage) and your weapon isn't TOO long you can basically stab people ridiculously fast because it ignores/bypasses the usual armour bouncing mechanic that they put in native to stop that ... thus the reason people wanted the insta crpg stab removed for ages
Title: Re: what does 1 speed translate to in wpf terms?
Post by: cmp on April 20, 2013, 05:26:35 pm
Regarding the bolded text, cmp: does this mean you need to hold a swing for less time to reach its maximum damage potential?

No, the hold time still applies to the ready phase and is unaffected by weapon speed. it doesn't apply to the release, though.

thats because they changed how stabbing works in crpg ... it's really easily abusable in crpg since the change, if you get enough damage (wpf + weapon damage) and your weapon isn't TOO long you can basically stab people ridiculously fast because it ignores/bypasses the usual armour bouncing mechanic that they put in native to stop that ... thus the reason people wanted the insta crpg stab removed for ages

Yeah, no. Current stab sweetspots are harsher than Native for insta stabs.
(click to show/hide)

Edit: unless by "armor bouncing mechanic" you mean the soak/reduce values, in which case they are not specific to stabs and blame Urist anyway.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Gurnisson on April 20, 2013, 05:57:05 pm
Thanks for the info, cmp! :)
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Corsair831 on April 30, 2013, 03:45:58 pm
No, the hold time still applies to the ready phase and is unaffected by weapon speed. it doesn't apply to the release, though.

Yeah, no. Current stab sweetspots are harsher than Native for insta stabs.
(click to show/hide)

Edit: unless by "armor bouncing mechanic" you mean the soak/reduce values, in which case they are not specific to stabs and blame Urist anyway.

no, they aren't, get a pike in native and try and instantly stab someone, then get a 21/21 +3 longspear in crpg and try, you will see that it's a --LOT-- easier in crpg.

I don't know what you're talking about when you say sweetspot and soak etc, all i know is from a lot of experience with actually playing both of the games; and it is so noticeable in crpg, the stab in native is honestly sooooo much harder with polearms and soooo much easier with 1h.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: cmp on April 30, 2013, 04:30:15 pm
I assume you compared the behavior with the exact same attributes, skills and proficiencies.
(click to show/hide)

I don't know what you're talking about when you say sweetspot and soak etc

Exactly.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Macropus on April 30, 2013, 04:33:15 pm
no, they aren't, get a pike in native and try and instantly stab someone, then get a 21/21 +3 longspear in crpg and try, you will see that it's a --LOT-- easier in crpg.
Maybe that's because c-RPG 21-21 character is more advanced than native one?
I have no clue about native character builds though.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Corsair831 on April 30, 2013, 10:43:04 pm
I assume you compared the behavior with the exact same attributes, skills and proficiencies.
(click to show/hide)

Exactly.

cmp, you know a lot about the game mechanics etc etc fair enough, but i know what im talking about with the spears, i don't know how it works technically but i know what i play

you can literally instant stab on crpg if you have enough dmg / wpf, i'm not like making this up or anything
Title: Re: what does 1 speed translate to in wpf terms?
Post by: cmp on April 30, 2013, 11:58:14 pm
cmp, you know a lot about the game mechanics etc etc fair enough, but i know what im talking about with the spears, i don't know how it works technically but i know what i play

you can literally instant stab on crpg if you have enough dmg / wpf, i'm not like making this up or anything

I believe you when you say that, and I don't think that game mechanics exclude it. What I'm saying is that comparing to Native doesn't really make sense, unless you're comparing the exact same build (and I'm pretty sure the Native multiplayer troops have very low attributes/stats compared to your average cRPG character).
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Gurnisson on May 01, 2013, 03:31:46 am
I remember looking at the stats of the mp infantry, and compared to a typical cRPG infantry their ps, ath and wpf is quite a bit lower.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Tindel on May 01, 2013, 12:26:07 pm
ya native chars have 18/18 builds or even lower. They are slow.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: cmp on May 01, 2013, 01:11:10 pm
I checked, a Vaegir spearman is a 14/14 build with 3 PS and 130 WPF in polearms. Weak.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Leesin on May 01, 2013, 01:28:14 pm
Bet that shit eating spearman doesn't even have a pot to piss in either, fucking peasant scrubs in native.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Phew on May 01, 2013, 07:09:36 pm
All I know is that you can go get a coffee in the time it takes for the 1h thrust animation to land, but polearm thrust occurs so fast the animation doesn't even register on the screen. And this is for equal weapon speed/wpf (red tassel spear/knightly arming sword).

If I remember WaltF4's tests, 1 weapon speed is roughly equivalent to 20 wpf, ignoring armor penalty.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: cmp on May 01, 2013, 07:50:01 pm
All I know is that you can go get a coffee in the time it takes for the 1h thrust animation to land, but polearm thrust occurs so fast the animation doesn't even register on the screen.

1h: 0.35+0.62+0.3
pole: 0.35+0.6+0.3
(ready+release+continue in seconds, before being affected by wpf)

Might be the hand (i.e. weapon) position in the animation fooling you.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Phew on May 01, 2013, 08:03:10 pm
1h: 0.35+0.62+0.3
pole: 0.35+0.6+0.3
(ready+release+continue in seconds, before being affected by wpf)

Might be the hand (i.e. weapon) position in the animation fooling you.

You could also interpret those values you posted by saying "a polearm thrust behaves like a 1h thrust with 20ms better ping". And 20 ms ping difference makes a noticeable difference in gameplay.

Is the ready time 350ms for every animation? What is the quantitative reason that 1h left swing is so fast and 1h right swing so slow, for instance?
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Phantasmal on May 01, 2013, 08:57:27 pm
What is the quantitative reason that 1h left swing is so fast and 1h right swing so slow, for instance?

They should travel at the same speed but it is most likely something to do with distance traveled. The rightside swing has a much longer radius then the leftside swing, meaning that the circumference of the rightside swing is greater. Since they are both travelling at the same speed, left side swing finishes the animation quicker due to the shorter distance. This is all conjecture by the way.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Phew on May 01, 2013, 09:07:17 pm
most likely something to do with distance traveled. The rightside swing has a much longer radius then the leftside swing, meaning that the circumference of the rightside swing is greater. Since they are both travelling at the same speed, left side swing finishes the animation quicker due to the shorter distance. This is all conjecture by the way.

I get what you're saying, but the "starting points" for both animations appear to be pretty symmetric; left swing is about 8 o'clock, right swing around 5 o'clock. The big difference is that left swing hits for full damage very early in the animation (starting at about 9 o'clock), whereas right swing will glance between 5 o'clock and 1 o'clock. cmp usually posts equations showing that every animation is basically identical in terms of speed/sweetspots, but anyone that has played the game can verify that they all behave very differently.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: cmp on May 01, 2013, 09:58:33 pm
The big difference is that left swing hits for full damage very early in the animation (starting at about 9 o'clock), whereas right swing will glance between 5 o'clock and 1 o'clock.

Left/right swing glancing/damage reduction is mainly based on angle between opponents.

cmp usually posts equations showing that every animation is basically identical in terms of speed/sweetspots, but anyone that has played the game can verify that they all behave very differently.

Forgive me if I don't trust your word, but you don't seem to know the basics of the game very well (see above)...
Title: Re: what does 1 speed translate to in wpf terms?
Post by: San on May 01, 2013, 10:33:58 pm
How is the angle determined exactly? Right swing must have some odd angle calculation. Right swing also seems slower to me, because when I try to stop my right swing at a reasonable location where the swing "barely started," it goes all the way through.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Phew on May 01, 2013, 10:39:03 pm
Left/right swing glancing/damage reduction is mainly based on angle between opponents.

Forgive me if I don't trust your word, but you don't seem to know the basics of the game very well (see above)...

It must be a language barrier or something, because every time we re-open this discussion on animation sweetspots/etc, I get the impression that we aren't even talking about the same thing. I share an observation about sweetspot mechanics, you say I'm wrong followed by a snarky personal attack, but never offer any specifics.

So let's try pictures. Here's my impression of the 1h sideswing animation sweetspots, based on about 125 million XP worth of experience as a 1h-user:

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 (http://s4.photobucket.com/user/the_phew/media/ss_zpsa9451d0d.jpg.html)

I'm pretty confident that other more experienced 1h-users (San, Rusty,Turbo,etc) would draw a similar picture, or at the very least agree that the left swing and right swing sweetspots are definitely not symmetric. I believe you are asserting that they are in fact symmetric, but it's hard to tell from your posts. Please set me straight.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Tydeus on May 01, 2013, 10:58:45 pm
I don't think you're taking everything into account with those swings. For example, the left swing's tendency to hit a player in the head at the start of the animation. So more often than not, you can hit your opponent outside of your sweet spot and not glance with a left swing, as long as you hit them in the head(which happens the majority of the time). You can do the same with a right swing, you just have to go out of your way to aim for your opponent's head.

Next, it would appear that the first 120 degrees or so take less time than the next 120 degrees, where the animation(weapon velocity) then slows down yet again for the last 30 or so degrees. Without the tip of the weapon moving at a stable velocity around the body, you can't compare similar angles of different swings in a meaningful way.

When keeping these and the previously mentioned things in mind, it should make perfect sense as to why the right swing/polearm left swing have such a tendency to glance. Look at the Pole left swing, it covers the first 160~ degrees very, very quickly, then slows down significantly to finish the last 90 or so degrees.

Edit: Furthermore, 1h damage(particularly cut weapon damage) is so low that you have less of an effective 'sweet spot'. Any time you hit outside of your actual sweet spot, you're just asking for a glance(hell, you're asking for a glance simply by using a 1h sword).

Edit 2: Basically, Yes those are the areas where you are likely to glance but not necessarily the 'sweet spots'.

Might be the hand (i.e. weapon) position in the animation fooling you.
The 1h right swing is odd in that the weapon is angled back towards the forearm during the first part of the swing, so this could very well be a major factor here.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: cmp on May 01, 2013, 11:07:05 pm
It must be a language barrier or something, because every time we re-open this discussion on animation sweetspots/etc, I get the impression that we aren't even talking about the same thing.

We are, and as I said it's based on the angle between forward direction vector of the attacker and vector between attacker and defender, but unlike your drawing it's the exact same for left and right (with animation time as fallback, and only in a very recent WSE2 update). Thrusts and overheads only use animation time.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: FRANK_THE_TANK on May 02, 2013, 09:20:52 am
TBH The difference in pole arm stab vs 1h stab as one of visuals. The trouble is that the 1h stab telegraphs like a fucking telegraph :/ I have always had a rough time dealing with the 1h stab in CRPG. The changes made didn't really change it that much. The first sword I really used was the Side Sword and that was back in 2011, I got used to wailing on people with the thrust but required a lot of fucking around where as head hunting with the left swing is and was a piece of piss.

TL:DR

The 1h animation telegraphs the move, the pole arm thrust hides it.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Gurnisson on May 02, 2013, 02:53:51 pm
The 1h stab is the hardest direction to block in the game. The enemy barely moves while performing it, it's very hard to tell when it's released and it hits instantly.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Phew on May 02, 2013, 03:24:15 pm
We are, and as I said it's based on the angle between forward direction vector of the attacker and vector between attacker and defender, but unlike your drawing it's the exact same for left and right (with animation time as fallback, and only in a very recent WSE2 update). Thrusts and overheads only use animation time.

OK, you are indeed asserting that 1h left and right swing are symmetric in terms of sweetspots. There may be code that indicates this, but actual gameplay doesn't bear this out. For instance, 3 o'clock is a dead zone for right swing; you will always glance on someone there. But a left swing at someone at your 9 o'clock is pretty much ideal; success as a 1-hander pretty much hinges on your ability to keep your enemy between 9-10 o'clock.

2h is so much more effective than 1h and pole because your entire 180 degree forward arc is a "kill zone", whereas 1h has a huge "dead zone" between 1-3 o'clock and pole has one between 9 and 11 o'clock. From what cmp keeps saying, this isn't the intent, so the 1h and pole "dead zones" must be a bug.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Corsair831 on May 02, 2013, 04:02:59 pm
The 1h stab is the hardest direction to block in the game. The enemy barely moves while performing it, it's very hard to tell when it's released and it hits instantly.

cmp, this is exactly what i mean, the stab releases absolutely instantly, but it has to be at a very very specific distance to hit, or it glances because it's too far or glances because it's too close

(however, since the turnrate nerf, if you get enough damage, it does not glance on armour even at extremely close ranges)
Title: Re: what does 1 speed translate to in wpf terms?
Post by: cmp on May 02, 2013, 04:31:40 pm
OK, you are indeed asserting that 1h left and right swing are symmetric in terms of sweetspots.

I said same, not symmetric (i.e. assuming that one of your drawings was correct, it would apply both to left and right swing).

cmp, this is exactly what i mean, the stab releases absolutely instantly, but it has to be at a very very specific distance to hit, or it glances because it's too far or glances because it's too close

I just tested this, and with the same weapon speed and proficiency it takes the exact same time to release a 1h/2h/pole thrust. You're probably getting fooled by the higher speed on 1h weapons.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Phew on May 02, 2013, 04:35:35 pm
I said same, not symmetric (i.e. assuming that one of your drawings was correct, it would apply both to left and right swing).

OK, that's an important distinction. So you are saying that if the 9 o'clock position is "sweet" for left swing, it should be "sweet" for right swing? Anyone that has played 1h for 15 minutes can assert that is not the case, so I'm still struggling to grasp how you interpretation of the code differs so substantially from actual gameplay.

I think I understand what you are saying about sideswing sweetspots being spacial and thrust/overhead being temporal, and gameplay seems to agree with that statement. It's the assertion that sideswing sweetspots are the same for every animation (left/right/1h/pole/2h) that is woefully inconsistent with gameplay.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Konrax on May 02, 2013, 05:15:20 pm
I would like to throw some recent observations out there regarding 1h stab animation.

I have 18 generations under my belt, and have used a 1h stab based weapon for almost that entire time. Currently I use the Broad short sword, prior to that in this order I used LEE, Italian, EE, and now the BSS.

I just wanted to point out that the stab animation the last while for 1h seems to glance often when it should not. Clear hits that I had enough space for normally just bounce and do no damage, then I sit there with my sword up frozen for a second while I get hit in the face by something.

This happens quite often actually and I believe it is one of the main reasons why 1h players usually stay away from stab based weapons.

How has 1h stab animation changed the last while to cause it to act this way?

(Current build is lvl 31, 18st, 21agi, 6 ps, 6 wm, 7 shield, 7 ath)
Title: Re: what does 1 speed translate to in wpf terms?
Post by: cmp on May 02, 2013, 05:20:27 pm
OK, that's an important distinction. So you are saying that if the 9 o'clock position is "sweet" for left swing, it should be "sweet" for right swing? Anyone that has played 1h for 15 minutes can assert that is not the case, so I'm still struggling to grasp how you interpretation of the code differs so substantially from actual gameplay.

I think I understand what you are saying about sideswing sweetspots being spacial and thrust/overhead being temporal, and gameplay seems to agree with that statement. It's the assertion that sideswing sweetspots are the same for every animation (left/right/1h/pole/2h) that is woefully inconsistent with gameplay.

I added a message that shows the sweetspot factor right before it's used to reduce damage (http://imgur.com/lKepWLF,aR7Xt8c,GkMLAff,aR8kZVc,lBYCdyB,VW7BcFL,DcommaE,D1yEFbw,NqPj3dG,uS3JOUG#0)
Title: Re: what does 1 speed translate to in wpf terms?
Post by: oprah_winfrey on May 02, 2013, 05:36:26 pm
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 (http://s4.photobucket.com/user/the_phew/media/ss_zpsa9451d0d.jpg.html)

Your left swing sweet spot doesn't start that early. I would guess the sweet spot doesn't start until 10ish. Its just not as noticeable because the sword hugs your body at the start of the animation, while the right swing out in the open.

As far as the 1h stab, I don't understand how people can still say its underpowered. That thing is a monster with the new turn radius.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: Phew on May 02, 2013, 07:14:40 pm
I added a message that shows the sweetspot factor right before it's used to reduce damage (http://imgur.com/lKepWLF,aR7Xt8c,GkMLAff,aR8kZVc,lBYCdyB,VW7BcFL,DcommaE,D1yEFbw,NqPj3dG,uS3JOUG#0)

This is very cool stuff cmp, thanks for the test. The sweetspot factors do seem to show that the right side is just a bad place for both left swing and right swing. You are saying these sweetspot factors are the same for 2h and pole? Because the 2 o'clock position you show (with sweetspot factor of 0.64) always seemed like a nice position for polearm swings, but a terrible position for 1h swings. Maybe pole and 1h have mirrored sweetspots?

Never played 2h, so someone else will have to chime on the relative "sweetness" of right vs. left for 2h.
Title: Re: what does 1 speed translate to in wpf terms?
Post by: cmp on May 02, 2013, 08:42:22 pm
I checked the numbers and it looks that right and left sweetspots are symmetrical after all. Attacks that hit inside a 113 degree cone in front of the attacker will deal full damage, attacks that hit outside a 174 degree cone will deal no damage (and the rest is linearly scaled). Or maybe I fucked up the numbers, but the formula is this:

Code: [Select]
cosAngle = dot(direction_between_agents, attacker_direction) <- unit length vectors in 2d space
noDamageCosAngle = 0.05
fullDamageCosAngle = 0.55
sweetSpotFactor = clamp((cosAngle - noDamageCosAngle) / (fullDamageCosAngle - noDamageCosAngle), 0.0, 1.0)

It doesn't make any distinction between weapon types. I think they feel different because the position/rotation of the hand (and weapon) is based on the animation, and that will affect where/when it hits.