Author Topic: weight and wpf penalty  (Read 6051 times)

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Offline Rhaelys

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Re: weight and wpf penalty
« Reply #15 on: June 07, 2011, 08:12:01 pm »
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no, if your total weight is under 7.7 you won't get any penalty.

Good job ignoring my quoting of WaltF4.
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Offline Glyph

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Re: weight and wpf penalty
« Reply #16 on: June 07, 2011, 08:18:53 pm »
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Good job ignoring my quoting of WaltF4.
what i said is true, that only counts if your armor is above 7.7(and he changed it, not in the original post but later on), you can ask him yourself
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Offline WaltF4

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Re: weight and wpf penalty
« Reply #17 on: June 07, 2011, 09:24:55 pm »
+1
Calm down everybody.

The subtractive constant in the effective weight equation is actually 7 plus or minus 2. A more exact number can not be determined currently because of the proficiency rounding and the resulting quantization error. However, it does not particularly matter as 1 or 2 weight will never have a significant (or likely even a measurable) change in the performance of your character. Likewise, the slope of the fitting is an approximation. I ended up using a slope value of 0.01 since it gives a reasonable approximation, it is an easy value to remember and calculate with, and it gives a realistic impression of the sort of precision we actually have.



I dont think walt made a test about the effect on weight and running speed i got no clue but you can clearly feel the diffrence from running around naked and running while in mail or plate.
I have preformed those test and made a thread about it. The information in that thread seems to still be accurate following the most resent patches.



Another question if somebody knows. What affects running speed (the nerf part)? I mean, it has a different formula of reducing your speed by weight or is it combined with the wpf nerf at the same time. For example, you have 20 weight so your wpf will be reduced and your running speed is reduced too. Or if you didn't reach the wpf reducing weight, your speed will be the same even with 7 weight? Or, you didn't reach the wpf reducing weight (so no -wpf), but your run speed will be reduced a little. (maybe it's not noticeable)
Running speed is controlled by agility, athletics, total carried weight, and the length and weight of the weapon you are holding. All carried weight acts as a single total weight with all armor, weapons, shields, ammunitions, ladders, etc. being summed together. Holding or wearing a single shield only reduces running speed by adding the weight of the shield to your total weight. Holding one shield while wearing another shield results in an additional large penalty to running speed beyond the weight of the shields.

The running speed reduction due to weight appears to be a monotonic and continuous function of total carried weight. As such, any additional weight will slow you down and there are no critical weights to minimax around.

Offline Momo

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Re: weight and wpf penalty
« Reply #18 on: June 07, 2011, 09:38:15 pm »
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Calm down everybody.

The subtractive constant in the effective weight equation is actually 7 plus or minus 2. A more exact number can not be determined currently because of the proficiency rounding and the resulting quantization error. However, it does not particularly matter as 1 or 2 weight will never have a significant (or likely even a measurable) change in the performance of your character. Likewise, the slope of the fitting is an approximation. I ended up using a slope value of 0.01 since it gives a reasonable approximation, it is an easy value to remember and calculate with, and it gives a realistic impression of the sort of precision we actually have.


I have preformed those test and made a thread about it. The information in that thread seems to still be accurate following the most resent patches.


Running speed is controlled by agility, athletics, total carried weight, and the length and weight of the weapon you are holding. All carried weight acts as a single total weight with all armor, weapons, shields, ammunitions, ladders, etc. being summed together. Holding or wearing a single shield only reduces running speed by adding the weight of the shield to your total weight. Holding one shield while wearing another shield results in an additional large penalty to running speed beyond the weight of the shields.

The running speed reduction due to weight appears to be a monotonic and continuous function of total carried weight. As such, any additional weight will slow you down and there are no critical weights to minimax around.

Thank you, I will read it :).

Edit: Ok, I found my answer :), so more weight is slower runspeed (on very small weights it's pretty hard to notice the difference).
« Last Edit: June 07, 2011, 09:47:01 pm by Momo »
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Re: weight and wpf penalty
« Reply #19 on: June 08, 2011, 11:22:35 pm »
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Re: weight and wpf penalty
« Reply #20 on: June 09, 2011, 01:18:28 am »
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Give this man a cigar! (or lots of them since he deserves it)

Stop trying to give Walt lung cancer! I'm on to your scheme Miguel!


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Re: weight and wpf penalty
« Reply #21 on: June 09, 2011, 12:05:56 pm »
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So its 7-7 or just 7  :?:lol:
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Offline firmitas

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Re: weight and wpf penalty
« Reply #22 on: June 17, 2011, 07:15:33 am »
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Hey WaltF4 love your posts.

One question: are you saying that there is no attack speed penalty wearing a shield? Does that mean that a player will attack at equal interval all things being equal whether you use a 10 pound board shield, and a 2.5 buckler? 
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Offline Vibe

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Re: weight and wpf penalty
« Reply #23 on: June 17, 2011, 08:42:47 am »
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I think shield SPEED is what matters here, not shield weight.

Offline Team_Jacob

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Re: weight and wpf penalty
« Reply #24 on: June 17, 2011, 08:50:05 am »
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I think shield SPEED is what matters here, not shield weight.

I thought shield speed was how fast you could attack back after blocking.

Offline Glyph

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Re: weight and wpf penalty
« Reply #25 on: June 17, 2011, 01:20:34 pm »
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I thought shield speed was how fast you could attack back after blocking.
a shield doesn't slower your attack at all, the speed rating on a shield is just for how fast you can get it in defence stance again
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Offline Vibe

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Re: weight and wpf penalty
« Reply #26 on: June 17, 2011, 01:38:59 pm »
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Either way, I doubt shield weight matters, which was the original question.
Shield speed is how fast you get it up and down from defensive stance - indirectly affecting your melee swing "speed" or more appropriate - delay.

Offline Peasant_Woman

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Re: weight and wpf penalty
« Reply #27 on: June 17, 2011, 01:42:05 pm »
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The 'begin attack' animation overides the 'drop shield' animation. So it doesnt matter if you use a heavy board shield or a buckler, you will still get the same no. of swings per minute. All it affects is how fast you can put your shield up after swinging, so only if you feint alot will it slow you down noticably as I understand it.
« Last Edit: June 17, 2011, 01:56:44 pm by Peasant_Woman »
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Offline Elerion

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Re: weight and wpf penalty
« Reply #28 on: June 17, 2011, 01:52:31 pm »
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One question: are you saying that there is no attack speed penalty wearing a shield? Does that mean that a player will attack at equal interval all things being equal whether you use a 10 pound board shield, and a 2.5 buckler?
This is correct. Armor weight is the only weight that affects attack speed.

Offline firmitas

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Re: weight and wpf penalty
« Reply #29 on: June 18, 2011, 02:57:20 am »
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I thought shield speed was how fast you could attack back after blocking.

No shield speed is how fast you can place your shield in defensive position.
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