So practically no weapons will turn at native speed.
Personally, I think at least the lighter and shorter weapons in each category should turn at normal speed, and most at a boosted one from what we have now (7), with harsh penalties coming in play for the more 'extreme' ones.
Here are some reworked formulas that I think are better:
1h_turnrate =clamp(16-0.48(weight/10)^2-0.09*(length-65), 7, 14)
2h_turnrate =clamp(16-0.48(weight/10)^2-0.09*(length-85), 5, 14)
pole_turnrate =clamp(16-0.64(weight/10)^2-0.04*(length-135), 5, 14)
Examples:
1h_turnrate(short sword) =clamp(16-0.48(10/10)^2-0.09*(81-65), 7, 14) = clamp(14.08, 7, 14)=14
1h_turnrate(warhammer) =clamp(16-0.48(25/10)^2-0.09*(65-65), 7, 14) = 13
1h_turnrate(nordic champion's sword) =clamp(16-0.48(10/10)^2-0.09*(102-65), 7, 14) = 12.19
1h_turnrate(military cleaver) =clamp(16-0.48(25/10)^2-0.09*(92-65), 7, 14) = 10.57
1h_turnrate(iron war axe) =clamp(16-0.48(30/10)^2-0.09*(69-65), 7, 14) = 11.32
Comments: All 1h have a high turnrate, but the longest and heaviest ones still suffer noticeable penalties. Reasoning behind this is that 1h were hit way too hard by the turnnerf considering how annoying their stabs in particular are to use. This will also help promote the 1h short swords, who are underused compared to thir longer cousins (read: were before the turnrate nerf, I personally haven't played much since).
2h_turnrate(katana) =clamp(16-0.48(15/10)^2-0.09*(95-85), 4, 14) = 14.02
2h_turnrate(morningstar) =clamp(16-0.48(35/10)^2-0.09*(82-85), 4, 14) = 10.39
2h_turnrate(flamberge) =clamp(16-0.48(40/10)^2-0.09*(152-85), 4, 14) =clamp(2.29, 5, 14) = 5
2h_turnrate(great maul) =clamp(16-0.48(80/10)^2-0.09*(68-85), 4, 14) =clamp(-13.19, 5, 14) = 5
2h_turnrate(danish greatsword) =clamp(16-0.48(25/10)^2-0.09*(124-85), 4, 14) = 9.49
Comments:
This one was a really tough to balance, mostly since the greatswords are so similar in everything except weight, and the longsword-like 2h being so good. That is a problem with Paul's formula as well; the items aren't balanced for it.
Basic idea though is that the short, light swords turn close to 14, DGS and company around 8-11 and maulers get shanked down to 5.
pole_turnrate(pitch fork) =clamp(16-0.64(15/10)^2-0.04*(154-135), 5, 14) = 13.8
pole_turnrate(quarter staff) =clamp(16-0.64(10/10)^2-0.04*(137-135), 5, 14) = (15.28, 7, 14)=14
pole_turnrate(long bardiche) =clamp(16-0.64(35/10)^2-0.04*(140-135), 5, 14) = 7.96
pole_turnrate(long awlpike) =clamp(16-0.64(28/10)^2-0.04*(185-135), 5, 14) = 8.9824
pole_turnrate(long spear) =clamp(16-0.64(10/10)^2-0.04*(137-135), 5, 14) = 7.6
pole_turnrate(long maul) =clamp(16-0.64(70/10)^2-0.04*(125-135), 5, 14) = clamp(-14.96, 5, 14) = 5
Comments:
I wish you could change the turnrate specifically for 2d polearms, but here I've tried to strike a balance. Staffs and short spears around 13-14, mainstay poles 8-9 and the extreme ones down further. The reason for not making length a bigger factor is because of the 2d poles. Most poles over 150 are 2d. Also: Peasant power! This would give a reason to use pitchforks and the like.
Basically, I think pauls formula is way too harsh. I think that if you want to have a native turnrate, or close to that you should be able to with all weapon classes, and 1h should all be around top turnspeed.
13-0.18*25-0.04*(245-140) = 8.5
Muwhahaha
Nope.
13-0.18*25-0.04*(245-140) = 4.3
EDIT: I couldba'd...