Wolf 9
Bear 10
Lets test:
Paw attacks (normal/maul/feral rage/fireclaw) :delay = [256*(WeaponBase + 1) / [(weapon ias+wsm+100)*256/100]]
prev frames = 10 or 9 (Bear or Wolf, respectively)
Anim speed = [prev frames * 256 / delay]
Speed increase = [120 * item_ias / (120 + item ias)] + skill ias + wsm
if (Speed increase > 75): Speed increase = 75
WereBase = 11 or 12 (Bear or Wolf, respectively)
Frames = {256*(WereBase + 1)/[(100 + Speed increase)/100*Anim speed]} - 1
(feral rage might use 11 after patch 1.10)
For the S3 sequence (biting attack animation) the lengths are WereBear=13, WereWolf=10. Hunger/rabies:delay = [256*(WeaponBase + 1) / [(weapon ias+wsm+100)*256/100]]
prev frames = 10 or 9 (Bear or Wolf, respectively)
Anim speed = [prev frames * 256 / delay]
Speed increase = [120 * item_ias / (120 + item ias)] + skill ias + wsm
if (Speed increase > 75): Speed increase = 75
WereBase = 13 or 10 (Bear or Wolf, respectively) <-- bear ingore last 3 frames.
Frames = {256*(WereBase + 1)/[(100 + Speed increase)/100*Anim speed]} - 1
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And since we're on a speed related issue, I'd like to point out something that most people aren't aware of (at least I noticed that it was incorrect on TheDragoon's site, and the speed mechanics page here). Fanaticisim doesn't add directly to the 'speed increase' value as most ias boosting skills. Rather it modifies the wsm. Chars have a base 100 'attack rate'. When equipping weapons, it subtracts the value in 'speed' column from that (if I understand your concept of wsm correctly, you could say that it adds the wsm to attack rate). Fanatcisism then modifies this value, as:
attack rate_new = attack rate_old + (attack rate_old * fanat %)
Whereas most skills just do:
attack rate_new = attack rate_old + ias % boost
That SHOULD mean (note should, I havent checked this) that if a Barbarian receives Fanat from a friendly Paladin, his attack rate should be:
attack rate_new = attack rate old + frenzy boost ; first do frenzy speedup
Then the fanat bonus kicks in as:
attack rate_new = attack rate_old + (attack rate_old * fanat %)
To apply the attack rate value correctly to the normal speed formula, you'd have to do:
Speed increase = attack rate + item_ias ; item_ias after diminishing returns, that is
Cap this at 175, and add it normally to the speed formula but skipping the '100 +' part before 'Speed Increase'.
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o let's see if I understand this correctly. First off, Fanaticism is always applied after other skills, not just Frenzy? If so, then the practical effect could be summed up like this (?)
Speed Increase = (100 +)** [120 * item_ias / (120 + item ias)] + skill ias + wsm + [fanat ias*(wsm + non-fanat skill ias)/100]
**Doesn't make any practical difference if you add the 100 now, or in the other formula, as long as you change the cap (75 or 175) as appropriate.
With that final piece in bold being the only difference from normal. So, for example, with a 20% faster base weapon (wsm = 20), and +25% fanaticism, instead of +45 speed increase, or 145 total speed, you'd get 150 total speed (+ 20*25/100 = +5).
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The exact formula for rollback is:
current frame_new = current frame_old * (100 - rollback %) /100
Oki, got some more info now, based on the fana info i might be able to put slow% into formula as well. Im on phone now, so no excel.
This post was edited by gel87 on May 13 2021 04:28pm