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Nov 4 2021 11:39am
I like to add some info:

Testing seems to show that when ever you hit an even frame, like the examples here, it does not round up. It stays.
https://forums.d2jsp.org/topic.php?t=88216267&f=87&o=50

There might be an ceiling function i Excel who does this.
I can update the eias breakpoints later, as only 2 scenario are tested so far.

I know the regular 9frames trap laying is one of theese.
So if any1 can test if there is difference between 60eias and 61 eias traplaying speed that would be great:
16/(1+(60/100))-1 = 9 (blank)
16/(1+(61/100))-1 = 8,94 (this is what the old eias tables say)

Example -45 wsm:
Ias needed:
120*(60-0+-45) / (120-(60-0+-45)) = 17,14
120*(61-0+-45) / (120-(61-0+-45)) = 18,46

(the old 9fpa trap was always listed as 61eias, and 19ias with -45wsm setup)
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Nov 5 2021 11:22am
So what do you know that has changed in D2R?

So far:
1) All -resist works like conviction
2) firewall stronger (why? Someone suggested hit box change)
3) seems like you're saying attack speed calculation changed for shapeshift/skill ias? (How/what? If you could break down the key changes?)
4) you said zeal/smite/charge no longer uninterrupted?
5) you suggested next delay is removed? This has big implications like volcano you listed, but also wake of fire, strafe, etc.

Anything else? I've been in a cave :ph34r:
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Nov 5 2021 01:50pm
Quote (gel87 @ Oct 29 2021 10:26pm)
Ye, most likely, but wsm bug lasted 20 years in d2, FarCast lasted like 17-18 years.
This is not very OP when it comes to balance i think. (maby a little on assa)


Also for wolfbarb (or druid as well), feral rage attack rate would be equal to the frames serial formula? (As you listed for fury)?
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Nov 5 2021 01:51pm
Quote (rabidfruits @ Nov 5 2021 08:50pm)
Also for wolfbarb (or druid as well), feral rage attack rate would be equal to the frames serial formula? (As you listed for fury)?


Yes, FramesWolfPaw.

The only change is the missing 75cap on eias.

However you must use barbs wep type and animation speed.

Refer to how i did with assa bear.

This post was edited by gel87 on Nov 5 2021 02:05pm
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Nov 6 2021 06:13pm


me not understanding at all until calculators come out
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Nov 6 2021 06:29pm
Does this affect whirlwind at all? Can certain weapons hit a new breakpoint now?
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Nov 6 2021 08:02pm
Quote (xzentix @ Nov 7 2021 01:29am)
Does this affect whirlwind at all? Can certain weapons hit a new breakpoint now?


I dno, wirlwind is calculated different:
Wsm - wep ias = eias.
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Nov 6 2021 08:54pm
Quote (gel87 @ Oct 29 2021 12:39pm)
Hi, I need some help to test if the attack frame formulas are correct. And that the EIAS/Speedincrease cap removal is only change.

General:
EIAS = [(120*IAS)/(120+IAS)] + SIAS - WSM
IAS needed to reach EIAS breakpoint = [120*(EIAS- SIAS + WSM))/(120-(EIAS - SIAS +WSM)]
SIAS = Skill IAS (FANA/BOS/FRENZY)
WSM = Wepon's internal speed. (ref arreat summit)
[ ] = RoundDown, written like this in excel: ROUNDDOWN((FormulaToRoundDown);Number of decimals)
{ } = RoundUp, written like this in excel: ROUNDUP((FormulaToRoundUp);Number of decimals)

Laying traps:
FPA = {16/(1+(EIAS/100))}-1
Which gives EIAS breakpoints:
EIAS -- FPA
0 -- 15
8 -- 14
15 -- 13
24 -- 12
34 -- 11
46 -- 10
61 -- 9 (used to stop here)
78 -- 8
101 -- 7
129 -- 6
167 -- 5
221 -- 4

Dragon talon:
Initial kick:
={13/(1+(EIAS/100))-1}
Which gives EIAS table:
EIAS -- FPA
0 -- 12
9 -- 11
19 -- 10
31 -- 9
45 -- 8
63 -- 7 (used to stop here)
86 -- 6
117 -- 5
160 -- 4
225 -- 3

Follow up/serial kick:
Here we deal with 50% rollback animation.
So [13/2]*0,5 = 3
={3*256/[208*(1+(EIAS/100))]}

EIAS -- FPA
0 -- 4
24 -- 3 (used to stop here)
85 -- 2
270 -- 1

(i was told autoWSMbug works in D2R. Which means u can WSM bug a Runic(-30WSM) with a WarFist(+10WSM) who adds dex to wear runic. Which would result in a hefty WSM) :
95 ias, 57bos SIAS = 160 EIAS then.
120ias, 57bos SIAS = 167 EIAS then.

Dragon claw is maby different, i havent checked yet. But A1 Claws and A2 Claws animspeed etc = 208. Which means we cannot shorten formula. I i must have a look later.
https://www.mannm.org/d2library/faqtoids/animspeed.html
https://www.mannm.org/d2library/faqtoids/ias_eng.html

Shapers:
Shapers has 1 human animation speed and 1 shaped animation speed, both are handeled when it comes to calculating attack speed.
So here we need to use full formula. The human shape makes a change in AnimSpeed.

Frames pr Direction and AnimRate:
AnimRate & WeponBase: Ref. https://www.mannm.org/d2library/faqtoids/animspeed.html
So AnimRate here does vary by wep and class. Usually animrate is 256, but it may differ, like forexample assa with claw/claws its 208.
WSM IS INVERTED IN THIS FORMULA!!!! (WSM * -1) prior to using it.

NeutralFrame(NU):
NU WereWolf: 9
NU WereBear: 10

Werebases:
- For the wolf and bear forms the A1 (right paw swing)and A2 left paw swing) sequence are their normal attack length WereBear=12, WereWolf=13.
- For the S3 sequence (biting attack animation) the lengths are WereBear=10, WereWolf=10. (sound of bear is 13 ^^)
- (MadeUpWord-->)AnimRate1 = 100, unless chilled where it becomes 50. Im unsure about how the rest of the slow acts, if it's directly subtract to AnimRate1, or if it is a subtract to WSM or SIAS.
Anyway, it should work the same. But if max slow ammount is 100(chilled + 50% from either skills(golem/hf) or items(Gleglaws etc). If the total ammount of slow can be more than 100, then i would assume
that: Chilled subtracts to AnimRate1, SkillSlow Subtracts to SIAS, ItemSlow subtracts to WSM. And that each is max 50%. But this is just guesses, hope some1 can explain me the max values of slow.

Shape Formulas:
Delay = [256*(WeaponBase) / [(weapon ias+wsm+100)*AnimRate/100]]
Anim speed = [NU * 256 / delay]
Speed increase/EIAS = [120 * ias / (120 + ias)] + skill ias + wsm *(IAS is both wep and gear as usual formula)
FramesSerial = {256*7/[(AnimRate1 + Speed increase)/100*Anim speed]}
Frames WolfPaw = {256*13/[(AnimRate1 + Speed increase)/100*Anim speed]}- 1
Frames Biting = {256*10/[(AnimRate1 + Speed increase)/100*Anim speed]}- 1
Frames BearPaw = {256*12/[(AnimRate1 + Speed increase)/100*Anim speed]}- 1

* Fury use FramesSerial for his 4 first attacks, then WolfPaw for the last attack.
* AnimRate for Werewolf/Werebear is not listed as 256, but we use 256. AnimRate for human shape we use the listed for AnimRate and WeponBase.
Example: Assa Wielding a claw: AIA1HT1 -- WeponBase(Frames pr direction) 11 -- AnimRate 208.

* Formula with example(fury druid, using eth tomb reaver 100ias(10 WSM which becomes -10 in formula), lvl 33 werewolf(75 SIAS), 10 gear ias(not needed for breakpoint) :
Delay = [256*(17) / [(100+-10+100)*256/100]] = 8
Anim speed = [9 * 256 / 8] = 288
Speed increase/EIAS = [120 * 110 / (120 + 110)] + 75 + -10 = 122 (this would be 75 in d2lod)
FramesSerial = {256*7/[(100 + 122)/100*288]} = 3
FramesPaw = {256*13/[(100 + 122)/100*288]}- 1 = 5
Resulting in a 3/3/3/3/5 frame attack.
25/3 = 8,33 attacks pr sec
25/5 = 5 attacks pr sec
(8,33*4+5)/5 = 7,66 attacks pr sec.

* Formula with example(Bear Assassin, using Runic Claw 100ias(-30 WSM which becomes 30 in formula), lvl 36 Bos(57 SIAS) + lvl 15fana merc (33 SIAS) + 140 GearIas:
Delay = [256*(11) / [100+30+100)*208/100]] = 5
Anim speed = [10 * 256 / 5] = 512
Speed increase/EIAS = [120 * 240 / (120 + 240)] + 90 + 30 = 200 (this would be 75 in d2lod)
Frames BearPaw = {256*12/[(208 + Speed increase)/100*Anim speed]}- 1 = 1 FRAME! 25 attacks pr second. On regular D2LOD this would be 3 frames.

Somebody want to test a little for me? :)
I dont have gear or hero editor xD

What i would love to test first is:
Stormlash 45ias(socet with 15ias jool) + 35 gear ias + level 20 werewolf (68 EIAS):
This should give 5/5/5/5/7 frames fury.
Stormlash 45ias(socet with 15ias jool) + 40 gear ias + level 20 werewolf (68 EIAS):
This should give 4/4/4/4/7 frames fury.
Stormlash 50ias(socet with shael) + 15 gear ias + level 20 werewolf (68 EIAS):
This should give 4/4/4/4/7 frames fury.
Stormlash 50ias(socet with shael) + 20 gear ias + level 20 werewolf (68 EIAS):
This should give 4/4/4/4/6 frames fury.

I can add more stuff later. Claw/frenzy/double throw/ama/smiter/zerk etc..

Theese are interesting times.
Firewall deals massive dmg. Maby spells with next delay has been buffed to less/none next delay? This would make volcano epic! Any1 did some tests? :)


IF Stephen Hawking Played D2
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Nov 7 2021 08:28am
Quote
Follow up/serial kick:
Here we deal with 50% rollback animation.
So [13/2]*0,5 = 3
={3*256/[208*(1+(EIAS/100))]}

EIAS -- FPA
0 -- 4
24 -- 3 (used to stop here)
85 -- 2
270 -- 1


A slight fuck up here lol xD i have a been using a to old site for assa referance.

Serial kicks:
4 / (1+(eias/100))

EIAS - - FPA
-20 - - 5
0 - - 4
34 - - 3
100 - - 2
Next break is impossible. Even 100 skill ias, - 50wsm and 50000ias wont give u this.
Member
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Nov 7 2021 08:39am
Quote (gel87 @ Sep 13 2021 10:56pm)
So if we assume speed increase maxed out at 75%.
EIAS = ((120*Ias)/(120+Ias)) - WSM + Skill_ias - Slow
Eias = ((120*92)/((120+92)) - 10 + 33 - 0
EIAS = 75

AnimationLenght = How many frames between each shot.
AnimationLenght = {14/(1+(Eias/100))-1}
AnimationLenght = {14/(1+(75/100))-1}
AnimationLenght = 7

Attacks pr second = 25/AnimationLenght
Attacks pr second = 25/7
Attacks pr second = 3,57

Action frame = On which frame the shot is actually fired
ActionFrame = RoundUp(6/(1+(Eias/100))-1;0)
ActionFrame = RoundUp(6/(1+(75/100))-1;0)
ActionFrame = 3


Ama using bow.

EIAS breaks:
EIAS - - FPA
0 - - 13
8 - - 12
17 - - 11
28 - - 10
40 - - 9
56 - - 8
75 - - 7
100 - - 6
134 - - 5

Ama using throw jav:
{16 / (1+(Eias/100))} - 1
EIAS - - fpa
0 - - 15
7 - - 24
15 - - 13
24 - - 12
34 - - 11
46 - - 10
60 - - 9 (calc claim this is 61...)
78 - - 8
100 -- 7
129 - - 6
167 - - 5

This post was edited by gel87 on Nov 7 2021 08:58am
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