Talk:FPowerAttackDelay
Revision as of 08:54, 30 July 2009 by imported>DragoonWraith
EDIT: The formulae seem to be pretty accurate, although they vary depending on a few factors. I'm doing more tests to confirm some numbers and if I get something new, I'll bring it up! First test shows pretty consistently that 75% of the attack time elapses before the hit registers, useful if you need advanced hit detection in your scripting. Sabar 03:22, 30 July 2009 (EDT)
- Using some timing scripts I'm getting significantly more accurate values with changing the normal hit ratio from 1/2 to 2/5 and changing the power attack ratio from 3/2 to 11/9 (or 6/5 approx.). Swings from a weapon with a speed of 0.81 produce a swing delay of ~0.47 seconds, when it is predicted to be 0.6172 seconds with the current formula. A small difference, but it becomes significant over the long run when you need a script to stay in sync with rapid swinging. The power attack formula was quite close but also a bit too long, with a 6/5 or 11/9 ratio producing near exact matches to the swing time.
- I've edited the page in leiu of my research. If anyone can contradict my findings and has better values, go for it! Sabar 04:07, 30 July 2009 (EDT)
- I certainly don't have any contradicting evidence. Good stuff! This is very useful for a lot of things; I myself have wanted this information, but have been far too lazy to actually test all the timings. Nice.
- I wonder if these numbers can be found in the animation itself, though. If so, that may change these numbers for non-standard animations.
- Dragoon Wraith TALK 09:54, 30 July 2009 (EDT)