Difference between revisions of "Talk:FPowerAttackDelay"

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660 bytes added ,  03:07, 30 July 2009
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imported>Sabar
imported>Sabar
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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.  [[User:Sabar|Sabar]] 03:22, 30 July 2009 (EDT)
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.  [[User:Sabar|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. [[User:Sabar|Sabar]] 04:07, 30 July 2009 (EDT)
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