[1.0] Interaction of Global speed and combat speed
Moderator: Moderator
Re: [1.0] Interaction of Global speed and combat speed
Glad I'm not the only one totally confused. The speed system in general could use some work, and the random +7% speed increases from random items are really annoying. It all serves to make it harder to predict what's actually going to happen next turn.
Re: [1.0] Interaction of Global speed and combat speed
It's quite possible to convert weapon delay to a positive value, at least, for display purposes.
Simply have the delay value be displayed on the weapons as 100/(delay) speed. 80% would display as 125% Attack Speed, for instance, which is accurate, since you get five attacks in the same span you normally would get four.
This would make all values higher=better.
Simply have the delay value be displayed on the weapons as 100/(delay) speed. 80% would display as 125% Attack Speed, for instance, which is accurate, since you get five attacks in the same span you normally would get four.
This would make all values higher=better.
Re: [1.0] Interaction of Global speed and combat speed
Or else rename "attack speed" to "attack time" (which is also accurate).
Re: [1.0] Interaction of Global speed and combat speed
It is hard to predict when you get your next turn in the system, but otherwise the system is easy to understand.
Example:
You have a +2% global speed mod putting your global speed to +102%, and you have all other speed mods at 100%. You encounter an enemy with 100% all speed mods. Simply every time you do a move, the enemy gets a move of its own, EXCEPT for once in 50 turns, when you get two turns in a row. If your global speed was +200%, you would get two moves for each of the enemy's one move.
As per the "temporal energy" example above, the temporal energy goes as follows:
-> temporal energy gain: 102 vs 100
-> you have more energy, your move (-100 temporal energy)
-> 2 vs 100
-> enemy has more energy, their move (-100 temporal energy)
-> 2 vs 0
-> no one has enough energy to move
-> temporal energy gain: 104 vs 100
-> etc etc 106 vs 100, 108vs100 until 50 turns pass and it's 200 vs 100, when:
-> you have more energy, your move
-> 100 vs 100
-> you move again
-> 0 vs 100
-> enemy moves
-> 0 vs 0
-> energy gain: 102 vs 100 (loop starts over)
This system is then extrapolated when there are multiple enemies. Whenever something has a faster global speed, every now and then it gets one move more before another unit does.
Projectiles are treated identically to any other unit, only their global speed is way higher than that of a normal character.
If your move speed or attack speed is more than 100%, whenever you do a move/attack, you can multiply it with your global speed to get how fast you perform that said move. For example, if you have a move speed of 200% and your global speed is 150%, when moving your effective global speed is 2.0*1.5*100 = 300%, so you can move three tiles for each enemy 100% global speed action.
Very difficult to predict when you get your extra actions though.
Example:
You have a +2% global speed mod putting your global speed to +102%, and you have all other speed mods at 100%. You encounter an enemy with 100% all speed mods. Simply every time you do a move, the enemy gets a move of its own, EXCEPT for once in 50 turns, when you get two turns in a row. If your global speed was +200%, you would get two moves for each of the enemy's one move.
As per the "temporal energy" example above, the temporal energy goes as follows:
-> temporal energy gain: 102 vs 100
-> you have more energy, your move (-100 temporal energy)
-> 2 vs 100
-> enemy has more energy, their move (-100 temporal energy)
-> 2 vs 0
-> no one has enough energy to move
-> temporal energy gain: 104 vs 100
-> etc etc 106 vs 100, 108vs100 until 50 turns pass and it's 200 vs 100, when:
-> you have more energy, your move
-> 100 vs 100
-> you move again
-> 0 vs 100
-> enemy moves
-> 0 vs 0
-> energy gain: 102 vs 100 (loop starts over)
This system is then extrapolated when there are multiple enemies. Whenever something has a faster global speed, every now and then it gets one move more before another unit does.
Projectiles are treated identically to any other unit, only their global speed is way higher than that of a normal character.
If your move speed or attack speed is more than 100%, whenever you do a move/attack, you can multiply it with your global speed to get how fast you perform that said move. For example, if you have a move speed of 200% and your global speed is 150%, when moving your effective global speed is 2.0*1.5*100 = 300%, so you can move three tiles for each enemy 100% global speed action.
Very difficult to predict when you get your extra actions though.
Re: [1.0] Interaction of Global speed and combat speed
Just read the first page of this and have to say, I appreciate the very clear explination of the maths! I usually play without such knowledge as often it is put out in an uneccesarly convoluted way but anyways great explination