Two questions about SPEED!!

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RobotDrZaius
Posts: 4
Joined: Tue Jan 27, 2015 10:37 pm

Two questions about SPEED!!

#1 Post by RobotDrZaius »

Hey all! Newbie here, just lost my 2nd character (rather embarrassingly), and it raised two questions.

First - how do projectiles work in relation to enemy movement? Playing an Arcane Blade, I have a Fire spell with 2000% travel speed. Yet it will sometimes be "dodged" by enemies who sidestep it, even in relatively close range. What determines this? When does the spell "go off" in relation to the enemy's turn/movement? Is there any way to know how to anticipate this?

Second - I got killed by a Skeleton Warrior in Trollmire (ugh! so n00b), who moved AND attacked me in the same turn (he was up and left from me, i moved down and right and died). I inspected him after and saw his speeds were all 100%, same as mine (no status effects on either of us). How is this possible? Did he use "Rush" or the like? The combat log did not state as much. Wouldn't an opponent with 100% global and attack speed not be able to execute a move AND an attack?

Thanks all! I know it's me and not the game, but I do want to understand it better :)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Two questions about SPEED!!

#2 Post by HousePet »

Speeds can be a bit confusing in this sort of game. An important think to understand is that for every turn you make, the game has run for 10 ticks. These ticks are when entities can have a turn, if they have accrued enough 'energy'. This energy is gained each tick based on the entities global speed.
So the Flame projectile for instance, moves 2 tiles per tick. Since a creature could get a turn on one of the ticks between the projectile being fired and it hitting them, they could step to the side (or backwards, bloody snakes) to avoid being hit.
Identifying when they will be able to do this is basically impossible, but if you reduce the distance between you and the target, it is less likely.

As for the Skeleton Warrior, those are just bastards for starting characters, but I'm not sure how it did that. Unless your movement speed is slower than normal.
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edge2054
Retired Ninja
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Joined: Fri May 28, 2010 4:38 pm

Re: Two questions about SPEED!!

#3 Post by edge2054 »

Does stun still reduce movement speed? Those guys love to stun.

StarKeep
Uruivellas
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Location: Turtlemire

Re: Two questions about SPEED!!

#4 Post by StarKeep »

Pointing out that the move + attack thing commonly happens to myself as well.

Without being stunned.

Having to work around that was bothersome, but I never thought to report it, thinking it was... well, just part of the game.
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Zicher
Thalore
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Re: Two questions about SPEED!!

#5 Post by Zicher »

edge2054 wrote:Does stun still reduce movement speed? Those guys love to stun.
It does, and quite severely - it cuts your movement speed in half (according to the Wiki, at least).
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Jurriaan
Wyrmic
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Joined: Mon Mar 25, 2013 9:39 am

Re: Two questions about SPEED!!

#6 Post by Jurriaan »

It'd be pretty awesome if there was some 'What happened' key that would write everything that
happened for the last 5 turns per tick in the log:

tick 0.0: character X fired bolt
tick 0.1: snake moved to 3,2 from character X
...
tick 0.9: nothing
tick 1.0: character X not stunned anymore
tick 1.1: nothing
tick 1.2: snake moved to 3,3 from character X

and so on. Issued about double moves keep cropping up and they're pretty hard to debug, it appears.

HousePet
Perspiring Physicist
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Re: Two questions about SPEED!!

#7 Post by HousePet »

Hopefully things will be better after this huge 1.3 bugfixfest.
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0player
Uruivellas
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Re: Two questions about SPEED!!

#8 Post by 0player »

Not really, HousePet. The commit which fixes the issue will probably not get accepted.

HousePet
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Re: Two questions about SPEED!!

#9 Post by HousePet »

:?
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Dracos
Archmage
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Re: Two questions about SPEED!!

#10 Post by Dracos »

Huh, I always thought the Move and attack thing with enemies was intentional. They generally punished escaping, even with same speed. Only having a move boost allowed escaping it.
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