Difference between revisions of "Aspd / Apm"

From Project Einherjar
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==== Apm Rate ====
 
==== Apm Rate ====
 
* Rate = % Aspd From Items and Passive Skills<sup>These Multiply Each Other</sup>
 
* Rate = % Aspd From Items and Passive Skills<sup>These Multiply Each Other</sup>
* Rate += Staking % Aspd<sup>These Multiply Each Other</sup>
+
* Rate += Stacking % Aspd<sup>These Multiply Each Other</sup>
 
===== If No Quagmire =====
 
===== If No Quagmire =====
* Rate += Non Staking % Aspd
+
* Rate += Non Stacking % Aspd
 
* Rate += Berserk or Madness Cancel % Aspd
 
* Rate += Berserk or Madness Cancel % Aspd
  

Revision as of 12:36, 8 August 2022

Preamble

These are tentative changes that can be reverted or adjusted at any time. There is a Config Setting that lets us revert this without resetting server if balance is too far off.

Goals

  • Make the UI more intuitive by changing Aspd (Attack Speed) -> Apm (Attacks Per Minute)
  • Weaken % Aspd Stacking but Still Viable
  • Buff Agi and Dex
  • Decrease Aspd Curve
  • Give granularity and control to Dev team

Knock Down Effects

  • Early Apm is easier to obtain
  • Max Apm is harder to obtain
  • More Complex Calculations
  • Increase power of Apm Cap breaking

Current Apm Formula

  • Min Apm = 15
  • Max Apm = 300Without Breaking Limit
  • Total Apm = calc(Base Apm) * calc(Apm Rate) / 100 + calc(Apm Rate)
  • Final Apm = Total Apm * Free Cast Penalty / 100

Base Apm

  • Base = Weapon Apm
  • Base += Base Aspd
  • Base += Base * (Agi + Dex / 4) / 100

Apm Rate

  • Rate = % Aspd From Items and Passive SkillsThese Multiply Each Other
  • Rate += Stacking % AspdThese Multiply Each Other
If No Quagmire
  • Rate += Non Stacking % Aspd
  • Rate += Berserk or Madness Cancel % Aspd
Apm Rate Stacking
  • Each % Aspd Bonus increases all previous % aspd bonuses
  • Example, +7 +7 + 10 + 25 +25
  • Rate = 7
  • Rate = 7*1.07 + 7 = 18.9
  • Rate = 18.9*1.1 + 10 = 30.7
  • Rate = 30.7*1.25 + 25 = 63.3
  • Rate = 63.3*1.25 + 25 = 104.1
  • Total % Apm = 104.1% Bonus