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[Guides] Details on ATK SPD approximation

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#31
Posted on 4/29/14 1:14:07 AM | Show thread starter's posts only

(114523561) replied at 4-17-2014 12:33 PM
People don't like to read it seems
The hero base atk speed is 1000, pd buff once increase spd by 40% ...

open the doc and look at the chart

3/5 berserk 8/9 PD caps off at 12 procs

5/5 berserk 9/9 PD also caps off at 12 procs, it just gets there a little bit faster

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#32
Posted on 4/29/14 10:29:12 AM | Show thread starter's posts only

Geoff_Nelson(11 replied at 4-29-2014 01:14 AM
open the doc and look at the chart

3/5 berserk 8/9 PD caps off at 12 procs

If you use the document they both cap off at 6...

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#33
Posted on 5/15/14 11:14:54 PM | Show thread starter's posts only

I don't get this though...I have seen a 1/5 berserk hero hit faster than a hero without berserk, is this for real?

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#34
Posted on 6/25/14 8:52:28 PM | Show thread starter's posts only

So if the ninja had 5/5 berserk what would the outcome be for that?

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#35
Posted on 6/26/14 5:00:29 PM | Show thread starter's posts only

Just noticed this thread, good stuff, thanks.

I was about to ask where you got the formula  1 / (1+speed%) rounded up, then I saw this.
guoyuus  TW admin posted it http://bbs.sns.igg.com/forum.php ... 1322&extra=page%3D1   Post time 5-17-2014 12:49 PM


OK so I can't read that at all, so please tell me, is the admin posting this somebody who would really know the inner workings of CC? Or just a web site admin?

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#36
Posted on 6/26/14 5:01:48 PM | Show thread starter's posts only

The rounding up sucks, but now that I think about it not surprising. Most things in this game work on a cooldown timer, so every 100 ms the battle program looks at all units with a target in range, and ticks 100 off its timer or calcs its attack if the timer is 0. If the unit has 1 to 99 on the timer the timer becomes 0, it doesn't get an attack.

The "animation delay" discussion is interesting. Not sure what it means, the time it takes to animate an attack shouldn't effect this timer, and doesn't seem to in the obvious cases (i.e. long range arrow). But there does seem to be extra delay for some heroes some or maybe all times. Also, it's possible this error delay effects sporadically, so attacks might come with delays 1000, 1100, 1100, 1000, 1100, 1100, etc, allowing us to observe non-integer (multiples of 100 ms) averages.

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#37
Posted on 7/2/14 12:37:08 PM | Show thread starter's posts only

Idk if they asked this, and I was lazy to read all replies, Idk know how to do this math very well, but if in the case of reaper with 2/5 berserk (or 5/5 since it seems that after (8/9 celebrate doesn't matter much if it its 2/5 or 5/5) how much would be his attack speed or is 600 the limit?

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Sweeping i4-10 and HBM T.
#38
Posted on 7/12/14 6:18:38 AM | Show thread starter's posts only

Edited by ChunderGod at 7-13-2014 12:51 AM

I made an ugly modified version of what it might look like now if attack rounding is changed to 200ms periods

Google docs link

PD stack sim modified

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#39
Posted on 7/12/14 10:18:35 AM | Show thread starter's posts only

Dont know if it works correctly because the PD stack difference goes crazy at 8/9?
200ms timing isnt getting past 3 stacks?

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#40
Posted on 7/16/14 3:23:57 PM | Show thread starter's posts only

Edited by gruszy at 7-16-2014 03:25 PM

Your updated doc is correct, matches what I found.  It looks like you can't get stacks past 3 without Cupid.  With Cupid the stacks can get higher.

I'll try to find the doc with the cupid procs added in and post it later


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