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Khorath

No Effect of +% Movement Speed?

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Posted (edited)

"Yes, this type of "movement" is neither running nor walking so it is not capped (as far as I know). But it might be more difficult to produce consistently fast movement in this way, in the sense that the camere cannot follow for a long period of time and one actually leaves the part of the screen, where objects are already rendered. Normally the camera "catches up" after some time. But with low enough reg time it might be possible, if one zooms out far enough (probably requires appropriate settings in optionsCustom.txt)." (quoted Eru)

You are right again. I had custom camera-settings at that time... it is nearly impossible to do so without a greater zoom-distance.

Edited by Khorath
Failed to quote correctly
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Posted
2 hours ago, Eru said:

Yes, this type of "movement" is neither running nor walking so it is not capped (as far as I know). But it might be more difficult to produce consistently fast movement in this way, in the sense that the camere cannot follow for a long period of time and one actually leaves the part of the screen, where objects are already rendered.

Cheating is always a solution... So in the Diablo 2 Fallen mod the "barbarian" class, which is basically a reworked shadow warrior can use its jump skill with infinite distance. So all you got to do is turn the camera low and aim faaaaaar away and you'll just jump out of the active game zone. For example. you could jump from the dryad island harbour over to the turtle island with the poison lord... The game will lag a bit and then the camera will catch up and everything is fine again. The jump doesn't take extra time for the extra distance, so it's definitely the fastest possible movement in the game that doesn't involve some kind of portal. 
But as jumping is neither walking nor running I don't see it at all connected to this speed cap discussion... It is certainly waaay faster then the speed cap discussed here.

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Posted
On 11/19/2024 at 8:18 AM, Khorath said:

Hello dear forum-members,

we are coming closer... I have tested the speeds of all characters (only on foot) over the usual distance:

If I change the movespeed value of a charactertype in the creatureinfo.txt to a value equal to the speedcap of 250 divided by the numbers Eru provided, all characters need (more or less) exactly 16.40s for the same distance. At that value +% movespeed-items or skills no longer have any effect (apart from making the running animations faster).

The values I used in the creatureinfo.txt are marked orange in the table below. (The gray values are the values from the unchanged file.)

This seems to confirm, that there is indeed a speed-cap of 250 for all characters, but (maybe due to animation-considerations) each type of character needs a different speed-value in the creatureinfo.txt to reach the cap.

Speedcap-Test.JPG

Thank you for doing the tests! At least for characters on foot this seems to settle the question. And it allows us to finally answer the following question:

On 10/31/2024 at 5:11 AM, SLD said:

That would already put vanilla characters over the cap with movespeed gear, right?
190x1.5=285>250? :connie_xmas-moose:

Or is the 250 cap a pre bonus one and the 300 post bonus?

Actually no, at least on foot. Here, everyone seems to have a real base speed of ~160, which (barely) does not suffice. In the mounted case it should be quite different though, and most of the characters should hit the cap. 

Although I am not quite sure the factors I gave for the mounted case are correct and whether they apply to both horses and special mounts or only to one of them.

 

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