Popular Post Eru 51 Posted November 7, 2024 Popular Post Posted November 7, 2024 (edited) 12 hours ago, Khorath said: Sorry. I'm afraid I did not understand this completely. What did you exactly mean with 'balance.txt cap'? I know the 'SkillAttackSpeedQuot' and 'SkillMoveSpeedQuot', but they don't seem to be a 'cap' in the way they function... Is there another cap in the balance.txt? By the balance.txt cap I refer to the values SpeedMin (default 500) and SpeedMax (default 1500) from balance.txt. They act as a cap for the for the speed factor (I.e. the percentage of move/attack/cast speed you have). Bonus_Speed_Limit increases the value SpeedMax, I.e. the upper bound for the speed percentage (which you refer to in the segment quoted below), but not the hidden cap to movespeed which is applied afterwards. 11 hours ago, Khorath said: The test results are as follows: Runspeed = 250 (in the creatureinfo.txt ) with 100% Movespeed in game: ca. 19,30s for the set distance Runspeed = 250 (in the creatureinfo.txt ) with 150% Movespeed in game: ca. 16,40s for the set distance Runspeed = 250 (in the creatureinfo.txt ) with 175% Movespeed in game: ca. 16,40s for the set distance (no further increase) Thank you for doing the tests, this is very helpful! I have found an explanation for this discrepancy: The hidden cap is still 250 (in both CM patch and EE at least). But the function "cTypeMgr::getSpeedFactorHack" does not actually give you 1. I only had a short look at this and did not do any thorough tests, so thank you for spotting this. I still do not quite know how the function works but it seems to give you a number depending on the type of the moving character. The possible values are: 0.8421053 1.222222 1.000000 0.7857143 1.032258 1.090909 1.103448 1.571429 From your observations the value 0.8421053 seems to fit the best. Then you have 300*0.8421053 = 252.63159 ~ 250 which would explain the observed cap. I.e. the real cap (for the value in creatureinfo.txt) would be 250/0.8421053 = 296.874987. And this would also mean that a run speed of 250 in creatureinfo.txt would actually be only approximately 210 real in game movement speed, in this case. The value of 0.8421053 corresponds to type 1. Unfortunately, I do not know which type number corresponds to which actual creature type, I.e. I do not know what type 1 actually is. Where you on foot or mounted? This might be relevant here and on the one hand affect how fast you actually move (compared to the value in creatureinfo.txt) and on the other hand how much of a percentage bonus you need to reach the hidden cap. 12 hours ago, Khorath said: BTW: There are a few ways of moving faster than the cap even in vanilla: Assailing Somersault for example. It let's you jump / skip parts of the map, so that the camera can't follow correctly. It even produces separate explored spots in the fog on the unexplored map rather than continous clearance... 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). Edited November 7, 2024 by Eru Khorath and gogoblender 1 1
Popular Post Khorath 49 Posted November 7, 2024 Author Popular Post Posted November 7, 2024 (edited) Thanks for the clarification. So the Bonus_Speed_Limit increases the SpeedMax (default 1500) from balance.txt by a certain amount. This is the effect used in the Inquisitor's CA 'Frenetic Fervor' as far as I can tell. Contrary to what is stated in the wiki it should affect attack & cast speed instead of just attack-speed. In any case movement-speed(s) should be unchanged by this. Your findings are really interesting. The 'type 1' you mentioned is most probably not the type of the creature in the creatureinfo.txt - correct? It would be pure coincidence, because the seraphim character has type = 1 in the creatureinfo.txt. All tests I did were done on foot. The +% movespeed was derived from either equipment or the buff 'Dashing Alacrity'. It would be very hard to test if the real cap corresponds to a speed of 296.874987 in the creatureinfo.txt, because this value is so close to 300, that I cannot confidently exclude some measuring inaccuracy. Yesterday I didn't run with other character types than the Seraphim, but I conducted tests with other characters before. I do not remember the exact speed-values in the creatureinfo.txt for them all, but I do remember, that no character was able to beat the distance faster than the 16.40s, no matter how much +% movement they got. Edited November 7, 2024 by Khorath Eru and gogoblender 2
Khorath 49 Posted November 7, 2024 Author Posted November 7, 2024 (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 November 7, 2024 by Khorath Failed to quote correctly gogoblender 1
SLD 525 Posted November 7, 2024 Posted November 7, 2024 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. Khorath 1
Popular Post Eru 51 Posted November 13, 2024 Popular Post Posted November 13, 2024 (edited) On 11/7/2024 at 12:23 PM, Khorath said: The 'type 1' you mentioned is most probably not the type of the creature in the creatureinfo.txt - correct? It would be pure coincidence, because the seraphim character has type = 1 in the creatureinfo.txt. That is a promising idea. If it is true, I guess the hidden movement factors should be: This would also explain why I thought that the factor is 1, as I only tested it with the High Elf. One should be able to check this for all the characters by measuring the time they need for your test distance, even without any run speed modifiers. Edit: As @Maneus pointed out, the values in the mounted column of the above table, are actually not used in case you are mounted but, instead, correspond to the on foot walk speed. Edited March 18 by Eru gogoblender, SLD and Khorath 1 1 1
Popular Post Khorath 49 Posted November 17, 2024 Author Popular Post Posted November 17, 2024 Eru, the hidden factors you found sound indeed promising. Really interesting!!! I will commence testing once I have a little bit of time. I hope, that I can measure the speed accurately enough to discern between the rather similar numbers. I will post here again soon... SLD and gogoblender 1 1
Popular Post Khorath 49 Posted November 19, 2024 Author Popular Post Posted November 19, 2024 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. SLD, Eru and gogoblender 2 1
Eru 51 Posted December 9, 2024 Posted December 9, 2024 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. 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? 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. gogoblender 1
gogoblender 3,776 Posted March 14 Posted March 14 Bumpety! Because of this topic here.. hoping this surfaces to all our online readers ALL the goodies being bounced around info goodies, no, no donuts guys! gogo
Popular Post Maneus 383 Posted March 14 Popular Post Posted March 14 There is a console command that can show more information about the mount: Quote print mountinfo The itemtype ID is 11023. The itemtype (from itemtype.txt): Spoiler newItemType = { -- standard info renderfamily = "RENDERFAM_TRANSPORT", renderprio = 0, family = "FAMILY_TRANSPORT", subfamily = "SUBFAM_TRANSPORT_HORSE", classification = "CLF_WARHORSE", flags = "FLAG_HASSOUND + FLAG_PERPENDICULAR1 + FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_BATTLEHORSE", -- 3d model + animation info model0Data = { name = "models/npc/ridingcreatures/Schlachtross/v_schlachtross@v2.GR2", surface0 = { mgr.surfGetID ("horse-v1_v"), mgr.surfGetID ("horse-v7_v") }, surface1 = { mgr.surfGetID ("tail-v1_v"), mgr.surfGetID ("tail-v7_v") }, user = "WEARGROUP_INVALID", }, -- logic bounding box logicBox = { minx=-14.105, miny=-64.385, minz=-0.397, maxx=12.667, maxy=34.193, maxz=84.194, }, dangerclass = 0, } mgr.typeCreate(11023, newItemType); The creature (from creatures.txt): Spoiler mgr.createCreature { id = 1680, itemtype_id = 11023, name = "Mount_battlehorse_3_v2_c7", behaviour = "Mount_generic", dangerclass = 0, groupmaxcount = 1, elite_creature_id = 1680, probabilityforelite = 0.000000, rank = 0, tenergy_creature_id = 1680, livesremaining = 0, unconscioustime = 20, palettebits = "1111111111111111", monstertype = 0, faction_id = 5, modelscale = 1.000000, rise_from_ground = 0, has_corpse = 1, has_soul = 1, can_strafe = 0, spells = { entry0 = { "mount_sturmangriff" }, entry1 = { "mount_sprung" }, entry2 = { "mount_aufbaeumen" }, }, } The creatureinfo (from creatureinfo.txt): Spoiler newCreatureInfo = { type = 11023, walkSpeed = 110, runSpeed = 240, fightDistMin = 75, fightDistMax = 85, gender = 1, agegroup = 1, validEquipSlots = "EID_RIDER + EID_STIRRUP + EID_CHEST", defaultSMType = SMT_DEFAULT, behaviour = "WildAnimal", hair1Itemtype = 0, hair2Itemtype = 0, hair3Itemtype = 0, hair4Itemtype = 0, hair5Itemtype = 0, hair6Itemtype = 0, tailItemtype = 11037, dangerClass = 0, eBloodEffect = "BLOODFX_RED", eq_fallback = { 11037, 11149 }, } mgr.creatureInfoCreate(newCreatureInfo); In creatureinfo we can see that: Quote walkSpeed = 110, runSpeed = 240, These parameters appear to be the base speed. I don't know if they are modified depending on the character. I'm testing on a high elf. To see the real speed (while mounted), we can use the command "print hero". One of the lines shows: With Riding at level 75, I see the following: The "speedfactor" is the exact ValueOfBonus from the riding skill (represented as a multiplier). But the real speed is indeed capped to 250. So I lowered the base speed to 150 and now see the following: We can conclude that the bonus from riding skill does increase the base speed by the stated percentage. Now, I cannot check every mount, but I assume that most of them are already near the cap. And that is the reason why the bonus from the Riding skill is not as impactful as it should be. @Sethi22 Can you check the speed of your hellhound? You can follow this guide. Sethi22 and gogoblender 1 1
Popular Post Sethi22 458 Posted March 14 Popular Post Posted March 14 (edited) 30 minutes ago, Maneus said: @Sethi22 Can you check the speed of your hellhound? You can follow this guide. Edited March 14 by Sethi22 Maneus and gogoblender 1 1
Maneus 383 Posted March 14 Posted March 14 (edited) 27 minutes ago, Sethi22 said: I'm looking through creatureinfo.txt for EE. There are many entries for a hellhound, but only two different variations in the speed: Quote walkSpeed = 120, runSpeed = 250, Quote walkSpeed = 150, runSpeed = 500, Judging by the "walkspeed" from the screenshot, you are using the second variation. Assuming that this base speed is multiplied by a special multiplier based on the character class, we get: Multiplier for the Shadow Warrior (while mounted): 0.7857143 RealSpeed = 500 * 0.7857143 RealSpeed = 392.85715 This is still way over the cap of 250. 27 minutes ago, Sethi22 said: This appears to be for a regular horse, not the hellhound. Isn't there more information below this? Like "special mount details"? Edited March 14 by Maneus Sethi22 1
Sethi22 458 Posted March 14 Posted March 14 Sorry, must have been the flaming horse, although it wasn't the active one, but it was the first. I sold it, it was a good for nothing beast anyway. Looked cool though... But now I get this, with the Havoc hound being my only mount:
Maneus 383 Posted March 14 Posted March 14 (edited) 11 minutes ago, Sethi22 said: Sorry, must have been the flaming horse, although it wasn't the active one, but it was the first. I sold it, it was a good for nothing beast anyway. Looked cool though... But now I get this, with the Havoc hound being my only mount: That is very odd. You're sure there is nothing else after these lines? Have you tried pressing Page Up and Page Down to scroll through the console? I'm asking, because when I do it, I see this: 1 hour ago, Maneus said: I assumed that the information for the "special mount" would be listed in the "special mount details". Edited March 14 by Maneus gogoblender 1
Popular Post Sethi22 458 Posted March 14 Popular Post Posted March 14 Well maybe because it's in the second slot for some strange reason? But no, this is the end of the line, it doesn't go on. Maybe because this beast is from the Jungle vendor? So not from a regular special mounts vendor, it's a special type you can only get there. gogoblender and Maneus 2
Maneus 383 Posted March 14 Posted March 14 (edited) I made a new Shadow Warrior, completed the quest for the unique mounts and purchased a Death Warrior Hellhound. The creatureinfo: Spoiler newCreatureInfo = { type = 12878, walkSpeed = 90, runSpeed = 250, fightDistMin = 75, fightDistMax = 85, gender = 1, agegroup = 1, validEquipSlots = "EID_CHEST + EID_RIDER + EID_STIRRUP", defaultSMType = SMT_DEFAULT, behaviour = "WildAnimal", specialmountfor = 3, hair1Itemtype = 0, hair2Itemtype = 0, hair3Itemtype = 0, hair4Itemtype = 0, hair5Itemtype = 0, hair6Itemtype = 0, tailItemtype = 0, dangerClass = 0, eBloodEffect = "BLOODFX_RED", eq_fallback = { 12882 }, } mgr.creatureInfoCreate(newCreatureInfo); The speed parameters: Quote walkSpeed = 90, runSpeed = 250, While mounted, "print hero" shows the following: I found a few oddities though. First: I buy a higher-level hellhound (for example, level 217). But after I reload the game, the hellhound reverts to level 201. This happens with or without the riding skill. Second: The "runspeed" parameter always shows 250. The "curspeed" parameter appears to be accurate, but you need to submit the console command while moving. Setting the base "runSpeed" to 200 and having a "speedfactor" of 1.150667 (from Riding Mastery, level 75) results in "curspeed" = 230.133347. Third, setting the base "runSpeed" too low (for example, 120) makes the hellhound always walk. There appears to be a threshold. The bonus from the riding skill can help overcome the threshold. It seems like that special multiplier is not applied here, or it has a different role. Edit: The parameter "runspeed" always shows 250 because I have Run Speed bonuses on my character. Strange, because these bonuses are for on-foot speed. Removing these bonuses makes it so the "runspeed" parameter shows the expected value. Edit2: Interestingly, the on-foot bonus that I use also increases the speed of the mount. But this bonus is not reflected in the "speedfactor" parameter. Edited March 14 by Maneus gogoblender 1
Sethi22 458 Posted March 14 Posted March 14 (edited) So, what does all this mean? That mine isn't a legit special mount? Just because I bought it in the jungle? And that no matter how I it, it will never go faster, right? Because it's capped. So I'm stuck with this slow, dumb beast that's not even a valid special mount. Great! Edited March 14 by Sethi22 gogoblender 1
gogoblender 3,776 Posted March 14 Posted March 14 4 minutes ago, Sethi22 said: So, what does all this mean? That mine isn't a legit special mount? Just because I bought it in the jungle? And that no matter how I it, it will never go faster, right, because it's capped? So I'm stuck with this slow, dumb beast that's not even a valid special mount. Great! why not try trouble shooting by buying mounts in different places... just to Occam's razor this from a good perspective... and then from there ...hmm not sure... maybe its sticky keyboard or bad presses gogo Sethi22 1
Maneus 383 Posted March 14 Posted March 14 (edited) I modified my hellhound's speed parameters like so: Quote walkSpeed = 90, runSpeed = 170, Without a bonus to Run Speed and without Riding Mastery I see this: The parameter "runspeed" is calculated properly and the "curspeed" matches the "runspeed". I equip a ring with Run Speed +50%. Now I see the following: This isn't a mistake. The mount immediately becomes faster the moment I equip the ring and immediately slows down once I unequip the ring. Without the ring, but with Riding Mastery at level 75. And now both with the ring and with Riding Mastery at level 75. While the "runspeed" parameter grows above the cap, the "curspeed" stops being affected by the ring's bonus. Edited March 14 by Maneus
Maneus 383 Posted March 14 Posted March 14 I lowered the base runSpeed from 170 to 169. Without the ring or Riding Skill: With the ring: The hellhound starts walking slowly...
Maneus 383 Posted March 14 Posted March 14 (edited) 2 hours ago, Maneus said: I buy a higher-level hellhound (for example, level 217). But after I reload the game, the hellhound reverts to level 201. This happens with or without the riding skill. This affects both regular horses and the special mounts. It appears to be some sort of cap on the maximum level of the mount. As a level 100 Shadow Warrior, I bought a level 110 Hellhound. The hellhound remained level 110 after a reload. I then edited my character to become level 200 and the hellhound is still level 110. At level 200, I bought a level 220 Nag. But after I reloaded the game, the Nag is now level 201. While a higher level Hellhound has a higher penalty to the regeneration, the other bonuses do not appear to be higher than at level 201. Once the hellhound reverts to level 201, the penalty drops, but the bonuses remain the same. Edit: I changed my character's level to 1. The hellhound is still level 110, and the Nag is still level 201. Edited March 14 by Maneus gogoblender 1
Popular Post Maneus 383 Posted March 14 Popular Post Posted March 14 The Seraphim creatureinfo: Spoiler newCreatureInfo = { type = 1, walkSpeed = 45, runSpeed = 190, fightDistMin = 12, fightDistMax = 16, gender = 3, agegroup = 3, validEquipSlots = "EID_WEAPON_R + EID_WEAPON_L + EID_SHIELD_L + EID_HELMET + EID_SHOULDER + EID_CHEST + EID_ARM + EID_HAND + EID_LEG + EID_BOOT + EID_WINGS + EID_BELT + EID_BELT_SKIRT + EID_JEWELERY_RING_1 + EID_JEWELERY_RING_2 + EID_JEWELERY_AMULET_1 + EID_ORB_1 + EID_ORB_2 + EID_ORB_3 + EID_ORB_4 + EID_ORB_5 + EID_ORB_6 + EID_ORB_7 + EID_ORB_8 + EID_ORB_9 + EID_ORB_10 + EID_ORB_11 + EID_ORB_12", defaultSMType = SMT_HERO, behaviour = "WildAnimal", hair1Itemtype = 73, hair2Itemtype = 544, hair3Itemtype = 11889, hair4Itemtype = 11890, hair5Itemtype = 12989, hair6Itemtype = 12990, tailItemtype = 0, dangerClass = 7, weight = 80, eBloodEffect = "BLOODFX_RED", eq_fallback = { 4357, 4358, 4359 }, } mgr.creatureInfoCreate(newCreatureInfo); The speed parameters are: Quote walkSpeed = 45, runSpeed = 190, From the "print hero" command I see: According to the information provided by @Eru, the seraphim has the following multipliers: 0.8421053 and 1.222222 If I multiply the base "walkSpeed" by 1.222222, then the result is 54.99999 (or 55). If I multiply the base "runSpeed" by 0.8421053, then the result is 160.000007 (or 160). This matches the output from the console command. So these special multipliers are for the walk speed and run speed. They are not for the mounts. Eru and gogoblender 1 1
Popular Post Maneus 383 Posted March 15 Popular Post Posted March 15 (edited) The speeds for the special mounts in the unmodded game are: Saber-toothed Tiger 50, 220 Hellhound 90, 250 Monitor Lizard 120, 235 Wind Serpent 80, 230 Shadow Spider 55, 210 Mobiculum 90, 245 Draconicon 110, 240 Ordered by "runSpeed": Hellhound 90, 250 Mobiculum 90, 245 Draconicon 110, 240 Monitor Lizard 120, 235 Wind Serpent 80, 230 Saber-toothed Tiger 50, 220 Shadow Spider 55, 210 The hellhound is already at the cap, so there is no benefit from having extra speed (Riding Mastery or Run Speed +X%). Actually, it might still be useful in case an opponent slows you. The Run Speed +X% bonus from the skill Speed Lore has no effect on mounts (regular or special). But the Run Speed +X% bonus from my ring does. It increases the "runspeed" stat (from the console command) by the stated percentage. Regular mounts, unlike special mounts, will not move faster because of this bonus. Their "curspeed" is not affected. But both regular and special mounts will start walking if their base speed is reduced. I'll do some tests to figure out how this threshold is determined. Here is some data for the ring: Spoiler newBlueprint = { id = 1807, name = "unlock_ring_taliamels", palettebits = "1111111111111111", dmgvariation = 0, minconstraints = {1,13,0}, lvljump = 1, usability = 0, allotment_pmfpi = {1000,0,0,0,0}, uniquename = "unique", specialuseonly = 0, bonusgroup0 = {402,2000,0,0,0}, itemtypes = {7152,}, wearergroups = {'WEARGROUP_DEFAULT',}, } mgr.createBlueprint(1807, newBlueprint); newBonusgroup = { id = 402, name = "SB_def_movespeed ", bonuslist = { 250,}, } mgr.createBonusgroup(402, newBonusgroup); newBonus = { -- name = "sb_def_movespeed", rating = 21, basedonskill = "SKILL_INVALID", type = "BONUS_SPEED", spez = "SPEED_WALK", spez2 = "", usagebits = 65535, minconstraints = {1,5,0}, difficultyvaluerange0 = {0,50,100}, difficultyvaluerange1 = {1,65,130}, difficultyvaluerange2 = {2,80,160}, difficultyvaluerange3 = {3,100,200}, difficultyvaluerange4 = {4,125,250}, } mgr.createBonus(250, newBonus); Only the ring is modified. The bonus group and bonus were already there and are being used by various items. Edited March 16 by Maneus Sethi22 and gogoblender 1 1
gogoblender 3,776 Posted March 15 Posted March 15 4 hours ago, Maneus said: The speeds for the special mounts in the unmodded game are: Saber-toothed Tiger 50, 220 Hellhound 90, 250 Monitor Lizard 120, 235 Wind Serpent 80, 230 Shroud Spider 55, 210 Mobiculum 90, 245 Draconicon 110, 240 Ordered by "runSpeed": Hellhound 90, 250 Mobiculum 90, 245 Draconicon 110, 240 Monitor Lizard 120, 235 Wind Serpent 80, 230 Saber-toothed Tiger 50, 220 Shroud Spider 55, 210 The hellhound is already at the cap, so there is no benefit from having extra speed (Riding Mastery or Run Speed +X%). Actually, it might still be useful in case an opponent slows you. The Run Speed +X% bonus from the skill Speed Lore has no effect on mounts (regular or special). But the Run Speed +X% bonus from my ring does. It increases the "runspeed" stat (from the console command) by the stated percentage. Regular mounts, unlike special mounts, will not move faster because of this bonus. Their "curspeed" is not affected. But both regular and special mounts will start walking if their base speed is reduced. I'll do some tests to figure out how this threshold is determined. Here is some data for the ring: Reveal hidden contents newBlueprint = { id = 1807, name = "unlock_ring_taliamels", palettebits = "1111111111111111", dmgvariation = 0, minconstraints = {1,13,0}, lvljump = 1, usability = 0, allotment_pmfpi = {1000,0,0,0,0}, uniquename = "unique", specialuseonly = 0, bonusgroup0 = {402,2000,0,0,0}, itemtypes = {7152,}, wearergroups = {'WEARGROUP_DEFAULT',}, } mgr.createBlueprint(1807, newBlueprint); newBonusgroup = { id = 402, name = "SB_def_movespeed ", bonuslist = { 250,}, } mgr.createBonusgroup(402, newBonusgroup); newBonus = { -- name = "sb_def_movespeed", rating = 21, basedonskill = "SKILL_INVALID", type = "BONUS_SPEED", spez = "SPEED_WALK", spez2 = "", usagebits = 65535, minconstraints = {1,5,0}, difficultyvaluerange0 = {0,50,100}, difficultyvaluerange1 = {1,65,130}, difficultyvaluerange2 = {2,80,160}, difficultyvaluerange3 = {3,100,200}, difficultyvaluerange4 = {4,125,250}, } mgr.createBonus(250, newBonus); Only the ring is modified. The bonus group and bonus were already there and are being used by various items. I dont know where your all your insane calculatory prowess and good heart come from , but dang is it ever eating up Sacred's Secrets... I cant see games being made future-forward if you were deving the magical math all games need Great investigation here! Well have to add this one as well to our Sacred Tech- Pro threads gogo Maneus 1
Maneus 383 Posted March 15 Posted March 15 (edited) This whole thing with the Run Speed +X% from the ring seems like a bug. All mounts are affected by the speedup or slowdown, not just the special mounts. Given a walkSpeed of 90 and a Run Speed +50% (the exact values of these matter): runSpeed at 175 or above. The bonus does not increase or decrease the mount's speed (curspeed). runSpeed between 174 and 170. The bonus will increase the mount's speed by 50% up to the cap of 250. runSpeed between 169 and 117. The bonus will decrease the mount's speed. The mount will start moving at its walkSpeed and will use the walking animation instead of the running animation. runSpeed at 116 or below. The bonus does not change the mount's speed. I don't know if there are other thresholds below the last one. I have a few more odd cases with different combinations of walkSpeed and Run Speed +X%, but nothing conclusive for now. Aside from all of the above, there is an additional game mechanic, where the characters and mounts will start walking instead of running when their movement speed (the speedfactor) drops below 60%. Characters and mounts, by default, have a speedfactor of 100%. The various bonuses, penalties, buffs and debuffs can modify this speedfactor. Down to exactly 60%, the characters and mounts will still use their running animation and will move at their (modified) runSpeed. Below 60%, the characters and mounts will start using their walking animation, but will still use their runSpeed. The only way to force them to use their walkSpeed is to shift-click. It is possible for the walkSpeed to be faster than the runSpeed. In that case, shift-clicking will make them move walk faster. Edited March 15 by Maneus gogoblender 1
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