Jump to content

Sacred 2 - Run Speed Tests - No Effect of +% Movement Speed?


Recommended Posts

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
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.

  • 3 weeks later...
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.

 

  • The title was changed to Sacred 2 - Exploration Run Speed Tests - No Effect of +% Movement Speed?
Posted

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!

:theuns:

gogo

 

  • The title was changed to Sacred 2 - Run Speed Tests - No Effect of +% Movement Speed?
Posted (edited)
27 minutes ago, Sethi22 said:

1.thumb.jpg.5850b0c12563d3b5b5198fab0d65e384.jpg

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:

2.jpg

This appears to be for a regular horse, not the hellhound. Isn't there more information below this? Like "special mount details"?

Edited by Maneus
Posted

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:

1.jpg.2c836a29cbdbd4f86efe73bd87a55749.jpg

 

 

Posted (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:

1.jpg.2c836a29cbdbd4f86efe73bd87a55749.jpg

 

 

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:

printmountinfo.thumb.png.988c20e79fbf214249dc2c6b365fa83b.png

I assumed that the information for the "special mount" would be listed in the "special mount details".

Edited by Maneus
Posted (edited)

I made a new Shadow Warrior, completed the quest for the unique mounts and purchased a Death Warrior Hellhound.

printmountinfo2.thumb.png.9377658161a442ac156780cbc65818ed.png

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:

printhero2.thumb.png.13502b751f3938d713dd98ec1cea29f5.png

 

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 by Maneus
Posted (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 :whip: 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! :B6nFRAh:

Edited by Sethi22
Posted
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 :whip: 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! :B6nFRAh:

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 

:lol:

gogo

Posted (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:

1.thumb.png.8c3220c152f8f5f998fea16dcd8accc5.png

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:

2.thumb.png.409183d8e8f114d117945dd579c250f1.png

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.

3.thumb.png.3664c15ca8db94cb99c863efc9b16869.png

 

And now both with the ring and with Riding Mastery at level 75.

4.thumb.png.53adae31ca30f9a4caf40a5e948d6b97.png

 

While the "runspeed" parameter grows above the cap, the "curspeed" stops being affected by the ring's bonus.

Edited by Maneus
Posted

I lowered the base runSpeed from 170 to 169.

Without the ring or Riding Skill:

5.thumb.png.5c7cdf2ac8dd222e144f7c0f4bf97769.png

With the ring:

6.thumb.png.713000951a6a69b6bf31e2d1fcb7fa1c.png

The hellhound starts walking slowly...

Posted (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 by Maneus
Posted
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

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

:hugs: 
 

gogo

Posted (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 by Maneus

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...
Please Sign In or Sign Up