Updates to speed

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Zizuph
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Updates to speed

Post by Zizuph »

Updates to speed 57 Zizuph Keeper 25 Jul I have made an update to how haste bonuses affects swing speed. For decades, haste bonuses would reduce your swing speed at a fixed rate - so going from 5 second swings to 4 second swings would require just as much haste as going from 3 second swings to 2 second swings. This meant that haste would give more and more bang for your buck, the higher it got. This was typically capped, but occasionally bugs would show up - at one point the Shadow Union's fling would instantly reset, with high levels of haste, for example. The vampire guild of the early 2000s provided a haste boost. When combined with the runed falchion (which provided double the vampire benefit), players could have a consistent 2 second swing time, or 2.5x as many attacks and specials as a player with no haste. The guild code can be see in the open source repository at /d/Emerald/common/guild/vamp/ for those that wish to see these details. Other equipment, such as the serrated obsidian halberd, gave higher levels of haste, enabling players to reach these levels. In an attempt to nerf these bonuses, the AOB team at the time decided to significantly reduce how much haste any equipment would give. They also added logic to add up each individual item's contribution to haste, in an attempt to reduce its usefulness. They left the underlying scaling formula in place, which was the core issue. In order to neuter the value of haste, they both halved the strength of the strongest haste items, and also halved the strength of all haste boosts. The exponential swing speed of up to 2.5x remained in place. This is unfortunately an example of what happens when a wizard in charge cares more about nerfing things that they don't like, than figuring out what is actually broken and fixing it. It was that same person that added the 60 second delay between herbs, taking them from being much too powerful in large quantities, to being largely worthless. The net result, up until now, meant that small haste boosts underperform their expected combat aid. It also means that two small haste boosts would give you less improvement than a single boost of double-size. It meant the weakest haste imbuement has been significantly worse than the strongest haste imbuement. It did not need to be that way. At the time, the admin in question was highly focused on nerfing the vampire guild, instead of fixing a formula that scaled poorly. He was on record at the time of explicitly saying that this was his goal. It is exactly that kind of motivated reasoning that led me to create this game. Going forwards, the overall haste formula has been updated. A 10% combat aid boost will scale your hit rate by 10%, and so forth. Many small haste sources will no longer be penalized. Most haste sources will give you a faster swing speed from before. NPCs that are hasted may also hit faster (though some of these were already at a cap). With this now properly scaling, I can reevaluate whether some of these double-nerfs (halving of their raw haste values, and the halving of what haste provides) and potentially increase haste boosts on some items again. I will put up a separate post regarding that if I do. For now, you should be able to enjoy your haste items a little more. Z
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