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  #28  
Old 04-28-2003, 07:01 AM
a_Guest03
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Join Date: Jun 2002
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Quote:
Originally Posted by Iagoe
I changed my assumptions around a bit. Assuming that Verant didn't use any of the rounding functions available in C++ and just used integer math, I believe this is the table you would get:

Weapon Haste New With
delay needed delay Shissar

40 91 20 25%
35 95 17 29%
30 88 15 22%
29 94 14 28%
28 87 14 21%
27 93 13 27%
26 86 13 20%
25 93 12 27%
24 85 12 19%
23 92 11 26%
22 84 11 18%
21 92 10 26%
20 82 10 16%
19 91 9 25%
18 81 9 15%
17 90 8 24%
16 78 8 12%
15 88 7 22%
14 76 7 10%
13 86 6 20%

Most interesting is the 16 delay value. That implys that a level 60 monk with his epic can reach maximum haste on his fists with just shissar and a hangman's noose.

I'm assuming here that haste is stored as an integer and the haste modified weapon delay is always an integer. My guess for the formula to calculate new haste is:
INT((100 * delay) / (100 + haste))

Where:
INT is a function that drops all decimals places.
delay is the weapon's unmodified delay
haste is the haste value as an integer, 0 to 100.

Again, I'm not sure if this is how EQ is written. It would be an easy way to do it. Certainly EQ could store all values as floating point numbers and use a proper round function for better accuracy. I'm simply proposing that if EQ uses just integer math then there really isn't a need for 40% haste items at high level.

Anyone have more information on what the haste cap is below level 60?

Yours in science,
Iagoe the gnumber gnowing gnome.
Don't know what haste has been mentioned/programmed before, but there we are - haste equation.

I'm pretty sure that slow will work with negative percents being added (subtracting percents for those who forget how to add a negative), and that the equation should hold up the same way.

The guy has a suitable formula, and no complaints or outliers have been found, so I think he hit the nail on the head. I assume we'll have 1 or 2 delay errors, but I'm willing to live with that.
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