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Bug Tracker Migration

June 3rd
Good news everyone! The staff has decided that it is time to slowly kill off this Bug Tracker. We will begin the process of slowly migrating from this Bug Tracker over to our Github Issues which can be found here: https://github.com/HerculesWS/Hercules/issues

Over the next couple of days, I will be closing off any opportunity to create new reports. However, I still will keep the opportunity to reply to existing Bug Reports. Doing this will allow us to slowly fix any bug reports we have listed here so that we can easily migrate over to our Issue Tracker.

Update - June 7th 2015: Creating new bug posts has been disabled. Please use our https://github.com/HerculesWS/Hercules/issues tracker to post bugs. Users are still able to reply to existing bug posts.

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Issue Information

  • #006682

  • 0 - None Assigned

  • Working as Intended

Issue Confirmations

  • Yes (0)No (2)
Photo

General ASPD

Posted by Hercules Bot on 12 September 2012 - 11:12 PM

Originally posted by Genius
Hiho there.

I had a few tests with my chars and did test different builds and equips, to check for aspd again.
I'd have to say, it does appear that really something it messed up. On my Royal Guard I did use an Agi110/Dex100-build with a spear, shield, Spear quicken and a zerkpot and ended up with aroundish 174 aspd. According to my calculation on that horrible aspd-formula and according to the aspd-calculator on IRO I should end up at 185+ with that setting.

Same goes for my Rune Knight, that did wear no shield, aspd-boost-equip, Twohand-quicken, Zerkpot and the same Stats. It did end by about 179 aspd. According to the calculations it should be like 187.
Thohand-Quicken and Berserk end up giving different aspd-values, even if both are boosting aspd by a factor of 0.3 (so they should end up in the very same aspd, unless I'm mistaken in something). They don't stack, according to my test, as it is supposed to.

My Genetic with similar stats, with an aspd-weapon and a zerkpot (no quickening-skill) did end up by 172 aspd, while calcing it should be 181.

I overheard a Ranger saying he did reach 191 aspd. I can't say for sure this is true, but if so, some char-based aspd may be out of date, while others are up to date.

It does appear either the base-aspd for some classes are somehow different, or the server is using different calculations for the aspd. I did count those hits Ingame and can confirm they end up on about that aspd displayed.

Maybe the aspd changed without saying on the IRO-page, dunno. But a rather actual IRO-WoE-video showing some RG with lower stats was clearly faster and had a higher aspd displayed. I won't say everything has to be retail, but I did need something to compare with in that case.

Originally posted by Genius
Had another test with my Royal Guard. With no statspoints and without any equip his Aspd was displayed as 156. That's his Base aspd, according to the calculator. But with his job-bonus (total of 3 Agi and 7 Dex then) he already should end up with 158 aspd.

Originally posted by malufett
please refrain comparing rathena's aspd with iRO..cause we are using kRO aspd calculations..

:meow:

Originally posted by Genius
Ohh I see.

Originally posted by Golem1988
meet the same "problem"... But, is there chance to implement iRO formula instead of kRO? Not in svn, but just make new formula to use that iRO system...

Originally posted by Angezerus
I would say no. AFAIK currently noone knows the real iRo aspd formula. There are pretty accurate speculations, but those formulas are way too complicated and they involve guessed multipliers just to make it work.
I'm not sure what you mean on

Not in svn, but just make new formula to use that iRO system...

but if you mean to make it optional to choose, then it's not possible I think. I'm not a dev, but what I see from the code it's coded deep in the server, and many things are in connection with it, so you can't just make it modular and put in whatever version you want. Okay, I know that "everything" is possible, but keep in mind that we emulate kRo. If we want to emulate every version of ro, that would take like forever just to implement one episode. We could never keep up, and it would be very messy and resource-intensive. Not to mention bug tracking :)

Edited by Angezerus, 18 September 2012 - 12:49 PM.


Originally posted by Golem1988
Is there some easy way to make agi and dex give more aspd than now is given?
And, please check this: When you use aspd increase potions they can add+ 0 aspd, which is quite strange. Berserc gives +2, awakening can give as said, +0 bonus.

Edited by Golem1988, 18 September 2012 - 02:36 PM.


Originally posted by malufett

When you use aspd increase potions they can add+ 0 aspd, which is quite strange. Berserc gives +2, awakening can give as said, +0 bonus.


/// (disable by commenting the line)
///
/// leave this line to enable renewal ASPD
/// - shield penalty is applied
/// - AGI has a greater factor in ASPD increase
/// - there is a change in how skills/items give ASPD
/// - some skill/item ASPD bonuses won't stack
#define RENEWAL_ASPD

:meow:

Originally posted by Golem1988

When you use aspd increase potions they can add+ 0 aspd, which is quite strange. Berserc gives +2, awakening can give as said, +0 bonus.

/// (disable by commenting the line)/// /// leave this line to enable renewal ASPD/// - shield penalty is applied/// - AGI has a greater factor in ASPD increase/// - there is a change in how skills/items give ASPD/// - some skill/item ASPD bonuses won't stack#define RENEWAL_ASPD

:meow:


So, you would recomend to disable renewal aspd? :D