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  • D2 Attack Speed Calc
    카테고리 없음 2020. 12. 17. 21:46


    Speed: Frequenzy: Mehr aus diesem Bereich. Diablo 2 Energie Calc Diablo 2 Rache Kalkulator Diablo 2 Skelett Kalkulator. In game Netzwerk. Call of Duty Counter. D3Planner is a character build tool for Diablo III. Evaluate, compare and share your invdividual setups! Path of Diablo Attack Speed Calculator. Speed: 11 frames per attack Frequency: 2.27 attacks per second.

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    Diablo 2 offers four attributes that can be found as affixes on magic and rare items, or on many uniques and set items that will affect how quickly your character will move in certain situations. These four attributes are:

    • FBR: Faster Block Rate
    • FCR: Faster Cast Rate
    • FHR: Faster Hit Recovery
    • IAS: Increased Attack Speed

    To understand what a breakpoint is and how they work, it is important to know what these attributes do. To have FBR, a character must have a Block Rate to begin with. This will be done with certain class-specific skills, or equipping a shield. Coconutbattery for mac free download cnet. Should the Block Rate then trigger a successful block from an enemy attack, an animation will run its course: The shield being lowered, the shield deflecting the enemy's blow which leads to the shield being raised back into its resting position. This animation will take a certain amount of frames to display. Simply put, if the animation should take ten frames, with enough Faster Block Rate, the action takes only nine frames instead.

    • 1Breakpoints Broken Down
    • 4Breakpoints by Class

    Breakpoints Broken Down

    There are two reasons why understanding these attributes is important. Without this knowledge, a player will neither know how these attributes work nor will they be able to work towards aimed character improvement. After understanding why these attributes are important and how they work exactly, players will be able to judge and evaluate which attributes are very beneficial towards their class and playstyle.

    Why Breakpoints are Needed

    A character performing any actions associated with these attributes is unable to move or start a new action until the action being performed is done. Since everyone will either block, cast, be hit or attack with a weapon, these attributes are important. If you consider that a character will do more than one of these actions, you can actually save a lot of time and be more mobile over the course of a game. To further expand on this, it could actually be counterproductive to have a high percentage to block without any FBR since you will stop dead in your tracks every time these animations are triggered. Quick scenario:

    1. Your character has 75% Block Rate
    2. You are being attacked by four monsters which have a 25-frame melee attack (25 frames is equal to one second)
    3. Suppose your block animation is 10 frames long

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    You can already tell that during this fight, you're not going to be doing a lot of attacking or fleeing - you will be stuck raising your shield too often. Something most seasoned players will have experienced at one point is a situation similar to a stunlock. When a character teleports into a bigger group of monsters who immediatley attack you, it can sometimes occur that you will not be able to teleport back out. This is because during all the blocking and hit recovering, you have no time to cast the teleport spell. With Faster Block Rate, Faster Hit Recovery and Faster Cast Rate however, you might end up escaping without any problems at all.

    How Breakpoints Function

    1. An animation takes a certain amount of frames to display, depending on the class and action being rendered.
    2. Each animation is calculated in frames. Since the game runs at 25 frames per second, one frame is equal to 1/25 of a second. A certain value must be met (the breakpoint) before a frame will be removed because you can not remove parts or percentages of a frame.
    3. After meeting the required value to drop a frame, the animation will take exactly one frame less.
    4. The removal of multiple frames requires progressively bigger amounts of an attribute to be met, with diminishing returns. This keeps animations from being completely removed.

    Example: A Barbarian normally needs 7 frames to display the blocking animation. With 9% FBR this is reduced to 6 frames, and at 20% 5 frames. This continues to increase as more FBR is acquired. Due to how these calculations work however, the FBR won't have any effect at all until they pass the breakpoint. Thus, two barbarians, one with 9% FBR and one with 19%, will both block at the exact same speed. This doesn't matter much at the lower levels, but at higher levels of FBR it becomes crucial. Two other babarians, one with 86% FBR and one with 236% will also both block equally as fast, meaning that the second barbarian has 150% FBR that is useless to him.

    Knowing what the breakpoints are prevents these errors, and allows for much more efficient character building.

    Differences in Calculating Frames

    It is important to note that each class is different when it comes to the animation length of an action. One class could be slower when it comes to blocking, but very fast when it comes to attacking. These are hidden stats that can't be found in the actual game, but are important to know when gearing your character. Blizzard has balanced the values required for each action of each class to a point where a Barbarian can expect to hit fast and a Sorceress will be able to cast faster than other classes naturally. This doesn't mean they shouldn't continue to expand on those strengths though.

    There are also differences within a class based on the skill that class is using. A Paladin attacking with Zeal may have a different attack speed than one attacking with Vengeance. If the Paladin has the Fanaticism Aura active, this will alter the attack speed even further.

    In much the same manner, items that are used in conjunction with these actions may also differ from one another. A Short Sword will always be swung faster than a Large Axe if both have the same amount of IAS on them, but a Scimitar will be even faster. Weapons will say either Very Fast, Fast, Normal, Slow, or Very Slow Attack Speed in the weaponstat tooltip, indicating how fast or slow using this weapon is at 0 IAS.

    General Notes

    Faster Block Rate

    • A block is triggered only when both the attacker's hit check and the defender's block check succeed.
    • A character can not perform any other action while the block animation is playing.
    • Blocking is not possible while running (block chance is reduced by 1/3 while walking).
    • Equipped weapons can influence blocking speed.
    • Act 3 Mercenaries can not block, despite having a shield.

    Faster Cast Rate

    • Faster Cast Rate will not reduce the casting delay time for certain spells, such as Meteor.

    Faster Hit Recovery

    • The hit recovery animation will only play if your character takes an attack that deals more than 1/12 of your maximum health.
    • A character can not perform any other action while the hit recovery animation is playing.

    Increased Attack Speed

    • Due to the large number of variables present in calculating IAS, it is not feasible to create a table showing the breakpoints.
    • There are, however, calculators available for determining your attack speed based on all of these variables.


    Breakpoints by Class

    The first number in each cell indicates the breakpoint for the particular attribute. The number in (parentheses) denotes how many frames the game requires to play the animation at the specific breakpoint.

    Amazon

    Faster Block Rate
    Frames Removed0 (Base)123456789101112
    1-hand Swinging Weapons0% (17)4% (16)6% (15)11% (14)15% (13)23% (12)29% (11)40% (10)56% (9)80% (8)120% (7)200% (6)480% (5)
    All Other Weapons0% (5)13% (4)32% (3)86% (2)600% (1)
    • The block rate differs depending on what type of weapon is equipped. 1-Hand Swinging Weapons include: Axes, Clubs, Maces, Swords, Orbs, Throwing Axes, and Wands.


    Frames Removed0 (Base)12345678
    Faster Cast Rate0% (19)7% (18)14% (17)22% (16)32% (15)48% (14)68% (13)99% (12)152% (11)


    Diablo
    Frames Removed0 (Base)12345678
    Faster Hit Recovery0% (11)6% (10)13% (9)20% (8)32% (7)52% (6)86% (5)174% (4)600% (3)


    Barbarian

    Frames Removed0 (Base)12345
    Faster Block Rate0% (7)9% (6)20% (5)42% (4)86% (3)280% (2)


    Frames Removed0 (Base)123456
    Faster Cast Rate0% (13)9% (12)20% (11)37% (10)63% (9)105% (8)200% (7)


    Frames Removed0 (Base)123456
    Faster Hit Recovery0% (9)7% (8)15% (7)27% (6)48% (5)86% (4)200% (3)


    Necromancer

    Frames Removed0 (Base)12345678
    Faster Block Rate0% (11)6% (10)13% (9)20% (8)32% (7)52% (6)86% (5)174% (4)600% (3)


    Faster Cast Rate
    Frames Removed0 (Base)12345678910
    Human Form0% (15)9% (14)18% (13)30% (12)48% (11)75% (10)125% (9)
    Vampire Form0% (23)6% (22)11% (21)18% (20)24% (19)35% (18)48% (17)65% (16)86% (15)120% (14)180% (13)
    D2 Attack Speed Calc


    Faster Hit Recovery
    Frames Removed0 (Base)123456789
    Human Form0% (13)5% (12)10% (11)16% (10)26% (9)39% (8)56% (7)86% (6)152% (5)377% (4)
    Vampire Form0% (15)2% (14)6% (13)10% (12)16% (11)24% (10)34% (9)48% (8)72% (7)117% (6)


    Paladin

    Faster Block Rate
    Frames Removed0 (Base)1234
    Normal0% (5)13% (4)32% (3)86% (2)600% (1)
    Holy Shield Active0% (2)86% (1)


    Frames Removed0 (Base)123456
    Faster Cast Rate0% (15)9% (14)18% (13)30% (12)48% (11)75% (10)125% (9)


    Faster Hit Recovery
    Frames Removed0 (Base)123456789
    Spears and Staves0% (13)3% (12)7% (11)13% (10)20% (9)32% (8)48% (7)75% (6)129% (5)280% (4)
    All Other Weapons0% (9)7% (8)15% (7)27% (6)48% (5)86% (4)200% (3)
    • The hit recovery animation differs depending on what type of weapon is equipped.


    Sorceress

    Frames Removed0 (Base)123456
    Faster Block Rate0% (9)7% (8)15% (7)27% (6)48% (5)86% (4)200% (3)


    Faster Cast Rate
    Frames Removed0 (Base)12345678
    Chain Lightning and Lightning0% (19)7% (18)15% (17)23% (16)35% (15)52% (14)78% (13)117% (12)194% (11)
    All Other Spells0% (13)9% (12)20% (11)37% (10)63% (9)105% (8)200% (7)


    Frames Removed0 (Base)12345678910
    Faster Hit Recovery0% (15)5% (14)9% (13)14% (12)20% (11)30% (10)42% (9)60% (8)86% (7)142% (6)280% (5)


    Assassin

    Frames Removed0 (Base)1234
    Faster Block Rate0% (5)13% (4)32% (3)86% (2)600% (1)
    • Weapon Block is affected by FBR.


    Frames Removed0 (Base)1234567
    Faster Cast Rate0% (16)8% (15)16% (14)27% (13)42% (12)65% (11)102% (10)174% (9)


    Frames Removed0 (Base)123456
    Faster Hit Recovery0% (9)7% (8)15% (7)27% (6)48% (5)86% (4)200% (3)


    Druid

    Faster Block Rate
    Frames Removed0 (Base)12345678
    Human Form0% (11)6% (10)13% (9)20% (8)32% (7)52% (6)86% (5)174% (4)600% (3)
    Werebear0% (12)5% (11)10% (10)16% (9)27% (8)40% (7)65% (6)109% (5)223% (4)
    Werewolf0% (9)7% (8)15% (7)27% (6)48% (5)86% (4)200% (3)


    Faster Cast Rate
    Frames Removed0 (Base)12345678
    Human Form0% (18)4% (17)10% (16)19% (15)30% (14)46% (13)68% (12)99% (11)163% (10)
    Werebear0% (16)7% (15)15% (14)26% (13)40% (12)63% (11)99% (10)163% (9)
    Werewolf0% (16)6% (15)14% (14)26% (13)40% (12)60% (11)95% (10)157% (9)


    Faster Hit Recovery
    Frames Removed0 (Base)12345678910
    Human Form: 1-Hand Swinging Weapons0% (14)3% (13)7% (12)13% (11)19% (10)29% (9)42% (8)63% (7)99% (6)174% (5)456% (4)
    Human Form: All Other Weapons0% (13)5% (12)10% (11)16% (10)26% (9)39% (8)56% (7)86% (6)152% (5)377% (4)
    Werebear0% (13)5% (12)10% (11)16% (10)24% (9)37% (8)54% (7)86% (6)152% (5)360% (4)
    Werewolf0% (7)9% (6)20% (5)42% (4)86% (3)280% (2)
    • The hit recovery animation differs depending on what type of weapon is equipped. 1-Hand Swinging Weapons include: Axes, Clubs, Maces, Swords, Orbs, Throwing Axes, and Wands.


    Mercenaries

    Faster Cast Rate
    Frames Removed0 (Base)1234567
    Act 3 Mercenary0% (17)8% (16)15% (15)26% (14)39% (13)58% (12)86% (11)138% (10)


    Faster Hit Recovery
    Frames Removed0 (Base)123456789101112
    Act 1 Mercenary0% (11)6% (10)13% (9)20% (8)32% (7)52% (6)86% (5)174% (4)600% (3)
    Act 2 Mercenary0% (15)5% (14)9% (13)14% (12)20% (11)30% (10)42% (9)60% (8)86% (7)142% (6)280% (5)
    Act 3 Mercenary0% (17)5% (16)8% (15)13% (14)18% (13)24% (12)32% (11)46% (10)63% (9)86% (8)133% (7)232% (6)600% (5)
    Act 5 Mercenary0% (9)7% (8)15% (7)27% (6)48% (5)86% (4)200% (3)
    Retrieved from 'https://diablo.gamepedia.com/Breakpoints_(Diablo_II)?oldid=121488'
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    Diablo II Items[e]
    Weapons
    Axes • Bows • Crossbows • Daggers • Javelins • Maces • Polearms • Scepters • Spears • Staves • Swords • Throwing • Wands
    Armor
    Belts • Body Armor • Boots • Circlets • Gloves • Helms • Shields
    Class-specific
    Assassin Items • Amazon Items • Barbarian Items • Druid Items • Necromancer Items • Paladin Items • Sorceress Items
    Other
    Charms • Class Items • Crafted • Horadric Cube • Runes • Set Items • Uniques • Jewels • Sockets
    Guides and Stats
    Calculations • Gambling • Item Generation • Modifiers • Runewords • Quest Items • Potions • Ethereal • Gems • Base Item Levels • Misc

    Faster Run/Walk speed, mostly called simply FRW, is a property boosted by equipment (usually boots) and also by charms. Heavier armor and shields lowers walk/run speed, while heavier body armor increases stamina drain.

    Faster Run/Walk items will make your character move faster when walking and running. How fast your character actually moves is affected by several factors.


    • 4Basic Movement Speeds
    • 5Movement Speed Formulas

    Background[edit]

    All characters in Diablo II move at the same speed in basic gear, but they differ as they gain bonuses from equipment and skills. Numerous skills increase walk/run speed.

    Walk/run speed is normally boosted by added FRW gear; each increase is discernible, though perhaps not to the naked eye. (See breakpoints for various actions here).

    Unlike attack speed or cast rate, the result of the formula is in YARDS, not FRAMES. All of the frame-based formulas have breakpoints because frames has to be a whole number (i.e. an animation can take 2 frames, or 3 frames, but it can't take 2.37 frames). There is no requirement for *YARDS* to be a whole number (i.e. you can run at 2.37 yards per second), so the formula results in no breakpoints. It's sort of like the Magic Find formula- both suffer from diminishing returns, but neither has any breakpoints. Every percentage of FR/W and Magic Find is an improvement over the percentage before. -- Source


    Definition of Yards[edit]

    Movement speed in Diablo II is measured in yards per second (yards/s). A yard is 32 pixels in horizontal direction and 16 pixels in vertical direction.


    Visible Screen Size in Yards[edit]

    The screen size is 640x480 or 800x600 pixels. The lower panel takes 48 pixels, leaving 640x432 pixels in the smaller screen mode and 800x552 pixels in the larger one for the game play area. Thus, the visible screen has the following proportions in yards:


    Screen Size Visible Screen Width Height
    640 x 480 640 x 432 20 yards 27 yards
    800 x 600 800 x 552 25 yards 34.5 yards


    Basic Movement Speeds[edit]

    The basic walking and running speeds are the same for all characters.


    Mode Basic Speed Remarks
    Walking 6 yards/s -
    Running 9 yards/s Walking speed +3 yards/s.
    Charging 22.5 yards/s Paladin combat skill. Unaffected by item based Faster Run/Walk.


    Monsters' base movement speeds vary.


    Minimum Movement Speed[edit]

    D2 Attack Speed Calc

    Minimum walk/run speed is 1.5 yard/s (1/4 walk speed). Regardless of how chilled or slowed you are, you cannot move slower than this. Note that running speed is calculated from an unmodified walking speed and, thus, the running speed may be lower than 3 yards/s but never below 1.5 yard/s.

    Charge speed has a floor of 18 yards/s. However, if speed is modified while charging then it's effectively reduced to running speed, with a floor of 1.5 yards/s.

    Movement speed is affected by items, skills, armor/shield weight, and slowing effects, such as chill and slow.


    Faster Run/Walk: Items[edit]

    Walking and running speed are modified by Faster Run/Walk (FRW) items, but charging speed is unaffected by them. Item based FRW is subject to diminishing returns. The effect of 0 % to 295 % FRW to run/walk speed is listed in the table below.


    Effect on Run/Walk Speed in yards/s
    FRW Speed FRW Speed FRW Speed
    0 % +0.00 100 % +3.60 200 % +5.10
    5 % +0.24 105 % +3.66 205 % +5.16
    10 % +0.54 110 % +3.78 210 % +5.22
    15 % +0.78 115 % +3.90 215 % +5.28
    20 % +1.02 120 % +3.96 220 % +5.34
    25 % +1.36 125 % +4.08 225 % +5.40
    30 % +1.50 130 % +4.14 230 % +5.40
    35 % +1.68 135 % +4.26 235 % +5.46
    40 % +1.86 140 % +4.32 240 % +5.52
    45 % +2.04 145 % +4.38 245 % +5.58
    50 % +2.22 150 % +4.50 250 % +5.58
    55 % +2.40 155 % +4.56 255 % +5.64
    60 % +2.52 160 % +4.62 260 % +5.70
    65 % +2.70 165 % +4.68 265 % +5.70
    70 % +2.82 170 % +4.74 270 % +5.76
    75 % +3.00 175 % +4.80 275 % +5.82
    80 % +3.12 180 % +4.86 280 % +5.82
    85 % +3.24 185 % +4.92 285 % +5.88
    90 % +3.36 190 % +4.98 290 % +5.88
    95 % +3.48 195 % +5.04 295 % +5.94


    2.4 ghz wireless optical mouse tested to comply with fcc standards driver.

    FRW Diminshing Returns Chart[edit]

    Visual representations of this property and its diminishing returns at higher levels. Chart by Virtuous.


    Faster Run/Walk diminishing returns.


    Faster Run/Walk: Skills[edit]

    Speed

    Skills, such as Vigor, increase movement speed. Their effect is not subject to diminishing returns. FRW from skills increases movement speed as follows:


    D2 Attack Speed Calc
    FRW% (Skills) Run/Walk Speed Charge Speed
    1 % +0.06 yards/s +0.09 yards/s
    10 % +0.60 yards/s +0.90 yards/s
    100 % +6.00 yards/s +9.00 yards/s


    For example, level 7 Vigor gives 32 % FRW, which translates into +1.92 yards/s with run/walk and +2.88 yards/s with Charge. FRW from different skills stacks.


    Speed Reduction from Armors and Shields[edit]

    Heavy and medium armors and shields reduce movement speed as follows:


    Armor/Shield Run/Walk Speed Charge Speed
    Medium armor -0.30 yards/s -0.45 yards/s
    Medium shield -0.30 yards/s -0.45 yards/s
    Heavy armor -0.60 yards/s -0.90 yards/s
    Heavy shield -0.60 yards/s -0.90 yards/s


    Thus, the maximum run/walk speed reduction from the armor and the shield is 1.20 yards/s (both heavy). The maximum reduction to charging speed is 1.80 yards/s.


    Slowing Auras, Items & Chilling Attacks[edit]

    Anything that slows, such as Slows Target By X% items, Holy Freeze, and chill from cold attacks, are treated as negative skill based FRW.


    FRW Run/Walk Speed Charge Speed Remarks
    Chill from a cold attack -50 % -3.00 yards/s -4.50 yards/s -50% only applies to player, mercenary and pet; monster chill effectiveness varies.
    Slows Target By X% -X% X% * -0.06 yards/s X% * -0.09 yards/s Maximum 90%, or 50% for player, mercenary and boss monsters.
    Holy Freeze aura - X % X% * -0.06 yards/s X% * -0.09 yards/s X is maximum (least negative) of percentage displayed or target chill effectiveness
    Decrepify curse -50 % -3.00 yards/s -4.50 yards/s -


    Monster Speed Bonuses[edit]

    D2 Attack Speed Calc Calculator

    Monsters' speed bonuses are treated as skill based FRW (no diminishing returns). Note that monsters' base movement speeds vary, and thus the increase in yards/s is usually not the same as for characters.


    Monster Walk/run speed
    Champion and Possessed +20 %
    Fanatic champion +100 %
    Extra Fast Unique and its minions +100%


    Movement Speed Formulas[edit]

    Walking Speed[edit]

    EffectiveWalkSpeed = BaseWalkSpeed * (1 + Skill_FRW / 100 + [Item_FRW * 150 / (Item_FRW + 150)] / 100 + Armor_Speed / 100)

    where

    • BaseWalkSpeed is 6 yards/s for all characters
    • Skill_FRW is skill based FRW minus slow effects
    • Item_FRW is item based FRW
    • [] indicates rounding down.
    • Armor_Speed is the sum of the speed reduction from armor and shield (a negative number). The reduction is -5 for medium armors/shields and -10 for heavy armor/shields.

    Additionally, if EffectiveWalkSpeed < BaseWalkSpeed / 4, EffectiveWalkSpeed = BaseWalkSpeed / 4. Thus, there is a minimum cap of 1.5 yard/s for EffectiveWalkSpeed.


    Running Speed[edit]

    EffectiveRunSpeed = BaseRunSpeed + BaseWalkSpeed * (Skill_FRW / 100 + [Item_FRW * 150 / (Item_FRW + 150)] / 100 + Armor_Speed / 100)

    where BaseRunSpeed is 9 yards/s for all characters and other terms as above. Substituting EffectiveWalkSpeed into this formula, we get:

    EffectiveRunSpeed = EffectiveWalkSpeed + BaseRunSpeed - BaseWalkSpeed

    By entering the values of BaseRunSpeed and BaseWalkSpeed in the formula, we get:

    EffectiveRunSpeed = EffectiveWalkSpeed + 3 yards/s (where EffectiveWalkSpeed > 1.5)

    Additionally, if EffectiveRunSpeed < BaseWalkSpeed / 4, EffectiveRunSpeed = BaseWalkSpeed / 4. Thus, there is a minimum cap of 1.5 yard/s for EffectiveRunSpeed.


    D2 Attack Speed Calculator

    Charging Speed[edit]

    ChargeSpeed = BaseRunSpeed * (1 + Skill_FRW / 100 + Armor_Speed / 100) + (BaseRunSpeed * 150%)

    where the terms are as above. By substituting BaseRunSpeed, we get:

    ChargeSpeed = 13.5 yards/s + 9 * (1 + Skill_FRW / 100 + Armor_Speed / 100)

    A floor of -50% applies to the sum of Skill_FRW and Armor_Speed, so minimum Charge speed is 18 (13.5 + 9*0.5) yards/s. However, if speed is modified while charging then the Charge bonus is lost and speed is calculated as follows:

    ChargeSpeed = max(9 + 6 * (1 + Skill_FRW / 100 + Armor_Speed / 100) , 1.5)


    References[edit]

    D2 Attack Speed Calculator

    • faster run walk breakpoint thread, particularly this post.

    D2 Attack Speed Calc Download

    Retrieved from 'https://diablo2.diablowiki.net/index.php?title=Faster_Run_Walk&oldid=27263'

    Titanseal Attack Speed Calculator






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