What happened, i have not been to much on following new info.
But what you write here sounds like old formulas. But i tested some and it does at least get ias from all slots except if they reverted something.
I wrote this when eias break was 200 in start of d2r.
Quote
Shapers:
Shapers has 1 human animation speed and 1 shaped animation speed, both are handeled when it comes to calculating attack speed.
So here we need to use full formula. The human shape makes a change in AnimSpeed.
Frames pr Direction and AnimRate:
AnimRate & WeponBase: Ref. h-t-t-p-s://www.mannm.org/d2library/faqtoids/animspeed.html
So AnimRate here does vary by wep and class. Usually animrate is 256, but it may differ, like forexample assa with claw/claws its 208.
WSM IS INVERTED IN THIS FORMULA!!! (WSM * -1) prior to using it.
NeutralFrame(NU):
NU WereWolf: 9
NU WereBear: 10
Werebases:
- For the wolf and bear forms the A1 (right paw swing)and A2 left paw swing) sequence are their normal attack length WereBear=12, WereWolf=13.
- For the S3 sequence (biting attack animation) the lengths are WereBear=10, WereWolf=10. (sound of bear is 13 ^^)
- (MadeUpWord–>)AnimRate1 = 100, unless chilled where it becomes 50.
Shape Formulas:
Delay = [256x(WeaponBase) / [(weapon ias+wsm+100)xAnimRate/100]]
Anim speed = [NU x 256 / delay]
Speed increase/EIAS = [120 x ias / (120 + ias)] + skill ias + wsm *(IAS is both wep and gear as usual formula)
FramesSerial = {256x7/[(AnimRate1 + Speed increase)/100 x Anim speed]}
Frames WolfPaw = {256x13/[(AnimRate1 + Speed increase)/100xAnim speed]}- 1
Frames Biting = {256x10/[(AnimRate1 + Speed increase)/100xAnim speed]}- 1
Frames BearPaw = {256x12/[(AnimRate1 + Speed increase)/100 x Anim speed]}- 1
-
Fury use FramesSerial for his 4 first attacks, then WolfPaw for the last attack.
-
AnimRate for Werewolf/Werebear is not listed as 256, but we use 256. AnimRate for human shape we use the listed for AnimRate and WeponBase.
Example: Assa Wielding a claw: AIA1HT1 – WeponBase(Frames pr direction) 11 – AnimRate 208. -
Formula with example(fury druid, using eth tomb reaver 100ias(10 WSM which becomes -10 in formula), lvl 33 werewolf(75 SIAS), 10 gear ias(not needed for breakpoint) :
Delay = [256x(17) / [(100±10+100)x256/100]] = 8
Anim speed = [9 x 256 / 8] = 288
Speed increase/EIAS = [120 x 110 / (120 + 110)] + 75 + -10 = 122 (this would be 75 in d2lod)
FramesSerial = {256x7/[(100 + 122)/100x288]} = 3
FramesPaw = {256x13/[(100 + 122)/100x288]}- 1 = 5
Resulting in a 3/3/3/3/5 frame attack.
25/3 = 8,33 attacks pr sec
25/5 = 5 attacks pr sec
(8,33*4+5)/5 = 7,66 attacks pr sec. -
Formula with example(Bear Assassin, using Runic Claw 100ias(-30 WSM which becomes 30 in formula), lvl 36 Bos(57 SIAS) + lvl 15fana merc (33 SIAS) + 140 GearIas:
Delay = [256x(11) / [100+30+100)x208/100]] = 5
Anim speed = [10 x 256 / 5] = 512
Speed increase/EIAS = [120 x 240 / (120 + 240)] + 90 + 30 = 200 (this would be 75 in d2lod)
Frames BearPaw = {256x12/[(208 + Speed increase)/100xAnim speed]}- 1 = 1 FRAME! 25 attacks pr second. On regular D2LOD this would be 3 frames.
End QUOTE
Are it working something close like this, only with 150 eias break and not impacted by wep speed on delay?
I tested some in this patch, but was at work so did not have possibility to import hero edited stuff like 1% ias scs etc… So was a short and limited testing…
Edit:
I have also noticed old calculators using this simple rollback formula:
FPA = ceiling(actionframe256(100/rollbacl)/floor(animationspeed*(100+eias)/100))
That would be pretty close to what one have now, but all 4 first hit even.