Patch 2 Druid IAS

If we assume that:

  1. Wereforms are using the frame data from manform’s 1-handed swinging attack
  2. The EIAS cap is indeed raised to +150
  3. The vague statement in the patch notes, “increased speed between attacks by 40%,” really means “we cut the rollback from 100 to 60.”
  4. The formulae for rollback attacks shown here h-t-t-p-s://www.utplay.com/news/2006–diablo-2-resurrected-attack-speed-calculation–fps-ias-fcr-fhr-fbr–weapon-attack-speed-calculation–explained are correct. (I can’t include links apparently…)

Then we get the following:

  • Hit1 FPA = CEILING((256*(9-0))/FLOOR(((100+150)*256)/100)) = 4
  • Starting frame for Hit2 = FLOOR(FLOOR(0+((4*FLOOR(((100+150)*256)/100))/256))*((100-60)/100)) = 4
  • Hit2 FPA = CEILING((256*(9-4))/FLOOR(((100+150)*256)/100)) = 2
  • Starting frame for Hit3 = FLOOR(FLOOR(4+((2*FLOOR(((100+150)*256)/100))/256))*((100-60)/100)) = 3
  • Hit3 FPA = CEILING((256*(9-3))/FLOOR(((100+150)*256)/100)) = 3
  • Starting frame for Hit 4 = FLOOR(FLOOR(3+((3*FLOOR(((100+150)*256)/100))/256))*((100-60)/100)) = 4
  • Hit4 FPA = CEILING((256*(9-4))/FLOOR(((100+150)*256)/100)) = 2
  • Starting frame for Hit5 = FLOOR(FLOOR(4+((2*FLOOR(((100+150)*256)/100))/256))*((100-60)/100)) = 3
  • Hit5 FPA = CEILING((256*(19-3))/FLOOR(((100+150)*256)/100))-1 = 6

So that’s 4/2/3/2/6 (17 frames total).

Interestingly, the breakpoint is at exactly +150 EIAS.

(I know Tegaku knows this, but for those who don’t EIAS = skill_IAS + ((120*gearIAS)/(120+gearIAS)) - base_weapon_speed.)

Conveniently, I had a single-player druid with +143 EIAS that I could swap the gloves to hit +150. Quick and dirty testing shows that (a) there is a breakpoint somewhere between 143 and 150, and (b) the swing times at the faster breakpoint are uneven. (Both are clearer too see in legacy graphics mode.) Also, it felt fast enough that I could believe it’s 17 frames. (To test properly would require modding so we could measure against next-delay timers or mana drain or something.)

The other curious thing going on is that I couldn’t spot a moment where Fury was clearly interrupted by the block animation. But that might have been because I wasn’t getting hit in the first place (high defense and making everything dead/in hit recovery before it could hit me) or because I was too focused on looking for the speed difference that I failed to notice the blocking. So, it’s possible that Fury was made uninterruptible by an undocumented change, but more testing is needed.

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