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Difference between revisions of "Users:Neurfur/StatTimer"
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+ | Below is a theory I have put together on how the stat timers work in T5. Feel free to stress test this and prove me wrong. | ||
=Definitions= | =Definitions= | ||
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'''Pool''' - A buildup of points that can be expended to do an action or multiple actions. Size is fixed at 256.<br> | '''Pool''' - A buildup of points that can be expended to do an action or multiple actions. Size is fixed at 256.<br> | ||
'''Penalty''' - A period of time where an action requiring a certain stat cannot be performed. That stat is bright red in the skills tab.<br> | '''Penalty''' - A period of time where an action requiring a certain stat cannot be performed. That stat is bright red in the skills tab.<br> | ||
− | '''Cost''' - The cost of an action. Cost is equal to 7 * the timer. Base timer numbers can be found here. Costs never change.<br> | + | '''Cost''' - The cost of an action. Cost is equal to 7 * the timer. Base timer numbers can be found [[Stats#Timers|here]]. Costs never change.<br> |
'''Stat''' - The number assigned to a certain stat. Typically 0-7, but can be higher on food.<br> | '''Stat''' - The number assigned to a certain stat. Typically 0-7, but can be higher on food.<br> | ||
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*In burst mode, someone with 0 stats can do just as many actions as someone with high stats. The difference is the higher stat player will be ready to burst actions sooner. | *In burst mode, someone with 0 stats can do just as many actions as someone with high stats. The difference is the higher stat player will be ready to burst actions sooner. | ||
*If you are fully recharged, you are guaranteed 2 actions, regardless of the cost. | *If you are fully recharged, you are guaranteed 2 actions, regardless of the cost. | ||
+ | *The timer is clientside. | ||
=Proof= | =Proof= | ||
+ | A series of experiments used to test and understand each part of the model. All tests are performed fully recharged. | ||
+ | <br> | ||
+ | *Stats do not lower the cost.<br> | ||
+ | Stat0 : 60s -> 60s = 23s penalty<br> | ||
+ | Stat2 : 60s -> 60s = 18s penalty<br> | ||
+ | Using a cost reduction model of 7/(7+stat), the anticipated penalty would be 10s. | ||
+ | <br> | ||
+ | *Stats do not increase the pool.<br> | ||
+ | Stat0 : 40s -> 40s = 3s penalty<br> | ||
+ | Stat2 : 40s -> 40s = 3s penalty<br> | ||
+ | If the size of the pool had gone up, the penalty would be lower. | ||
+ | *Timer is clientside.<br> | ||
+ | Stat0 : 60s -> 40s wait -> 60s ->60s = 43s timer.<br> | ||
+ | If the timer was server side, an error of about 10% would be expected (slower timer). A rounding error of a second is acceptable for clientside timing. |
Latest revision as of 21:32, 21 August 2010
Below is a theory I have put together on how the stat timers work in T5. Feel free to stress test this and prove me wrong.
Definitions
Bonus - An action that does not take any resources from the pool. There is only 1 bonus action.
Pool - A buildup of points that can be expended to do an action or multiple actions. Size is fixed at 256.
Penalty - A period of time where an action requiring a certain stat cannot be performed. That stat is bright red in the skills tab.
Cost - The cost of an action. Cost is equal to 7 * the timer. Base timer numbers can be found here. Costs never change.
Stat - The number assigned to a certain stat. Typically 0-7, but can be higher on food.
Model
Conclusions
- You cannot cheat the timer. You must wait an equal amount of time that the actions cost. However...
- The timer can cheat you. If your first action has a high cost, you wait until you almost have your bonus back, then do a small cost action. Any leftover time in the BonusTimer is lost.
- Higher stats do not let you do more actions or queue up more points. It simple refills your Pool and BonusTimer faster. Therefore...
- In burst mode, someone with 0 stats can do just as many actions as someone with high stats. The difference is the higher stat player will be ready to burst actions sooner.
- If you are fully recharged, you are guaranteed 2 actions, regardless of the cost.
- The timer is clientside.
Proof
A series of experiments used to test and understand each part of the model. All tests are performed fully recharged.
- Stats do not lower the cost.
Stat0 : 60s -> 60s = 23s penalty
Stat2 : 60s -> 60s = 18s penalty
Using a cost reduction model of 7/(7+stat), the anticipated penalty would be 10s.
- Stats do not increase the pool.
Stat0 : 40s -> 40s = 3s penalty
Stat2 : 40s -> 40s = 3s penalty
If the size of the pool had gone up, the penalty would be lower.
- Timer is clientside.
Stat0 : 60s -> 40s wait -> 60s ->60s = 43s timer.
If the timer was server side, an error of about 10% would be expected (slower timer). A rounding error of a second is acceptable for clientside timing.