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[Pre-BB] MapleStory Formula Compilation
#41
I guess that makes sense with our current knowledge. Bows and Xbows do seem to fire at the same rate recently.

I do hate frame based though, frames are tough to get constant and most recording programs don't go over 30 fps (while maple runs at 60+).

I personally beleive that sound anaylizing is much more accurate.

And bowabber is at 50k/95k, so like 45% or something (level 30).
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#42
Technolink Wrote:I guess that makes sense with our current knowledge. Bows and Xbows do seem to fire at the same rate recently.

I do hate frame based though, frames are tough to get constant and most recording programs don't go over 30 fps (while maple runs at 60+).

I personally beleive that sound anaylizing is much more accurate.

And bowabber is at 50k/95k, so like 45% or something (level 30).

I frapped at 60, 75, and 100. Trying to find a program that can bypass the 100 FPS limit, but currently I get 36/60 and 60/100 as the fastest(1) and fastest(2) speed.
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#43
Ah, lol, free trial stuff.

Still, sound is a great way, you should try it if you haven't. Although I do agree with the current speeds.
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#44
I'm curious what kind of gear you use to record sound from MS, I've never had it work in FRAPS (from Maple, anyway)
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#45
About shadow partner, it's on the skill description: When it refers to a "skill", it means L7, avenger, drain, etc... When maxed, it's 50%, but when it says "normal attack", it means just pressing control. That's 90% when maxed, so the default attack is way better with SP (still weak, though). Try it.
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#46
Sound is continuous regardless of frame-rate, which is what I love about it.

Sound has many MANY ways to be recorded, there are a myriad of programs that will simply record what comes out of your computer, then allows for editing and analysis.

I use Audacity, it produces a nice graph of the sound waves after word. Then, you just hit the "Detect beats per minute" button, and it spits out a nice little accurate number (considering your clip is of a spammed skill)
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#47
Can't use that technique on FA since it's inconsistent, though. I guess you'd have to flag each attack and see how far apart they appear.

Plus the 2 FA animations (at least for BW) hit at different speeds, i'm not sure if that's reflected by the sounds but it's a measurable difference, since only some stab+slash combinations will KB both times. (iirc, slash-stab is the only one that does not KB with a Slow weapon, but I haven't used a slow in a while)
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#48
You can tell the difference then measure from peak to peak.

Like skill FA skill

You measure from skill peak to skill peak, then subtract the actual skill length w/o FA.
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#49
Frames would still be ideal. Sound is sketchy and can sometimes be slightly off-sync.
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#50
Well...
Since you guys are still discussing it, I'll wait to post attacking speeds until they're settled.

Attacking speeds are very fickle, almost every trial yields a different final result.
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#51
We all agree on the stated above last time I checked? We were just discussing different ways.

And sound maybe offsync with video (though I've never seen that) due to lag, but the sound itself will be in sync with itself (you will NEVER hear the sound pause or skip under normal circumstances, but recording frames you can get slight lag that can throw it off).
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#52
Sound does skip if you lag. Everything does.

That's the trouble with this. The only way to get exact results would be to be your own server, and that's not exactly legal.

Would any sort of attacking speed info be in the data? Other than which weapon is which speed?
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#53
Just like the formulas I dont' think that's included.

Although Stero apparently has her own server? Test speeds there?

And by lag I mean the small game~recording lag, like the 1/5th of a second skip or minor syncing. Sound is constant through these minor hiccups while recording, and the sound itself can visually be seen to have no lag.
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#54
Well, if it isn't in any of the data, the game would have no way of determining how fast or slow an attack is.

The information has to be stored somewhere. Probably the source. Is there no way of fetching it? (If there was, there'd also be a way of obtaining every single formula in the game.)
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#55
I'm okay with simply rounding to the nearest 1/60th of a second if that isn't possible. I think that's accurate enough.
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#56
Technolink Wrote:And by lag I mean the small game~recording lag, like the 1/5th of a second skip or minor syncing. Sound is constant through these minor hiccups while recording, and the sound itself can visually be seen to have no lag.

There are no recording lag o.o If you have, upgrade your comp. I have the speeds inexact seconds as well, but it's more exact using x/60 from what I know right now.
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#57
I prefer seconds over frames, either way my comp is old.

Anywho, yea, I'm sure the attack speed is somewhere in the game, but most likely (as with for formulas), its probably in the exe, not the wz files.
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#58
Okay.

Quote:Shadow Web does a weird HP percentage thing depending on its level, might want to look more into that, I know I've seen a table before.

I found from Google a post that says maxed Shadow Web does 1/30 of the monster's HP in damage every 2.5 seconds while the monster is webbed, and another that claimed it was 2%. Can anyone confirm this?

That reminds me of something else. What about those stun/KB moves with a % rate? Last I checked, the success rate was dependent on level for at least some of them (PKB, Arrow Bomb?).

I think it would be relevant to find out which of these are fixed percentages and which of these are level-dependent.

(Which category does Shadow Web fall in? I can't help but think that if Web was a fixed success rate, 1 point would be useful for low level leeching. Then again, the average level 70 can already hit most trainable monsters at least some of the time.)
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#59
Leatty: 32 damage (1000 HP)
Mask Fish: 32 damage (1000 HP)
Scuba Pepe: 42 damage (1430 HP)
Goby: 548 damage (17000 HP)
Bombing Fish House: 1306 damage (40500 HP)
Squid: 1483 damage (46000 HP)
Risell Squid: 1580 damage (49000 HP)
Shark: 1806 damage (56000 HP)
Cold Shark: 1887 damage (58500 HP)

Hopefully this is a good enough sample, I'm not sure on the level thing... you'd have to ask someone with a lower level or lower level of Shadow Web. Preferrably both.
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#60
This is maxed Shadow Web?
32/1000 = 0.032
42/1430 = 0.029371 <-- anomaly
548/17000 = 0.032235
1306/40500 = 0.032247
1483/46000 = 0.032239
1580/49000 = 0.032245
1806/56000 = 0.03225
1887/58500 = 0.032256
I think we can say with confidence (except for that Scuba Pepe..) that it's a percentage of HP. Mathematica's "Rationalize" function returns the first accurate 'approximation' as 1/31.
1/31 = 0.032258
It seems like a strange number to use, but it's extremely accurate on your samples. And the next best rational number is 44/1365 = 0.032234, which is quite a bit more unwieldy.
(And of course, it has to be a rational number. Using an irrational would just be... irrational.)

A good sample, if it isn't too inconvenient for you, would be a Lucida or Dark Rash. They have 15500 HP, so Web should do exactly 500 damage to them if the damage is 1/31.

I've also come up with a theory for the other levels... maybe Web does 1/(51-skillLevel) of the monster's HP. Then it'd do 1/50, or 2% at level 1. That would account for the 2% figure from the other source.

It seems to make a lot of sense, but I think those Rash/Lucida samples should be gotten first.
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