Difference between revisions of "Sacred 2:Formula for calculating the Regeneration Time"

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"[[Sacred 2:Chance to halve regeneration time|Chance to halve regeneration time +X%]]" bonuses sum up, having 100% grants a permanent bonus of -50% regeneration time. Equipping more than 100% of this chance does not have any effect.
 
"[[Sacred 2:Chance to halve regeneration time|Chance to halve regeneration time +X%]]" bonuses sum up, having 100% grants a permanent bonus of -50% regeneration time. Equipping more than 100% of this chance does not have any effect.
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==See Also==
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*[[Sacred 2:Sacred 2 Player Contributed Guides|Sacred 2 Player Contributed Guides]]
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*[[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Arts]]

Revision as of 20:59, 8 March 2014


Formula for calculating the Regeneration Time

Originally written by Mibbs (in russian). Translation by Silver_fox.



Regeneration Time for all Combat Arts can be calculated using the following formula:


RegTime = cooldown + (cost_base+n*cost_level+m*cost_level/2) / 100 * Stamina_mod * Buff_recuirements_coeff * Buff_bonus * Skills_coeff * Armor_coeff * Item_modifiers * Combo_modifier * Expert_touch * Alchemy_mod


The variables in this formula are:


  • cost_base & cost_level - regeneration time constants whose values are set in spells.txt. They define the original regeneration time for each CA and regeneration penalty for each memorized rune. The values for these constants are set in frames (100 frames equals 1 second).


  • n - a number of memorized runes: its minimum value is 1, maximum is 200


  • m - a number of CA levels added by equipment (these additional levels give only half the penaly to regeneration time)


  • Stamina_mod - a modifier that depends on Stamina attribute. Its value never exceeds 1:
Points in Stamina Stamina_mod
25 1
75 0.75
125 0.5
225 0.33
325 0.25
425 0.2
725 0.125
925 0.1
Studying this sequence we can determine that in order to halve the regeneration time a character should have 125 Stamina points (+99-100 to starting value). Then, to halve the regeneration time again a character needs 325 points (+200 to previous value), the next time it would be 725 points (+400), the next time - 1525 (+800) and so on.
This sequence means that every next point invested in Stamina has less effect on regeneration time than the previous one. Though the same can be said about all the attributes.



Buff_recuirements_coeff = (1 + regeneration time +x%_1stBuff + regeneration time +x%_2ndBuff + regeneration time +x%_3rdBuff +x%_SpecialMount)


It can be lowered by modifiers that affect Regeneration Penalty from Buffs:
    • Appropriate Aspect Focus (of the same aspect as the buff)
    • Concentration Skill
    • Stamina (its effect on Regeneration Penalty from Buffs is the same as on Regeneration Time and is described above)
    • A "Regeneration Penalty from Buffs -X%" Item Modifier. Bonuses granted by different items do not simply sum up, but are calculated by special formula. The result can be nearing -100% but would never reach this value.
    • Appropriate CA modifications
    • Penalties for riding a Special Mount can be reduced by the Riding Skill.


  • Buff_bonus - a regeneration time reduction granted by active buffs, Special Mounts or temporary effects from CAs. It is less or equal than 1.


Buff_bonus = (1 - regeneration time -x%_1)*(1 - regeneration time -x%_2)*...*(1 - regeneration time -x%_n)


It is affected by:
    • Innate property of a buff (for example, Grand Ingivoration)
    • Appropriate CA modifications
    • CAs that increase chacracter's attributes for a short period of time
    • An Aspect Special Mount grants the rider regeneration time bonus for all CAs of respective aspect.


  • Skills_coeff - a multiplier that depends on the skills learned. It is less or equal than 1.


Skills_coeff = (1 - regeneration time -x%_concentration)*(1 - regeneration time -x%_focus)


It is affected by the following skills:
    • Concentration
    • Appropriate Aspect Focus (of the same aspect as CA)


  • Armor_coeff - a multiplier that depends on regeneration penalty from Armor, 0 < Armor_coeff < 2.


Armor_coeff = (1 + regeneration time x%_1)*(1 + regeneration time x%_2)*...*(1 + regeneration time x%_n)


Each piece of Armor has an innate penalty to the regeneration time, that can be lowered by the Armor Lore skill. This penalty can be negative, which means that a piece of equipment makes CAs regenerate faster.
A penalty value from each piece of equipment is applied as independent multiplier to the resulting regeneration time value; several multipliers do not sum up, but applied in layers: 5 eqiupment pieces with -20% penalty each would not give a character -100% regeneration time, but only 100*0,8*0,8*0,8*0,8*0,8 = -66%.
Armor_coeff exceeds 1, when total regeneration penalty from armor exceeds 0,
Armor_coeff is less than 1, regeneration penalty from armor is negative.


  • Item_modifiers - a multiplier defined by "Regeneration Time: -X%" modifiers found on various pieces of equipment. It is less or equal than 1.


Item_modifiers = (1 - regeneration time -x%_1)*(1 - regeneration time -x%_2)*...*(1 - regeneration time -x%_n)


Various "Regeneration Time -X%" bonuses granted by different items do not simply sum up, but are calculated by special formula. The result can be nearing -100% but would never reach this value.


  • Combo_modifier - if a character has the Combat Discipline skill and a CA is used in a combo, this multiplier is always less than 1.
Hard points in Combat Discipline Combo_modifier
0 1
1-75 0.9
75 and more 0.8


  • Expert_touch - if a character was created with Expert Touch option turned on, this multiplier's value is set to 0.66, otherwise the value equals 1.


  • Alchemy_mod - This multiplier is always less or equal than 1. Its original value is 1, if a character uses Concentration Potions or Trophies the value becomes less for the duration of the potion effect. Multiplier's particular value depends on a type and effectiveness of a potion or trophy used.


"Chance to halve regeneration time +X%" bonuses sum up, having 100% grants a permanent bonus of -50% regeneration time. Equipping more than 100% of this chance does not have any effect.


See Also