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Deathmax has been doing more work behind the scenes, and I've been doing a stellar job of interrupting him with random suggestions that sometimes actually help, so now we've got some new data in the mine.
The movement speed field has been expanded and now looks something like this:
"movement": {
"attack": {
"move speed": 0.0033,
"move speed type": "3",
"move type": "1"
},
"skill": {
"move speed": 0.0033,
"move speed type": "3",
"move type": "1"
}
},
"name": "Scorching Steel Gildorf",
As a breakdown:
"attack"/"skill" determines what the movement data is used for. It's possible for units to have different data under either, so pay attention. "attack" is used for normal attacks, "skill" is used for all three types of BB. It's possible for units to have different values for either, such as Maxwell having "move type" 2 for normal attacks, and "move type 3" for BB attacls.
"move speed" is the movement speed of the unit, as discussed a few days ago. Lower = faster, for this one. There are 10 possible values, but we're not sure exactly how they translate to in-game speed at the moment.
- Values used for units that move normally, fastest to slowest:
- 0.0015
- 0.0024
- 0.0033
- 0.0041
- 0.005
- Values for units that teleport or don't move:
- 0
- 2
- 4
- 6
- 8
"move speed type" appears to just be the rating applied to move speed. In this case, the higher speed is fastest, so Nyami's 0.0015 makes her a speed type 5, and Vars' 0.005 makes him a speed type 1. As people are used to "faster = better" this field might become the default used in conversations. Values in this field always match up to the previous set.
- Movers:
- 0.0015 = 5
- 0.0024 = 4
- 0.0033 = 3
- 0.0041 = 2
- 0.005 = 1
- Teleporters/non-movers:
- 0 = 5
- 2 = 4
- 4 = 3
- 6 = 2
- 8 = 1
As a note, the implementation of this suggests that unit speeds are assigned on a simple 1-5 scale, and the values in the move speed file are just what the game calculates them to be for those movement types. This means we probably don't have to worry about units with in-between speeds.
"move type" is the last field, and refers to how the unit moves before attacking. There are 3 values, each referring to different movement types:
- 1 = Unit moves across the field normally
- 2 = Unit teleports
- 3 = Unit does not move before attacking
Our current goal is working out what the movement speeds mean for each movement type. So far, we appear to have the following:
- Type 1 - No final data on regular movement, but I'll update once we've got something for this. I can confirm unit position matters for them, but everybody knew that already
- In following with the below, I'll mention that units that move have 2 phases - movement, followed by the attack animation.
- Type 2 - Teleporters have 3 movement phases - the teleport animation itself, a movement phase, and finally their attack animation. Unit position does not matter for these units.
- Deathmax is currently looking into calculating the duration of the teleport animation. It currently looks like move speed works the same for teleporters as it does for non-movers, adding a certain amount of frames before the attack animation (see below)
- Type 3 - Non-movers have 2 movement phases - a delay equal to their movement speed, followed by their attack animation. Unit position does not matter for these units
- So Maxwell has a move speed of 2 when using her SBB, meaning there's a 2 frame delay between activating her SBB and calculations/buffs
- Meanwhile totems have a move speed of 8 when attacking normally, meaning there's an 8 frame delay between tapping them and damage calculations
- Some units like Grybe have a 0 frame delay, meaning they're truly instant
Units that move in any form before attacking use movement speed 0.002 for the return animation, regardless of their actual speed. I'm not sure if this is significant to gameplay at this point, as enemy units begin their death animation as soon as the attack animation finishes, regardless of whether the unit has to return to its previous location.
As a final note, the BB cut-in animation begins 1 frame after a unit is swiped. It lasts for 100 frames (well, technically it lasts for 40 frames but slows the game down to 24 FPS, which works out at being equivalent to 100 frames)
So now we know how to calculate the final frames for non-movers. Including her startup, for example, Malbelle takes 100 (BB cut-in) 4 (speed) 99 (last damage frame) = 203 frames to complete her SBB, from swipe to finish. This doesn't include any leftover animation frames (enemies only die after the animation finishes), so it's not perfect for calculating the fastest attacker at this point.
But we're working on it. Well, deathmax is. I'll probably spend the rest of the night reviewing the new units.
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