![]() |
|
#20
|
||||
|
Quote:
I just looked at the emu source and it seems to work like this.... attackSpeedInMillisecond = (originalDelayInMilliseconds / hasteMod) speed and delay are both integers but hasteMod was a floating point (number with a decimal point) if you have 99% haste, your hasteMod value would be 1.99 if you have 100% haste, your haste mod would be 2.0 So let's say you have a 35 delay weapon with 100% haste 3500 / 2 = 1750 ....so you will attack once every 1.75 seconds and let's say you have 99% haste 3500 / 1.99 = 1758.79.... rounded down to 1758 .... you are taking 8 fewer milliseconds between swings with 100% haste versus 99% haste on a 35 delay weapon. The server will round down to the nearest millisecond because of the Integer math but you'll still have an 8 millisecond difference. I'm pretty sure the attack timer can handle 8 milliseconds of precision and there will be a tangible difference. | |||
|
Last edited by Dillusional; 04-12-2019 at 02:00 PM..
|
|
|||
|
|