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→Calculating the Heroes Movement Rates
Calc1 = 1 - Min(1, MovementScalarReductionResistance)
Calc2 = (1 - MovementScalarReductionPercent * Calc1 )
Calc3 = (1 + MovementBonusTotal)
Calc4 = Max(0.1, MovementScalar)
Now this is the one we've been waiting for, just how does the MovementScalar change the speed of our character? 0.1 is the default, so anything above that is a perk!
*(your bonus movement) * 1 * ( 1 - [slow %] * ( 1 - [Slow Resistance]))* Default: 0.1 * 1 * 1 * 1 = 0.1; This would be full base speed.* Full Slowed by Caltrops with no Resistance: [0.1 ] * 1 * ( 1 - [0 .6] * (1 - [0 ]) ) = 0.04; You would be unable to move.'re slow!* Some buffAffix Run1 on your Axe: [0.15] * 1 * ( 1 - [0] * (1- [0]) ) = 0.25 15; 5% increase!* Affix Run1 on your Axe but slowed with Caltrops: [0.15] * 1 * ( 1 - [0.6] * (1 - [0]) ) = 10.12506; 25(you're 40% slower than someone who has no buffs or debuffs)*Affix Run1 on your Axe but slowed with Caltrops but with 50% increase resistance: [0.15] * 1 * (easy to show with 10 1 - [0.6] * 125% (1 - [0.5]) ) = 120.105; (Still faster than a normal character by 0.5%!);
Now back to the original formula:
MovementScalarCappedTotal = Min(1.25, MovementScalarSubtotal)
So we now know the best bonus is 1.25 which is the same as 2501150% in game bonus to run speed! No point going above that then guys and girls, 2501150% is your limitfrom this source!Of course there is the UncappedBonus, but at the moment we've not figured out where this is used...
MovementScalarTotal = MovementScalarCappedTotal + MovementScalarUncappedBonus
* RunningRateTotal = RunningRate * MovementScalarTotal
Lets give WalkingRate a value of 100.
Basic speed will be calculated as: 100*0.1 = 10;
With Run1: 100*0.15 = 15;
With Caltrops: 100*0.04 = 4;
So as you can see the MovementScalar is just as it says on the tin, a percentage % movement speed increasewith a cap of 1150% on the speed gains from affixes!