Author Topic: [Tutorial] Combining Animations with Animation Composer  (Read 16395 times)

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Offline soa

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Re: [Tutorial] Combining Animations with Animation Composer
« Reply #15 on: 31 August 2023, 20:26:41 »
I don't know if you're aware of this guide :
https://steamcommunity.com/sharedfiles/filedetails/?id=2382433615&searchtext=mechanic

In the attack speed section it says that armed attack speed is 0.75+ base weapon attack speed and if you're single handed you multiply the total by 0.85
Actually it may be 0.74 instead of 0.75 given what's in the dbrs.

And if you're unarmed it's 100% attack speed base.

To me it looks like unarmed is kinda high AS, and some weapons are faster, others slower.
If you calculate (0.74+x)*0.85 = 1 it gives x = 0.436 so weapons with 0.45 or more will be faster, at least on paper.

After that you get a distortion with the animation speeds in the dbrs, the frames in the .anm, etc.
But maybe it's not much of an issue as I'm not sure unarmed was even meant to be played.
Sure some builds can benefit from it's high speed and also very high cap (350% IIRC) but I'm not sure it was meant to be played by the devs.
Unlike Grim Dawn, you can't make a skill only usable by unarmed in TQ.
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Online nargil66

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Re: [Tutorial] Combining Animations with Animation Composer
« Reply #16 on: 31 August 2023, 21:11:58 »
Hmm, that clarifies things to some degree. I've seen the guide before, but haven't payed much attention to it apparently.
In Grim Dawn the system is rather simpler - you have 2 hits per second, and all weapons decrease that rate, if you don't count the AS special bonuses.
Thanks @soa for posting this. I guess the current system is not worth changing, even if not perfect. It may become even more confusing otherwise.
What made me interested in this in the first place was a bug that display the weapon attack speed incorrectly when using combined normal + mounted animations.
I'm sure that the lengths and fps rates of the animations are the same, and still the bug displays... I guess i have to find a workaround solution.

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