Attacks Per Second Display Issue

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xhul wrote:
I may have been wrong when i said that POE was dealing with frames instead of milliseconds (internally), despite i still don't understand why (maybe i've coded in assembler for too long).
Anyway, i'm pretty sure the problem lies in the fact that even the base APS shown on weapons is already rounded (even on normal items) AND that values on the character window are the result of calculations using unrounded ones.
I mean, using rounded values in the first place may explain the differences from one weapon to another.


Agreed. I think it all goes back to the base white APS perhaps being a rounded value. What if we worked backwards to solve for the real APSr on my first bow example?

APS = APSr * (1+IASw) * (1+IAS)

2.79 = APSr*1.13*1.71

2.79 = APSr*1.9323

1.4439 = APSr

This is fishy, since the game tends to round to the nearest hundredth (which would make it 1.44 instead of 1.45). Instead, we're looking for a value between 1.445 and 1.449, something that would make the game round up to 1.45.

We know that IASw is 13%. It wouldn't round that value. And we know that IAS is 71%. It wouldn't round that value either. So the only other variable is the APS character sheet value of 2.79. It must be a number higher than 2.79, but not enough to round to 2.80. Something between 2.791 and 2.794?

And now we're dealing with two missing variables. Unable to solve!

APS = APSr*1.13*1.71

I would go nuts if a GGG dev came in and told us the real, unrounded APS value on a white Imperial Bow.
Last edited by Nairul#4127 on Jul 28, 2015, 9:06:48 PM
Rounding may not be accurate in many cases: double<->float conversion, different OS, different CPU/GPU architecture, using different rounding methods in the middle and at the end.... anyway, only GGG knows the answer.

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