TS NOTIFIER- wtyczka  do TeamSpeaka (autor instrukcji: Radh the Grey)

czyli ” I Kto to mówi(na TS) ?”



PRZEWODNIK PO CRPG(autor tłumaczenia: Arked)

Moscher’s Fight Guide for Crpg & Hamelech’s Welcome to cRPG



cRPG Wiki

(kompendium wiedzy o cRPG)



Link do wykazu i specyfikacji wszystkich modyfikacji broni/ekwipunku(by Lamix):



Link do kalkulatorów

(Character planner,
Melee Weapon Damage Calculator
Experience gain)



Link do  Mercenaries Skin Pack

(z tej paczki polecam nowy celownik i smaller fonts)



Link do CustomClanBanners

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Eye candy for cRPG character creation page

(wtyczka ułatwiająco-upiększająca naszą indywidualną stronę cRPG)



Myths Of Warband( by Stabbing Hobo)

Prawdy  i Mity (o Warbandzie)



Running in cRPG (by prof. WaltF4)

(test lekkoatletyczny )



Armor & Weapon Proficiency Reduction(by Walt4&Gafferjack)

(Ciężar eq , a kary do punktów WPF)



Penalty with shield(by WaltF4&Zaar)

(kary za używanie 2h/polearms z tarczą)




author: WaltF4

Weapon attack speed and proficiency and not agility

I have conducted some testing on the effects of weapon proficiency and agility on weapon attack speed. The basic test was conducted by recording the number of two-handed polearm thrusts that could be executed within 60 seconds. I preformed the tests with a number of polearms of different weapon speed and with different polearm proficiencies. All of the reported values were taken from the averages of 3 individual time trials conducted at each condition. The following plot shows the time per thrust verses polearm proficiency. I have also noted the agility that the testing character possessed at the time of the trial.

The most obvious feature of this data is the linear relationship between time per attack and proficiency. The slope of each weapon line gives the reduction in time per attack per point of proficiency while the y-axis intercept of each weapon line gives the time per attack with 1 proficiency (technically 0 proficiency but the difference is inconsequential given the small slopes.) The time per attack at 1 proficiency has a linear relationship with weapon speed as seen in the following figure:

The slopes of each weapon line are such that 100 proficiency results in a ~6.5% reduction in time per attack relative to the 1 proficiency time per attack. Therefore, weapon proficiency has a greater absolute reduction in the time per attack for slower weapons than for faster weapons. Additionally, these results show that agility has no observable impact on the time per attack for a weapon as there is not a significant change in the slope of time per attack verses proficiency between the different agility test conditions.

To put this in perspective, a level 30 character with 3 agility, no weapon master, and 110 polearm proficiency would attack ~5% slower than a level 30 character with 27 agility, 9 weapon master, and 180 polearm proficiency if both characters were to use a speed 94 polearm. The absolute difference in time per attack between these two characters would be ~0.06 seconds. This is significantly less than the 10.5% difference in attack speed one would expect if agility was providing the purported 0.5% reduction in attack speed per point and the difference of 70 proficiency was ignored.

Another interesting result was that all of the polearm attack animations (thrust, overhand, and slashes) take the same amount of time to execute completely. However, this does not necessarily mean that the time between releasing an attack and landing an effect hit is the same for all of the polearm attack animations.


KASA, MISIU, KASA… (test: koszty utrzymania eq)

author: WaltF4

Maintenance and sustainable monetary value of equipment

I have concluded a relatively simple test to determine the current rate of maintenance and the corresponding amount of equipment a character can afford to field. Over the last generation of my character, I have recorded my experience and gold multiplier for every round I have played since I could use my standard equipment. Additionally, I have kept track of the experience and gold I had when I first started using this set of equipment and have not purchased any items nor changed my equipment since beginning the test. All rounds were played on the 100 man NA battle server while it was well populated. From a set of 482 rounds, I have determined the rate at which gold is lost to maintenance.For these calculations I used the following values extracted from my test:
starting experience: 1136000 exp
ending experience: 8738000 exp
starting gold: 672310 gold
ending gold: 795081 gold
generation: 11
average multiplier: 2.19
equipment cost (buying price): 14220 goldMy character gained 7602000 experience and 122771 gold over this period. However this amount of gold gain has been reduced due to maintenance. The gold gain without maintenance is proportional to experience gain and character generation such that:
gold gain/exp gain = 50 gold/(1000 exp+100 exp*(generation-1))For my character:
gold gain/exp gain = 50 gold/2000 exp = 0.025 gold/expSo without maintenance I would have gained:
7602000 exp * 0.025 gold/exp = 190050 goldTherefore, over this period I lost 67279 gold to maintenance. As gold gain, experience gain, and equipment breakage (to the best of my knowledge) are incremented at regular intervals, or clock ticks, it is perhaps best to look at these “tick” time units instead of number of rounds. The number of ticks included in this set of games can be determined:
Number of ticks = (end exp-start exp) /((1000 exp+100 exp*(generation-1))*average multiplier)For this set of data:
Number of ticks = 7602000 exp/ (2000 exp * 2.19) = 1735.6The amount of gold lost to maintenance per tick was 38.8 gold. To determine the rate of maintenance, that is the gold lost to maintenance each tick per gold worth of equipment:
rate of maintenance per tick = (gold lost to maintenance per tick)/(equipment cost)Using my values:
rate of maintenance per tick = 38.8 gold / 14220 gold = 0.0027As this rate of maintenance per tick is normalized for generation, average multiplier, and equipment cost, it should be independent of character and player. While not necessary for further calculations for sustainable equipment value, the chance of breakage per tick can be determine from rate of maintenance per tick since the cost or repair is known to be 5% of the item buy price.chance of breakage per tick = (rate of maintenance per tick)/(cost of repair)
chance of breakage per tick = 0.0027/0.05 = 0.054This result shows a 5.4% chance of breakage for each item each tick. This chance of breakage is greater than values I have seen given by chadz, but could be the result of outdated change logs, the development team generally being a bunch of trolls, or the breakage checks not actually being synchronized with the experience and gold ticks.Going back to the rate of maintenance per tick value of 0.0027, we can determine the sustainable monetary value of equipment using:
average equipment cost = 50 gold * (average multiplier)/0.0027From the immediately preceding equation, it should be obvious that the average multiplier of a player is important to what equipment they can afford. Though player skill is a factor in your multiplier, it is not easily quantifiable and is beyond the scope of what I will attempt to cover here. Suffice it to say, average players will win about 50% of their games while good players would expect to win more while bad player would win less. From this assumption of 50% win rate, the average multiplier of the average player can be determined. Begin with the first round of play after joining a server the average player’s multiplier would be:

1x for the first round (100% chance of 1x)
1.5x for the second round (50% chance of 1x and 50% chance of 2x)
1.75x for the third round (50% 1x, 25% 2x, and 25% 3x)
1.875x for the fourth round (50% 1x, 25% 2x, 12.5% 3x, and 12.5% 4x)
1.9375x for the fifth and following rounds (50% 1x, 25% 2x, 12.5% 3x, 6.5% 4x, and 6.5% 5x)

The following plot shows the cumulative average multiplier of a player as a function of rounds after joining a server.


The most notable feature is the asymptotic approach to a 1.9375 multiplier. This means that players that play a few rounds in one sitting or between changing servers or having to rejoin servers would be expected to earn less gold and experience than player that play for extended periods. To put a scale to all of this, the average player who plays in 15 round sittings (about 1 hour on the 100 man NA battle server) could maintain 33730 gold worth of equipment continuously while an average player who plays in 30 round sittings could maintain 34880 gold worth of equipment continuously.TL;DR version: You can continuously maintain an average equipment cost equal to your average multiplier times 18520 gold. Your average multiplier will most likely be a little less than 2x. Most players can have equipment worth about 35k without significant financial hardship. 



Refleksje łucznika nad kusznictwem(plusy dodatnie, plusy ujemne)



Zależność pomiędzy wielkością celownika a ilością punktów WPF(test)

copywrite by WaltF4

I actually tested and can confirm your suspicion.

(klikaj  w obrazki, by powiększyć)

Using the program ImageJ (free and awesome,) I measured the distance between the centers on the 3 interior circles in each reticule image. From these measurements I determined the “width” of the each reticule using the average distance between the interior circles. I used an average value here because, even at 1920×1080 resolution, the distance values had digitization and, more significantly, the distance between the bottom two circles is different that the distance from the upper circle to either lower circle. I also determined the “area” of each reticule since projectile grouping are areal, not linear. This reticule area was defined as the area of a circumscribed circle for an equilateral triangle with edge length equal to the given reticule width. Below are plots of the reticule width and reticule area in pixels and pixels^2, respectively, as a function of crossbow proficiency.

I’m not sure what the accuracy values on the website are suppose to be, but it does not appear to be accuracy in the traditional sense. I also measured the time taken to expend 21 bolts (the one that comes loaded and a 20 bolt quiver) allowing for a minimized reticule each shot. I can also report that the agility of a character does not directly increase crossbow rate of fire.

Published in: on Luty 10, 2011 at 19:58  7 komentarzy  

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