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6 years ago
"WinKILLERinc;c-1796834" wrote:
@Juzz umm, no. Time is NOT a factor in the way turn meter works. If thinking of it in the terms of time helps you understand, then great. However, there is a counting aspect to the way turn meter works. I’m not facing it the wrong way, it’s quite simple to figure out... why do you think it is seconds? Why is it not hours? Why not minutes? This is why I use the term “speed threshold” because a clock isn’t helping determine what speed a character needs to be. Converting to time is an unnecessary conversion if you are trying to setup a turn
First, I am not saying your calculations are wrong.
The thing is that speed is a measure of how fast the TM jar fills, but a turn goes when TM jar is full.
Filling the jar is done via Speed and vía TM gains/loses.
You stated that you were unsure if the resulting speed were rounded when you calculated the resulting speed. Game doesn’t care about the resulting speed, cares about how much the TM filled during the match, and the match is set in time measure. The resulting speed you get in your calculations is accurate and should not be rounded as you are converting the leftover TM you have left on the char to Speed. Actually you are converting the Time needed to get to 100% minus the already TM you got to speed.
Your kind of calculation goes very well when you get TM at the start of turn, but gets awfully complicated when you get TM at any other time the TM on char is not 0%.It even can lead to false results. Say if you get a 25% TM gain when you already are at 80% TM, by doing your calculation, your calculations would state that the char actually goes after the time he got the 100% TM.
Time is the final measure of when a TM has reached 100%, be it solely from speed attribute or TM gains/loses. I said seconds but most probably is related to ticks (as is standar time measure in computers across any platform). Also, 99% of the programmers assigned to male this kind of Speed,TM fill would go to timeline and check the status of each char on any action and reset the variable TimeTo100%Tm on each char every time an action is taken. Is the easiest and most accurate approach.
The “Speed threshold” is not an in-game mechanic, and only valid for 0%TM char.
Time approach is valid for any situarion and mimicks game mechanics. That’s what I was stating about
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