Stamina based combat - a mathematical approach that make both combat styles viable
The Stamina Bar
Every player can have 50 points of stamina that regenerates every tick, meaning that it takes a maximum of 2.5 seconds to refill.
From Attack Speed Value to Stamina Value (Calculation)
A diamond sword has an attack speed of 1.6, which means, you can hit 1.6 times in 1 second. So How much time does it take to hit once?
1 tick = (1/20) seconds = 0.05 seconds
0.625 seconds = 12.5 ticks
So every sword swing will use 12 stamina points, meaning that after 5 spam clicks, your stamina will completely run out.
In the case of an axe with 0.9 attack speed,
1.1111.... seconds = 22.2222.... ticks
One axe swing will use 22 stamina points, meaning that 3 spam clicks will drain the stamina bar.
When the stamina bar hits 0, you will get exhausted, and will get a weakness-like effect that disables the ability to attack. It takes an additional 3.5 seconds to start recovering the points plus the 2.5 second stamina regeneration time, making the exhaustion last for a whapping 6 seconds.
Similar to how we used to have, there would be 2 attack indicators available in the options.
When you choose to put your indicator in the hotbar, it will be placed in between the xp bar and the hotbar. The design is also similar to the xp bar.
The crosshair indicator would be a decrease meter instead of an increase meter. Every time you swing your weapon, a bar which has its length depending on the stamina level will appear and get lengthened. The decrease will indicate the stamina recovery. When it reaches 50, the bar will turn red, and it'll never disappear until the exhaustion runs out.
How Combat Will Become
Spam attacks will be a viable way to attack players out of guard, dealing maximum damage before the apponent gets ready. However, if the combat takes longer, everyone will be forced to use timed attacks, since there is no need to consider stamina if you obey cooldown.
TL;DR: Read the text in bold.
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