In response to post #70226458.
You should PM Arthmoor with this before it gets buried
Spoiler
3aq wrote: Hello Unofficial Patch Project Team,
I am wondering if it's possible to adopt renketsu0's Attack Speed Framework concept into future version of the unofficial patch?
From my understanding, how the game is currently handles weapon speed is that weapon speed AV starts at 0.00 and then this modifier is compared with the currently equipped weapon, this makes for stacking more than one attack speed modifier wonky (as can be witnessed when using Dual Flurry + Elemental Fury + etc etc). Buffs do not properly apply, and similarly too do debuffs seem more of a joke than anything else. Worse still is the fact that there is an entire facet of the game left unexplored due to this age old bug, which in one of the top games about sword n' board and magic pretty inexcusable, that being the weapon/attack speed management.
Good news though, a modder known as renketsu0's devised a concept which works to alleviates this issue by raising the base weapon speed to a standard AV of 1.00 while removing the speed buff/debuff AV padding of 1.00.
Base Scenario: Player character simply buffs himself with Dual Flurry and Elemental Fury.
Old to new base weapon speed (0.00 --> 1.00) ,Old to new elemental fury (1.50 --> 0.50), Old to new dual flurry (1.20 --> 0.20)
Currently: 0.00 + 1.50 + 1.20 = 270% attack speed
Proposed: 1.00 + 0.50 + 0.20 = 170% attack speed
Scenario 1: The player character, stumbles upon a slow trap while assaulting a pack of enemies.
Old to new base weapon speed (0.00 --> 1.00) ,Old to new elemental fury (1.50 --> 0.50), Old to new dual flurry (1.20 --> 0.20), a slow debuff (-0.45)
Currently: 0.00 + 1.50 + 1.20 - 0.45 = 225% attack speed <-- that debuff will buff right out
Proposed: 1.00 + 0.50 + 0.20 - 0.45 = 125% attack speed <-- that debuff is more concerning now.
In effect it would add more flavor to a game about swords, boards, and magic; as weapon speed or the lack thereof is now more emphasized and realistically reflected within Skyrim universe.
Scenario 2: The player character, who is fatigued, stumbles upon slow trap and proceeded to be assaulted by warlocks specialized in frost spells.
Old to new base weapon speed (0.00 --> 1.00), Old to new elemental fury (1.50 --> 0.50), Old to new dual flurry (1.20 --> 0.20), a slow debuff (-0.45), a frost debuff (-0.35), a fatigue debuff (-0.50), a frenzy buff (1.20 --> 0.20), a pair of gloves of haste (1.15 --> 0.15)
Currently: 0.00 + 1.50 + 1.20 - 0.45 - 0.35 - 0.50 + 1.20 + 1.15 = 375% attack speed <-- for the record this would be like Flash in his Flash time.
Proposed: 1.00 + 0.50 + 0.20 - 0.45 - 0.35 - 0.50 + 0.20 + 0.15 = 75% attack speed <-- a more accurate depiction of someone taking his/her last stand.
There's also the bugged Scenario 3: Where in order to compensate for vanilla's weapon speed application, mods that deal with debuff erroneously applies it so that, literally every debuff shuts everything down.
Old to new base weapon speed (0.00 --> 1.00), a slow debuff (-1.45 --> 0.45)
Currently: 0.00 - 1.45 = 0% attack speed <-- completely rigid at this point
Proposed: 1.00 -0.45 = 55% attack speed <-- a more accurate depiction of something slowed
Why am I bringing to USSEP in particularly?--Because quite simply, USSEP (and USLEP by extension), establishes the standard for Skyrim modding. And this is one aspect of the that requires conforming to properly (or rather more successfully) apply it to the game.
I am hoping this would be worth while to consider as this would IMHO be one of the biggest thing to improve the game play of Skyrim at the present moment.
Kind Regards,
Sean
Notes:
Attack Speed Framework
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