Spielerando

Scale a weapon swing with attack speed so the hit moment still lines up

A faster attack speed that simply plays the swing quicker makes the blow unreadable, and the damage often lands at the wrong point of the arm's motion. Here is how the three phases shrink at different rates, where the hit happens, and how long you must wait before the next swing.

Why this works

A swing has a hit moment the eye waits for. Faster attacks should squeeze the winding back, but a strike or a return that is too short is no longer seen. Holding the hit at the middle of the strike keeps cause and effect in the same place at any speed.

When not to use it

Don't use it for weapons whose hit lasts a while, such as a beam or a held shield, or for slow, heavy blows that are meant to be dodged. A fixed long windup is the point there, so don't speed it up without limit.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 46 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Scale a weapon swing with attack speed so the hit moment still lines up" (read_entry melee-swing-keeps-its-hit-moment) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP