Talk:Swiftness/@comment-204.236.169.75-20141102085404/@comment-26322616-20150730003012

There actually is a difference, albeit rather insignificant to us. '.1' is less precise than '.10', assuming the numbers to be rounded, and since it is a bit more difficult to have decimals multiplicative of 10 in binary (the language the program uses to do everything in the game) this is a rather safe assumption.

When rounding to '.1' there are three possible situations:

Situation 1 - Standard Rounding: the number that would have appeared directly to the right of the 1 could have been any number in the range 0 - 4.

Situation 2 - Floor Rounding:  the number that would have appeared directly to the right of the 1 could have been any number in the range 0 - 9 as Floor Rounding will always round down.

Situation 3 - Ceiling Rounding: the actual number would have had a 0 as the first number to the right of the decimal and the second number could have been any number in the range 0 - 9 as Ceiling Rounding will always round up.

But with the number '.10' we know, definitively, that it is a 0 and then the three situations above would apply to the third number to the right of the decimal.

How this affects us is miniscule and would only be noticeable after investing many attribute points into swiftness. Depending on the rounding at high swiftness levels there would eventually be a discrepency in the attack speed.

And all of that is irrelevant now because the values have changed anyway and I'm replying 8 months after your original post. I just figure someone might read this and hopefully learn something about rounding and I'd feel good knowing somone learned something from me. :)