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Slink
06-14-2010, 10:16 AM
I have been thinking about this for the last 2+ weeks.
Hopefully, we can give the developers other ideas for places to look.
With the impending nerfs, I ask you to consider this thought:

Is the lag created by too much DPS or by inflated HP?
Inflated HP are the cause.
DPS lag is the effect.
FWIW, I dont notice the lag nearly as much in epics.
Forced breaks from melee seem to be good for the DDO engine/servers.

In the case of raid bosses, maybe they should learn how to cast disjunction?
Maybe even random dispell aimed at FOM users?
More chains from Sulu/Judge(AOE?)?
Might make the game more exciting in the process.
Seems to me there are plenty of other ways to slow the melee with immersion into the game instead of removing class abilities/PrE.

Find another way, Eladrin, to make the game compelling without affecting the combat system that sells this game.
Give them power beyond massive HP to aid survivability and slow the melee.
The same applies to the mobs.

Please keep this thread clean.
I'm looking for serious discussion, not BS.

Thank you,

S.

Xeraphim
06-14-2010, 10:31 AM
I agree, based on testing, results, and community bias.

We've had this problem ever since Horned Devils with over 50,000 HP were introduced, which makes less sense than a level 18 Player Character Human Bard with 20,000 HP and 8 CON.

I'd like a balance, as I am certain would everyone else.

A nerf to Greensteel may be in order if the HP are reduced by 50% from level 16 up, as the DPS output is currently over the top in reference to typical pen and paper D&D. Eighteen billion effects procing at once(Monks with ToD Rings and double damage effect wraps(example: Holy Burst of Greater Bane), Tempest IIIs with two Mineral II weapons, Paladin KoTC IIIs using Zeal with Mineral IIs and their capstone procing...) tends to overwhelm the client memory usage and the server simultaneously(or is it the Player Client and the ISP?), and is generally the ultimate cause of the DPS Lag phenomenon, made manifest by the fact that this is a continuous process over several minute periods, made possible by ridiculously inflated HP.



Guesswork at how to manage the change in The Shroud: Give Arraetrikos 30 second periods of standing in place in part 4, broken apart with orthons popping in and harassing the group regularly(since Bearded Devil AI is a major cause of lag, and Orthon AI is significantly better balanced for lag purposes, based on extensive observations) as he flies around(Giving Arcane Archers something to do). In Part 5, he tends to stand in place too much, so maybe having him pop out to soak up some more sun after dropping to 50% HP to heal up to 75%, then at 25% to heal up to 50%, would allow 3 changes:


You can drop his HP significantly to achieve better balance
Arcane Archers could harry him while he is trying to heal up in the lunar rays, decreasing the amount of HP he takes in in total
This breaks both parts up to free up process time to complete redundant and dated processes, and to catch the clients up.

Hooray for guesswork!

Tower Of Despair... well, let's just say... it would take a complete rewrite to get rid of the DPS Lag in the Shadow Fiend part that causes 95% of the wipes in there.

ArichValtrahn
06-14-2010, 10:33 AM
Seems like all of the places I see DPS lag are on targets that do not move. No moving means no break in dps, so no time for server recovery. Makes sense. Have Harry teleport around like the VOD guy does. Drop portal HP and add more potent trash to deal with instead.