Wow three whole pages
I agree with Sigtrent and Gringo.
You are doing two things here, doing QA on these changes individually will not be easy, trying to do both at once will be near impossible IMO. Even if they go live at the same time, roll them into Lammania at different times (and don't try to do this in mod 5 - bad things will happen if changes are required). Personally, I think the physics dedection reduction is the more important so would recommend that first.
Also while TWF dioes do superior damage to THF, that should be the case. a 25% dps hit though probably is in excess of what is required.
Also, no class should be so much better than another at TWF than what is proposed. I would suggest that the incremental benefits tempests and windstanced monks get under the proposed should be reduced or changed for some other type of bonus (double strike as well maybe?).
Aerak the Bulwark-Awryn Shadowblade-Aerrik Lightbringer
Member of D.W.A.T.
THIS is a big deal.
So I see you offering +5 hearts of wood in the store, as you posted this ner...errr...fix...I guess I should buy them now then so I can respec my toons...any chance of getting a free +20 heart of wood though...save me a few bucks with your fix? Ill probably just go with the cookie cutter barbarian wielding a great axe. Ive seen 1 or 2 builds about those extremely difficult to construct characters. Lots of thought goes into those fo sho!
Lost Legion
We suck.
I guess this will mean clerics and fvs will need to use more pots on some raids since the boss will take longer to kill.
Wow, so, heres a genuine questions to the developers. Can you please define exactly what is causing the lag in the shroud, and whether its server side, server to client net lag, or client side.
Once we have a definite answer on what is truely causing the lag, maybe just mabye we will be informed enough to give you an answer.
As of right now this is what I see as causing the lag, dice rolls. Not total DPS, not the damage per swing. But the dice rolls and sending that info on to the clients.
Heres my suggestion, remove collision detection all together, and go to actual simple reach radius, just like actual pnp, if im standing beside the mob, ie within weapon reach, and swinging, assume im facing the guy and swinging at him, especially when hes my selected target.
for TWF, 5ft, small ring, THF, 10ft, bigger reach. If im within that ring of the mob, have him targeted, and am swinging, just assume im colliding and completely remove the need to add collision rolls. For actual DPS dice rolls, there was a terrible idea to just condense each round to one dice roll of each type. Thats horrid, one ****** d6 roll and you hit for 10 damage instead of 45.
Even fixed average rolls for damage would be 10000000 times better than reusing ****** rolls.
For fixing dice rolls, switch the game back to the whole one round every 6 seconds, fixed attacks per round, and modify the HPs of the mobs to match. Nerf one, nerf it all. Dont nerf 50%.
The only other solution? Dont send us all that crappy un-needed data that actually causes the lag, just send us the total damage per swing and the total modifier to hit. Its nice knowing what makes up a swing, but come on, if its bad for the game, go ahead and remove it.
Hell, you could just make the reduced client/server communication applicable to ToD and shroud, where DPS lag actually occurs, and only during peak hours. And while you are at it, remove the true lag causers in the shroud, those STUPID blades. Lag doesnt kick in part 5 until they spawn. and part 4 is always terrible, when theres 4-6 blades spinning round needlessly.
[Kranix of Argonnessen] [co-Founder of Novus Vinco ] [Officer of House of Mangar]
[Kranixx 5th Life 26 PaleMaster] [Krandozer 5th Life 28 Human Tank]
Remember when grazing hits were put in the game to "make it easier for new players to hit things"?
The biggest concern I have is if you make these changes, and the DPS lag doesn't go away. Then you get a lot of _really_ angry people.
Can you code this logic in such a way that you can switch back to the current model fairly quickly?
Then, once the new logic goes live, let it run for a few weeks - if it seems to make a big difference in DPS lag, then there's a case for keeping it.
But if it doesn't seem to make a difference, then perhaps we could switch back to the current logic while you continue to research the issue.
Thelanis: Axio/Pak/Flavord/Paxi/Axiomus/Efrit/Aximus/Axi/Paximus/Heysoos/DanielAsh/Axioma
-=[ Archangels ]=-
How about some numbers. 70 STR Greataxe Barb WF vs. 40 STR Khopesh Tempest III WF, both with lightning strike weapons vs non-dr, non-fort, non-resistant enemies with a pure warchanter available. Just comparing similarly geared up builds.
Over the course of 20 attack rolls:
Barb:
3d6 + 45[str] + 5[enh] + 9[bard] + 22[power attack] = 91.5 base damage per non-crit attack
(91.5 + 3.5[shock] + 3.5[shock burst] + 12[lightning strike] + 3.5*6) * 17 non-crits = 2235.5
(91.5*5 + 3.5 + 3.5 + 27.5[shock burst] + 27.5[shocking blast] + 12 + 3.5*6) * 2 crits = 1105
+14 on nat-20
(+91.5 * .3) * .75 * 19 = 391.1625 glancing blows
= 3745.6625
Tempest:
1d10 + 15[str] + 5[enh] + 9[bard] + 8[power attack] + 2[Ram's] + 8[favored] = 52.5 base per main hand
1d10 + 7[str] + 5[enh] + 9[bard] + 8[power attack] + 2[Ram's] +8[favored] = 44.5 base per off hand
(52.5 + 3.5 + 3.5 + 12) * 15 non-crit main hand = 1072.5
(55.5 + 3.5 + 3.5 + 12) * 15 * .85 non-crit off hand = 949.87
(52.5*3 + 3.5 + 3.5 + 16.5 +16.5 + 12) * 4 crit main hand = 838
(55.5*3 + 3.5 + 3.5 + 16.5 +16.5 + 12) * 4 * .85 crit off hand = 742.9
+14 nat-20 main hand
+14 * .85 nat-20 off hand
= 3629.17
Tempest is worse, and requires twice as many Larges. TWF Fighter is probably screwed without ram's might, favored, and only 55% offhand rate. 10% double strike is not going to make up for that.
EDIT: Messed up barbarian calculation. Forgot double bonus from power attack, and 1.5 STR bonus.
EDIT: added Ram's Might, Favored Enemy, FB vicious damage, Glancing blows (30% base 75% of the time)
Last edited by dkyle; 05-28-2010 at 03:57 PM.
I have no problem with changing the TWF mechanics. It will be painful, though, because TWF's are the whiniest bunch in the game.
But it seems that we are dancing around the real problem. I have gone many, many months without any significant lag problems. The problems only started AFTER THE WEDNESDAY MAINTENANCE. I have talked to many others and the results were the same. Something was done, during that maintenance, that caused these lag problems. That one little "something" needs to be routed out and eliminated. We were perfectly happy with the game play on the Tuesday Night before the downtime....so put it back to there.
Big fan of using only 1 physics detection check for both mainhand and offhand swings.
Big hater of all the rest of this.
I raid ALL the time and honestly the lag is not that bad. Maybe my system is just better than most but I honestly haven't had that much of a problem.
This is a MASSIVE nerf to two weapon fighting that just isn't needed. Seems like you're biting off WAY more than you can chew.
No big deal to me anyway I barely play anymore though so...meh...maybe this will just push me out the door completely.
V
Has there been any consideration to attack the PRNG used for these calculations?
In many cases it will save pots. With the lag the way it is the only way to keep parties alive is to overheal constantly as you have no way of telling what health anyone is actually on. In TOD yesterday someone died but it didnt show up that they were dead on the health bars untill about 10-15 seconds later.
Of course only if it stops the dps lag. ;-p
We need a base where we can actually test this without affecting live play. Lamannia is the best place.
But... I really hate beating a dead horse, but... only VIP's. Which won't be everyone. Then we'll be getting the 5th animation loss debacle again.
Let non-VIP's go in with any toon they copy over on Lamannia please! There are people willing to help. But can't because we're not VIP.
J1NG
Thelanis: Yijing (*Completionist* TR 20 Aasimar Scourge Monk Level 20 / Epic Level 10)
Thelanis: Pocket-Monks: Sightblur, Peashoote, Jigglypath, Jedinja.
Invisible Fences, unkillable Target Practice Dummy's, Shared Bank's, Pale Lavender Ioun Stones, the dimensional barrier between Eberron and Shavarath, I've broken them all...