Confused………
Update 49 includes significant adjustments to melee and missile combat to address long term concerns about game performance.
One of the most frequent causes of lag happens when an Effects Queue forms, which means that players have applied a ton of on-hit effects to a monster and the game has reached a buffer and must clear its queue in order to continue processing new information.
We are specifically targeting Server-based lag with this change.
Behind the scenes, the server crunches damage, effects, and debuffs in a big queue.
We can measure how efficient the server is at processing this queue by measuring the server frames.
To begin researching and addressing the root cause we put together simulations of a standard large group and their on-hit profiles.
What we found was that the amount of damage dealt didn't matter; it was about the frequency that effects were being applied.
It didn't matter if a simulation was against one target or many - if the effects queue was in trouble the rest of the instance had its performance significantly impacted.
That means lag for not just you and your group but for other people on the server.
NOW YOU ARE ADDING MORE “ON-HIT” effects ? ? ? ? ?
Highlights....
T4 Whirling Chain
In addition, when you Vorpal with this attack, you knock enemies down with no save for 6 seconds.
Every 2 seconds, they make a Balance save of (17 + DEX Mod + Trip DCs) to get up again. (18 second cooldown)
T4: Assassin's Mark
Spiked Chain Attacks have a 33% gain a stack of Dizzying Spiked Chain on each of the three hits
Only a 33% chance of each hit applying a stack
It's longer than Cleave, but also hits three times!
perform 3 AOE melee attacks
Vicious Chain giving a 33% chance to Bleed on each hit of the Spiked Chain.
Forceful Chain a 5% chance to knock non-boss enemies down with no save for 6 seconds.
Every 2 seconds, they make a Balance save of (17 + DEX Mod + Trip DCs) to get up again.
What am I missing here ????
Would these attacks not hinder Game performance for others on my server?
Also Spiked Chain is now a Light Melee Weapon…. thus any “on-hit” effects on that light weapon are now also added to this queue along with the Chain Attacks of 3 AoE melee attacks.
I would have thought / hoped that the DEV’s would be limiting things that add to the “effects queue” not adding to them.
But again... I could be missing something.... please explain.