astuce999
05-08-2013, 04:03 PM
This is an attempt to explain how the server ticks works, and its relationship to songs. It works the same way with other aspects of the game(i.e. meditate, regeneration, dots), but I would like to focus on songs for now, since they are such short durations, it makes a big impact knowing how this really works.
A typical song is a 3 second cast, and lasts 3 server ticks. This means an effective 12-18 seconds. This is why songs will sometimes drop for what seems early in a 4-5 song twist, it’s because the time a song lasts is not uniform.
0*secs – Server Ticks (#1)
0.5 secs – Song Cast Starts (Heal Song)
3.5 secs – Song finishes, icon appears (Heal Song)
4.0 secs – Song Cast Starts (Speed Song)
6.0 secs Server Ticks (#2) (Heal Song Heals #1)
7.0 secs – Song finishes, icon appears (Speed Song)
7.5 secs – Song Cast Starts (Fire DoT)
10.5 secs – Song finishes, dot message appears
12.0 secs – Server Ticks (#3) (Heal Song Heals #2, Speed Song #1, DoT damage #1)
18.0 secs – Server Ticks (#4) (Heal Song Heals #3, Speed Song #2, DoT damage #2)
24.0 secs –Server Ticks (#5) (Speed Song #3, DoT damage #3)
30.0 secs – Server Ticks (#6)
As we can see in this example, even though all 3 songs used are a 3 tick durations, there are different things we can learn. The first is the actual duration of the songs; Heal Song lasted 14.5 seconds, Speed Song lasted 17 seconds, and the DoT song lasted 13.5 seconds. The second attribute we can observe is that song effects that have durations can be divided into two categories; «*always on*» and «*pulses*». This is very important as it will dictate whether we can afford to have a song drop without losing any of its benefits depending on which type it is. Let’s take the Heal Song, which is a pulse type song. The only time we actually care whether its active or not is on the server tick. If in the example above we started playing the Heal song at any point between time 15.1secs and time 20.9secs, it would have been active before Server Tick #5 when the pulse happens and we gain HP back just as if the song had never faded.
The Speed Song is an «*always on*» type song and once the song expires on a server tick, we dont have the luxury of waiting until the next server tick to feel its absence, we slow down right away. This brings up a second aspect of*«*always on*»*attributes. How important is it that a song is always on? If the speed song drops even for a second it can mean death in certain contexts. But if haste, or slow/snare (mid-fight), or str/dex, or AC, drops for a second or two, is it really the end of the world?
A typical song line-up I use with mostly pulse duration songs is the following. Fulfil’s curtailing chant (magic dot), Chant of Flame (fire dot), Chant of Frost (cold dot), Selo’s Consonant Chains (snare/slow), and Cantata of Replenishment (heal/mana). I also click my Breath of Harmony (Niv’s Melody of Preservation, Insta-cast) to effectively have 6 songs.
Using the same set up as before, here is what it looks like with the server ticks.
0.0secs Server Ticks (#1)
0.1secs Cast Magic DoT
3.1secs Magic DoT lands
3.3secs Cast Fire DoT
6.0secs Server Ticks (#2) (Magic DoT Damage #1)
6.3secs Fire Dot lands
6.5secs Cast Cold DoT
9.5secs Cold Dot lands
9.7secs Cast Chains
12.0secs Server Ticks (#3) (Magic DoT #2, Fire DoT #1, Cold DoT #1)
12.7secs Chains lands
12.9secs Cast Manasong
15.9secs Manasong lands
16.1secs Cast Magic DoT
18.0secs Server Ticks (#4) (Magic DoT #3, Fire DoT #2, Cold DoT #2, Manasong #1)
19.1secs Magic DoT lands
19.3secs Cast Fire DoT
22.3secs Fire DoT lands
22.5secs Cast Cold DoT
24.0secs Server Ticks (#5) (Magic DoT #1, Fire DoT #1, Cold DoT #3, Manasong #2)
25.5secs Cold DoT lands
25.7secs Cast Chains
28.7secs Chains lands
28.9secs Cast Manasong
30.0secs Server Ticks (#6) (Magic DoT #2, Fire DoT #2, Cold DoT #1, Manasong #3)
31.9secs Manasong lands
32.1secs Cast Magic DoT
35.1secs Magic DoT Lands
35.3secs Cast Fire DoT
36.0secs Server Ticks (#7) (Magic DoT #1, Fire DoT #3, Cold DoT #2, Manasong #1)
In this perfect world with no missed notes, lag and no bash/stun, one can easily keep a 5 song twist going. In real game situations, it is more difficult but definitely doable, and most definitely worth it.
I hope this shed some light and didnt make things more confusing,
Astuce Subterfuge
A typical song is a 3 second cast, and lasts 3 server ticks. This means an effective 12-18 seconds. This is why songs will sometimes drop for what seems early in a 4-5 song twist, it’s because the time a song lasts is not uniform.
0*secs – Server Ticks (#1)
0.5 secs – Song Cast Starts (Heal Song)
3.5 secs – Song finishes, icon appears (Heal Song)
4.0 secs – Song Cast Starts (Speed Song)
6.0 secs Server Ticks (#2) (Heal Song Heals #1)
7.0 secs – Song finishes, icon appears (Speed Song)
7.5 secs – Song Cast Starts (Fire DoT)
10.5 secs – Song finishes, dot message appears
12.0 secs – Server Ticks (#3) (Heal Song Heals #2, Speed Song #1, DoT damage #1)
18.0 secs – Server Ticks (#4) (Heal Song Heals #3, Speed Song #2, DoT damage #2)
24.0 secs –Server Ticks (#5) (Speed Song #3, DoT damage #3)
30.0 secs – Server Ticks (#6)
As we can see in this example, even though all 3 songs used are a 3 tick durations, there are different things we can learn. The first is the actual duration of the songs; Heal Song lasted 14.5 seconds, Speed Song lasted 17 seconds, and the DoT song lasted 13.5 seconds. The second attribute we can observe is that song effects that have durations can be divided into two categories; «*always on*» and «*pulses*». This is very important as it will dictate whether we can afford to have a song drop without losing any of its benefits depending on which type it is. Let’s take the Heal Song, which is a pulse type song. The only time we actually care whether its active or not is on the server tick. If in the example above we started playing the Heal song at any point between time 15.1secs and time 20.9secs, it would have been active before Server Tick #5 when the pulse happens and we gain HP back just as if the song had never faded.
The Speed Song is an «*always on*» type song and once the song expires on a server tick, we dont have the luxury of waiting until the next server tick to feel its absence, we slow down right away. This brings up a second aspect of*«*always on*»*attributes. How important is it that a song is always on? If the speed song drops even for a second it can mean death in certain contexts. But if haste, or slow/snare (mid-fight), or str/dex, or AC, drops for a second or two, is it really the end of the world?
A typical song line-up I use with mostly pulse duration songs is the following. Fulfil’s curtailing chant (magic dot), Chant of Flame (fire dot), Chant of Frost (cold dot), Selo’s Consonant Chains (snare/slow), and Cantata of Replenishment (heal/mana). I also click my Breath of Harmony (Niv’s Melody of Preservation, Insta-cast) to effectively have 6 songs.
Using the same set up as before, here is what it looks like with the server ticks.
0.0secs Server Ticks (#1)
0.1secs Cast Magic DoT
3.1secs Magic DoT lands
3.3secs Cast Fire DoT
6.0secs Server Ticks (#2) (Magic DoT Damage #1)
6.3secs Fire Dot lands
6.5secs Cast Cold DoT
9.5secs Cold Dot lands
9.7secs Cast Chains
12.0secs Server Ticks (#3) (Magic DoT #2, Fire DoT #1, Cold DoT #1)
12.7secs Chains lands
12.9secs Cast Manasong
15.9secs Manasong lands
16.1secs Cast Magic DoT
18.0secs Server Ticks (#4) (Magic DoT #3, Fire DoT #2, Cold DoT #2, Manasong #1)
19.1secs Magic DoT lands
19.3secs Cast Fire DoT
22.3secs Fire DoT lands
22.5secs Cast Cold DoT
24.0secs Server Ticks (#5) (Magic DoT #1, Fire DoT #1, Cold DoT #3, Manasong #2)
25.5secs Cold DoT lands
25.7secs Cast Chains
28.7secs Chains lands
28.9secs Cast Manasong
30.0secs Server Ticks (#6) (Magic DoT #2, Fire DoT #2, Cold DoT #1, Manasong #3)
31.9secs Manasong lands
32.1secs Cast Magic DoT
35.1secs Magic DoT Lands
35.3secs Cast Fire DoT
36.0secs Server Ticks (#7) (Magic DoT #1, Fire DoT #3, Cold DoT #2, Manasong #1)
In this perfect world with no missed notes, lag and no bash/stun, one can easily keep a 5 song twist going. In real game situations, it is more difficult but definitely doable, and most definitely worth it.
I hope this shed some light and didnt make things more confusing,
Astuce Subterfuge