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Old 07-15-2025, 02:25 PM
Yumyums Inmahtumtums Yumyums Inmahtumtums is offline
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I'm going to turn my FPS down tonight and report back. I read the documentation page and I'm not convinced this isn't related to the much-higher FPS we all play at now, especially compared to live.

I too remember constantly getting interrupted, even on regular hits. That being said, playing at ~10FPS (or sometimes 10 SPF) always imparted a lingering 'sliding' mechanic on bashes and hits, which seems far more potent a reason why you wouldn't channel. If you have a computer that stutters, you'll get the same effect.

I don't know enough of the internals to say definitively, but I want to test a lower FPS and find out. All of the Z-axis movement is governed by FPS (levitate drop/raise, fall damage) and can be exploited for gain. It stands to reason that X and Y were governed by the same rules. In fact, it seems more likely considering the Z-axis check on spell casting is disabled.

Why disable a check on one plane when you can write a separate and independent code for the other axis'? Most likely, you'd do it because they're governed by the same rules, but you don't want unique and complex code.

Easy >>> Good.
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Old 07-15-2025, 02:29 PM
loramin loramin is offline
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Quote:
Originally Posted by Yumyums Inmahtumtums [You must be logged in to view images. Log in or Register.]
I'm going to turn my FPS down tonight and report back. I read the documentation page and I'm not convinced this isn't related to the much-higher FPS we all play at now, especially compared to live.

I too remember constantly getting interrupted, even on regular hits. That being said, playing at ~10FPS (or sometimes 10 SPF) always imparted a lingering 'sliding' mechanic on bashes and hits, which seems far more potent a reason why you wouldn't channel. If you have a computer that stutters, you'll get the same effect.

I don't know enough of the internals to say definitively, but I want to test a lower FPS and find out. All of the Z-axis movement is governed by FPS (levitate drop/raise, fall damage) and can be exploited for gain. It stands to reason that X and Y were governed by the same rules. In fact, it seems more likely considering the Z-axis check on spell casting is disabled.

Why disable a check on one plane when you can write a separate and independent code for the other axis'? Most likely, you'd do it because they're governed by the same rules, but you don't want unique and complex code.

Easy >>> Good.
Interesting idea. Very curious to hear your findings Yum.
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  #3  
Old 07-15-2025, 03:01 PM
WarpathEQ WarpathEQ is offline
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Quote:
Originally Posted by Yumyums Inmahtumtums [You must be logged in to view images. Log in or Register.]
I'm going to turn my FPS down tonight and report back. I read the documentation page and I'm not convinced this isn't related to the much-higher FPS we all play at now, especially compared to live.

I too remember constantly getting interrupted, even on regular hits. That being said, playing at ~10FPS (or sometimes 10 SPF) always imparted a lingering 'sliding' mechanic on bashes and hits, which seems far more potent a reason why you wouldn't channel. If you have a computer that stutters, you'll get the same effect.

I don't know enough of the internals to say definitively, but I want to test a lower FPS and find out. All of the Z-axis movement is governed by FPS (levitate drop/raise, fall damage) and can be exploited for gain. It stands to reason that X and Y were governed by the same rules. In fact, it seems more likely considering the Z-axis check on spell casting is disabled.

Why disable a check on one plane when you can write a separate and independent code for the other axis'? Most likely, you'd do it because they're governed by the same rules, but you don't want unique and complex code.

Easy >>> Good.
Fair point, I live in an old home where internet routing is less than ideal. Sometimes when I'm playing I have to deal with some pretty high pings (300-500) and it makes it significantly harder with that much input/output delay to play a caster effectively so there could be a component of that.

At the same time there were reports from Quarm that channeling works completely different there and in line with classic.
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