#41
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I just looked at the emu source and it seems to work like this.... attackSpeedInMillisecond = (originalDelayInMilliseconds / hasteMod) speed and delay are both integers but hasteMod was a floating point (number with a decimal point) if you have 99% haste, your hasteMod value would be 1.99 if you have 100% haste, your haste mod would be 2.0 So let's say you have a 35 delay weapon with 100% haste 3500 / 2 = 1750 ....so you will attack once every 1.75 seconds and let's say you have 99% haste 3500 / 1.99 = 1758.79.... rounded down to 1758 .... you are taking 8 fewer milliseconds between swings with 100% haste versus 99% haste on a 35 delay weapon. The server will round down to the nearest millisecond because of the Integer math but you'll still have an 8 millisecond difference. I'm pretty sure the attack timer can handle 8 milliseconds of precision and there will be a tangible difference. | |||
Last edited by Dillusional; 04-12-2019 at 02:00 PM..
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#42
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I guess it is possible that the timer implementation doesn't have 8milliseconds of precision but that would be the reason the haste would be negligible rather than integer math. Because the server does calculate the attack delay down to the millisecond.
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Last edited by Dillusional; 04-12-2019 at 02:41 PM..
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#43
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You're absolutely right. I missed the multiplication of delay by 100 back when I had originally looked at this, which matters tremendously because the cast to int is now with milliseconds instead of seconds.
Thank you for correcting me! | ||
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#44
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Well, that's possible too, but you were still correct on how that function works.
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#45
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Last edited by Baugi; 04-14-2019 at 05:25 PM..
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#46
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By the same method, Infestation parsed 629-713 total proc hate. The ticks add up to 150 damage, and the DD is 12, leaving 467-551 for the 3 poison counters. DoT proc aggro is apparently all of the above: ticks, counters, and DDs. | |||
Last edited by Cerate; 04-14-2019 at 10:41 PM..
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#47
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Danth | |||
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#48
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One last consideration that's missing here is the fact that proc hate scales based on mob HP. Raid mobs have tons of HP.
If I get a stun proc (400 aggro) on a mob with 32k HP, it generates more than 400 aggro. It's (400 * C * 32,000), where C is some constant scaling factor. In that light, for mobs with very high HP, you can effectively discount aggro from the direct damage component of procs I would think, as I believe it is added on separately and does not scale up with mob hp. That would change how these various weapons rank in terms of one another, to the point where for mobs with high HP, the effectiveness of a weapon's hate generation takes this order of precedence: 1. Scaling proc hate (400 * C * HP) 2. White damage hate 3. DD / recurring DoT hate | ||
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#50
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This is what Haynar is working from. If it's not live already (I'm pretty sure it is) it will be in one of the next few patches: [You must be logged in to view images. Log in or Register.] I was a little off actually. Hate = 1/15 * mob HP, min=25 max=1200 | |||
Last edited by Dolalin; 04-15-2019 at 10:40 AM..
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