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Gameplay | Topic subject | Ok, Vilhazarog, I'll bite. And here as you asked. | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=52545 |
52545, Ok, Vilhazarog, I'll bite. And here as you asked.
Posted by Arfan on Wed 31-Dec-69 07:00 PM
I do not know code and the code mechanics behind lag, so you are probably right I do have a misunderstanding of it. What I do know is how lag is perceived in game from many years of playing.
When I said "a round of combat" I'm talking about that single grouping of attacks that occurs between the combatants that are automatically carried out. You see, I see things as the "round of combat" and the "space between the round" where commands are executed.
So when you say that many things can happen during a round of combat I do not think we are speaking about the same thing. To me, you cannot do anything during a round of combat because that is when your first, second, third etc. attacks are being carried out. It is only after the round is finished (the space between the rounds) is when commands are carried out. Now I get this isn't very technical and I probably lose points for having this simplistic view but it is what it is.
To my perception, those commands you mentioned, such as get object, have zero lag because they are carried out instantaneously if you aren't suffering from previous lag or have prior commands awaiting execution.
This is why I felt the legacy was not working. What is the point of lag that occurs during "a round of combat" when a command cannot be executed and ends when the "space between the rounds" begins? The whole point of lag is to delay the ability to enter commands.
Now I wasn't expecting trip lag. But, after thinking on it I can see why it might look like that. To me, trip lag works like this. Trip is executed during the first space between the round and the victim not cannot execute a command thereafter during that same space between the round. Round 1 of combat occurs. The second space between the round occurs where the victim still cannot execute a command. Round 2 of combat occurs. The third space between the round happens and the victim has the first chance to execute a command. What I was expecting, was the legacy fires in round 1 of combat. The first space between the round occurs and the victim cannot execute a command. Round 2 of combat occurs and then the victim can act in the second space between the round. They are very similar except trip can have an effect on the victims commands in the space between the rounds it was executed in.
So I hope now you can see why I ask what the purpose is of giving this legacy this ability? Without being sarcastic, what benefit to me is there from this portion of the legacy? Will you explain how this lag works in detail? Does it even have an effect on the victim's ability during the space between the rounds that is perceived longer than instantaneous?
Thank you in advance for your response.
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52551, Demonstration
Posted by Vilhazarog on Wed 31-Dec-69 07:00 PM
Turn on logging at a millisecond level and you can see lag in
action even when it is all 'self created' lag. As you can see
below, 'a round of combat' as you describe it takes zero time
at all. All real time occurs in 'the space between rounds' as
you call it.
Basically, these 'auto attacks' happen on a tick.
Skills/abilities/spells generally are processed in real time,
but most have a 'self lag' on them so you can't get too much
done all at once. I believe it's entirely possible to have an
ability that you could get two commands in before the next
round of autoattacks, although I can't think of any off hand
that do something to an opponent.
18:58:29:42 civilized <9997hp 9997m 10000mv 17700tnl
(0.00%) 5 PM> >kill servant
c demonfire
c hellfire
c 'magic missile'
peace
18:58:35:560 A demonic servant of Vilhazarog is unaffected by
your punch!
18:58:35:561 A demonic servant of Vilhazarog is in perfect
health.
18:58:35:562
18:58:35:562 civilized <9997hp 9997m 10000mv 17700tnl
(0.00%) 6 PM>
** big lag **
18:58:38:83
18:58:38:84 You dodge a demonic servant of Vilhazarog's
suction.
18:58:38:84 You dodge a demonic servant of Vilhazarog's
suction.
18:58:38:85 A demonic servant of Vilhazarog dodges your punch.
18:58:38:85 A demonic servant of Vilhazarog is unaffected by
your punch!
18:58:38:86 A demonic servant of Vilhazarog is unaffected by
your punch!
18:58:38:88 A demonic servant of Vilhazarog is in perfect
health.
18:58:38:88
18:58:38:89 civilized <9997hp 9997m 10000mv 17700tnl
(0.00%) 6 PM>
** lag finally finishes, you get the command done.. note, a
whole 800 ms after the round 'finished' **
18:58:38:813 You conjure forth the demons of hell!
18:58:38:813 Your torments wounds a demonic servant of
Vilhazarog.
18:58:38:815 A demonic servant of Vilhazarog has a few
scratches.
18:58:38:816
18:58:38:816 civilized <9997hp 9972m 10000mv 17700tnl
(0.00%) 6 PM>
** next auto attack hits, still lagged from demonfire **
18:58:41:127
18:58:41:127 A demonic servant of Vilhazarog's suction ***
DEMOLISHES *** you!
18:58:41:128 A demonic servant of Vilhazarog dodges your punch
wildly.
18:58:41:129 A demonic servant of Vilhazarog is unaffected by
your punch!
18:58:41:131 A demonic servant of Vilhazarog has a few
scratches.
18:58:41:131
18:58:41:132 civilized <9867hp 9972m 10000mv 17700tnl
(0.00%) 6 PM>
** demonfire lag is done, now hellfire goes through (about a
second after the last round finished, but a second before the
next round ticks)
18:58:42:72 A demonic servant of Vilhazarog is unaffected by
your hellfire!
18:58:42:73 A demonic servant of Vilhazarog has a few
scratches.
18:58:42:74
18:58:42:75 civilized <9867hp 9952m 10000mv 17700tnl
(0.00%) 6 PM>
18:58:44:86
18:58:44:87 You dodge a demonic servant of Vilhazarog's
suction.
18:58:44:87 A demonic servant of Vilhazarog's suction ***
DEVASTATES *** you!
18:58:44:88 A demonic servant of Vilhazarog is unaffected by
your punch!
18:58:44:89 You deliver a blow of deadly force!
18:58:44:90 A demonic servant of Vilhazarog dodges your punch.
18:58:44:91 A demonic servant of Vilhazarog is unaffected by
your punch!
18:58:44:91 A demonic servant of Vilhazarog dodges your punch.
18:58:44:92 A demonic servant of Vilhazarog has a few
scratches.
18:58:44:92
18:58:44:93 civilized <9732hp 9952m 10000mv 17700tnl
(0.00%) 6 PM>
** lag from hellfire finished and 300 or so ms have passed
since the round tick before magic missile gets to go **
18:58:45:323 You wave your arm in a wide arc, sending
projectiles of pure mana for a demonic servant of Vilhazarog.
18:58:45:324 Your magic missile scratches a demonic servant of
Vilhazarog.
18:58:45:326 Your magic missile scratches a demonic servant of
Vilhazarog.
18:58:45:328 Your magic missile scratches a demonic servant of
Vilhazarog.
18:58:45:332 A demonic servant of Vilhazarog has a few
scratches.
18:58:45:333
18:58:45:333 civilized <9732hp 9927m 10000mv 17700tnl
(0.00%) 6 PM>
** two seconds pass before the next round of combat ticks **
18:58:47:112
18:58:47:113 You turn aside a demonic servant of Vilhazarog's
suction, completely unharmed.
18:58:47:114 A demonic servant of Vilhazarog's suction ***
DEVASTATES *** you!
18:58:47:116 A demonic servant of Vilhazarog is unaffected by
your punch!
18:58:47:117 A demonic servant of Vilhazarog dodges your
punch.
18:58:47:118 A demonic servant of Vilhazarog has a few
scratches.
18:58:47:121
18:58:47:122 civilized <9597hp 9927m 10000mv 17700tnl
(0.00%) 6 PM>
** magic missile lag is over **
18:58:48:631 You bring the room to peace.
18:58:48:632
18:58:48:633 civilized <9597hp 9927m 10000mv 17700tnl
(0.00%) 6 PM>
I hope you can see that even adding 200 ms to an opponent
before he can do anything gives you an advantage, and this is
*auto lag* in that you didn't have to lag yourself by entering
a command to make it happen, so it puts you ahead in the
*commands per second* race!
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52553, You should make a youtube video or something like this. nt
Posted by Artificial on Wed 31-Dec-69 07:00 PM
nt
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52557, That was very informative. Thank you.
Posted by Arfan on Wed 31-Dec-69 07:00 PM
I wasn't looking for perma lag with this but the lag was a
major reason why I selected the legacy. I know the legacy does
other things, but, nothing I am personally crazy about for
this particular build. I knew going in that it probably didn't
fire all the time and when it did it would be covered up by
other lag.
My hopes were that every once in awhile it would fire at the
right time allowing me to get an extra command in before my
opponent, such as a misdirect after a disarm before they can
pick up and wield their weapon or even if I was really lucky a
second consecutive misdirect.
You've shown me that there is a small benefit to this lag and
that it is possible for it to allow me to get a command in
before my opponent but a lot of things have to line up just
right and in practice it hasn't really worked out this way.
Considering how effective other legacies can be, I personally
feel the opportunity cost of taking this one, for this reason,
over something else way too high. That's just my two cents,
but, it is what it is. I won't consider my character ruined
over it. At least it looks cool.
Thanks again for the demonstration and information.
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52576, Magus cleaned house with this legacy a few times...
Posted by Vonzamir on Wed 31-Dec-69 07:00 PM
specing polearm and using a pincer staff to give another
source of potential autolag and if you really want to go all
out go imperial and hope to get warmaster for the autotrips
off of tactics. Go incardine with pincer staff them maybe
add in the driving legacy and you have a shot at command
denial.
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52550, RE: Ok, Vilhazarog, I'll bite. And here as you asked.
Posted by Knac on Wed 31-Dec-69 07:00 PM
Any sort of auto right to lag is pretty strong, especially if it's unblockable. Given how often incarnadine fires, it would be a really really realy buff legacy even if it gives a 1 round lag.
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52558, It's not a guarantee it will fire in a fight, at least for me
Posted by Arfan on Wed 31-Dec-69 07:00 PM
Incarnadine will usually fire, but, the lag part doesn't always fire. I've had more fights than not where the lag part doesn't fire.
Add to this that when it does fire it is usually covered by some other lag since lag isn't cumulative and we are talking about a pretty small percentage of the time when the lag is actually effective.
Considering this and along with how strong other legacies are I did not think it a stretch for the lag to be more pronounced.
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52549, Pulses
Posted by Tsunami on Wed 31-Dec-69 07:00 PM
Rounds of combat are made up of pulses. I don't know the numbers, but I imagine the "attacks" are all made during only one pulse of combat. Now imagine there are 8 pulses in a combat round. Incarnadine probably lags for 1-2 pulses. This means you have the first command after the "attacks" pulse. Provided you aren't coming out of some lag from a command or such already.
Like laxman said below, that can be meaningful.
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52547, I assume you mean Incarnadine?
Posted by laxman on Wed 31-Dec-69 07:00 PM
1.) lag is one of many things the legacy does 2.) partial round lag can get you the first command in between rounds which can be great
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