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The /cast !Auto Shot command
I have a question about the "/cast !Auto Shot" command. What is its effect after autoshot has been toggle on?
I have performed some tests but I can't get a conclusion about this command.
Test enviroment
Bow Speed:2.8
Talnet:0/20/41
Haste Rating:61
Hasted Range Attack Speed:2.34
Haste Steady Cast Time:1.26
Latency:around 100ms
Spam speed:Manual spam about 5 times per second
Test 1
Method:
Toggle on autushot. Spam "/cast !Auto Shot" key.
Result: 171 Auto Shot in 6mins 42secs. Average 2.35 Secs per auto shot.
Test 2
Method:
Spam the macro
/cast !Auto Shot
/cast Steady Shot
Result: 128 Steady : 64 Auto Shot in 3mins 20secs. Average 1.56 Secs per steady shot. Average 3.13 Secs per auto shot.
Test 3
Method:
Spam the macro
/cast Steady Shot
Result: 125 Steady : 36 Auto Shot in 3mins 16secs. Average 1.57 Secs per steady shot. Average 5.44 Secs per auto shot.
Discussion
1) Test 1 shows the "/cast !autoshot" command has no appearant effect on auto shot only mode.
2) Test 2 shows an expected result. 2:1 rotation for a SV spec without IATOH or DST proc.
3) Test 3 shows the steady:auto ratio becoming 3.47:1. I am able to see a lot of 3 steady or 4 steady in a row during Test 3.
Casting a steady shot during an auto shot hidden cast will result in the steady shot cast being pushed back. The steady shot will cast after the auto shot hidden cast completes. But the client side GCD will start before the steady shot cast. But it seems this doesn't happen everytime in Test 3. Here is a piece of combatlog from Test 3.
03:50:46.360 Auto Shot Hit
03:50:46.360 Steady Shot Start Cast
03:50:47.443 Steady Shot Hit
03:50:47.716 Steady Shot Start Cast
03:50:48.717 Steady Shot Hit
03:50:49.248 Steady Shot Start Cast
03:50:50.510 Steady Shot Hit
03:50:51.092 Steady Shot Start Cast
03:50:51.732 Steady Shot Hit
03:50:52.516 Steady Shot Start Cast
03:50:53.397 Steady Shot Hit
03:50:54.445 Steady Shot Start Cast
03:50:54.869 Steady Shot Hit
03:50:55.743 Auto Shot Hit
Some of the timings between "Stedy Shot Start Cast" and "Steady Shot Hit" are quite strange. But the average 1.42 Secs per steady shot in 8.509 seconds is an acceptable result. Assuming the hidden auto shot cast time is 0.5 seconds. The second auto shot hidden cast should be beginning at 3:50:48.200. But a steady shot cast was performing at that moment. So the second auto shot hidden cast should be starting right after the steady shot cast, which finshed at 3:50:48.717. From 3:50:48.717 to 3:50:48.767, the auto shot hidden cast should be performing, every steady shot command received should be pushed back until the auto shot hidden cast finished. But this didn't happen, there was no auto shot cast and another steady shot cast performed at 3:50:49.248. 3:50:49.248 - 3:50:47.716 = 1.532 seconds, this is close to the 1.5 second GCD. It also means the client side could not send steady shot command from 3:50:48.717 to 3:50:49.216 due to GCD. There was a 0.502 seconds space for the auto shot hidden cast to perform. But the auto shot hidden cast did not start. The auto shot was delayed under steady shot spam until 6 steady shots were casted.
I never seen similar situation happens when I use the steady spam macro with the /cast !Auto Shot command. I can always get 2:1 steady:auto result with the macro in Test 2. By our knowledge to the change of auto shot hidden cast in Patch 2.3.2, the result in Test 3 should only exist in the days before Patch 2.3.2. After Patch 2.3.2 we should be getting 2:1 steady:auto result by the macro in Test 3.
My understanding to why Blizzard added the "/cast !Auto Shot" command in Patch 2.3.2 is: To clarify the confusion between using /cast Auto Shot alone and using /cast Auto Shot in a castsequence. Before Patch 2.3.2, using /cast Auto shot alone means toggle auto shot on/off. Using /cast Auto Shot in a castsequence means changing to next skill in the sequence after an auto shot is performed. After Patch 2.3.2, using /cast Auto Shot means toggle auto shot on/off no matter it is used alone or used in a castsequence. "!Auto Shot" in a castsequence means changing to next skill in the sequence after an auto shot is performed.
The function of the command "/cast !Auto Shot" is not clearly defined in the patch message. But it seems that there must be some effect affecting the results between Test 2 and Test 3. I am stilling seeking a better explanation to the results of the above tests.
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