Here's an example with 200ms Latency, 50ms avg. SpamSpeed & 1.4 Seconds Steadycast:
0.0 click. The gcd starts.
0.2 steady cast starts
1.5 gcd ends
1.55 click2. The gcd starts, although the previous steady is still casting!
1.6 steady completed
1.75 Second steady starts
In short I want to know 2 things on beta:
a) The minimum time between 2 instants
b) The minimum time between steady shots
|
At the moment it's like that: (and I'm pretty sure it's the same in beta)
a) 1.5 seconds. Assuming inhuman SpamSpeed.
b) 1.5 seconds / casttime if it's >1.5 seconds. Assuming inhuman SpamSpeed and < ~500ms Latency.
edit:
You claim there's a 'spamming delay' which increases the GCD.
I agree on that. While you the GCD has not recovered your commands don't go through yet, but once it IS finished your next command will
a) Come late because of human reaction time even with spamming (i.e. spamming delay)
b) will have to reach the server (i.e. latency)
This is what you meant, no?
|
You misunderstand point b. There is a delay until the information reaches the server, however, the gcd is controlled client-side and starts instantly, even if the client hasn't recieved the 'ok' message from the server.
(--> Spamming Steady Shot will result in 1,5 + Spamming Delay Seconds per Shot)
|
If it is there, there is no need to model latency/lag/spamspeed or anything like that.
|
SpamSpeed is important, as it lengthens the gcd and thus reduces your Specials per Second.
Lag can be ignored, as long as it isn't extremely high. This is because you can't start the next gcd if a cast has more than ~500ms left (I don't know the exact value).
Another example with 200ms latency, 50ms SpamSpeed & 1.7 Seconds Steadycast:
0.0 click, gcd 1 start
0.2 Steadycast 1 start
1.5 gcd 1 end
1.55 click 2, gcd 2 start
1.75 steady 2 wants to start, but has to wait until the previous cast is over.
1.9 steadycast 1 end
1.9 steadycast 2 start (No delay! Neither because of lag, nor of SpamSpeed or anything else)
3.05 gcd 2 end
3.1 click, gcd 3 start
3.6 steadycast 2 end
3.6 steadycast 3 start
4.6 gcd 3 end
4.65 click, gcd 4 not starting yet, as there are more than 500ms left on previous cast
4.7 click, gcd still can't be started
4.75 click, gcd still can't be started
4.8 another click, <= 500 ms left, gcd 4 start
5.3 steadycast 3 end
5.3 steadycast 4 starts
6.3 gcd 4 end
6.35 click, gcd 5 can't start yet
6.4 click, gcd 5 can't start yet
6.45 click, gcd 5 can't start yet
6.5 click, <= 500ms until end of previous cast left, gcd 5 start
7.0 steadycast 4 ends
7.0 steadycast 5 start
....
The first 2-3 gcds look like you can still shoot with an 1.55 frequence, although the casttime is 1.7 seconds, what is somehow confusing. But once the 500ms buffer time is completely used, you're shooting one steady every 1.7 seconds. The 'saved' time from the beginning results in 500ms wasted time after the last gcd.
Maybe you can better understand this when I try to 'draw' it for you:
GCD (1.5 seconds, 100 ms SpamSpeed) delayed delayed
|-------------| |-------------| |-------------| |-------------| |-------------|
Steady (1.8 seconds)
|----------------||----------------||----------------||----------------||----------------|
Fortunately there's a way to exploit this effect:
Having a > 1.5 seconds Steady casttime doesn't mean you have to shoot less than 1 Special every 1.5 Seconds.
All you have to do is to rotate steadys with instants.
GCD (1.5 seconds, 0 ms SpamSpeed)
|-------------||-------------||-------------||-------------||-------------|
Steadycast (1.7 seconds)
|----------------| |----------------| |----------------|
Instant (~~)
| |
This way, the casting time reaches into the next gcd, without delaying it. But as it isn't possible to buffer more than 500ms, you can't shoot more than one (or maybe two) steadys in a chain. Shooting a shot with <1 second casttime allows you to start using the buffer time again.
Even in german, it's difficult for me to explain these things, I hope you understand everything. :|