Issue information

Issue ID
#7109
Status
New
Severity
None
Started
KyleZ
Mar 4, 2013 8:06
Last Post
Kenpachi
Apr 29, 2013 19:16
Confirmation
N/A

KyleZ - Mar 4, 2013 8:06

The mechanic that CT consists of 0.8 x CT(as var CT) and 0.2 xCT (as Fixed CT) is outdated, isn't it?

It's supposed to be:

CT= Var CT + Fixed CT(if there is any)

Take RG_ShieldSpell for example, if it goes as what cast_db says.
Then no matter how high your stats are, you'll have a min Fixed CT of 0.2 second.

But, in post balancing, it clearly says

Shield Spell
Variable Cast Time: 1 second
Skill re-use Delay: 2 seconds
Global Skill Delay: 1 second

Fixed CT isn't mentioned at all.

If one skill has fixed CT, the post writes it down in the first line,

such as

Prestige
Fixed Cast Time: 2 seconds
Variable Cast Time: 1 second
Skill re-use Delay: 60 seconds
Duration: (15 + 15 * Skill Level) seconds

In Hercules/rA(skill_cast_db), each line ends in three different ways:

-1: no fixed CT
0: fixed CT of 0.2 x CT m-seconds
n: (not 0) fixed CT of n m-seconds

(when 0, uses 20% of cast time and less than 0 means no fixed cast time)

I'm not sure it's still valid right now. That was right when fixed CT was just introduced into this game and no fixed CT specified for each skill.

This post has been edited by KyleZ on Mar 4, 2013 8:11

KyleZ - Mar 4, 2013 10:12

It was confirmed by one of those 'specialists' that:

Var CT and Fixed CT are independent now.

malufett - Mar 4, 2013 15:03

sorry but I don't know the issue in here,,..as far as I remember while I update the cast time is Fixed cast time is not stated make it -1 and if stated check first if the variable cast and fixed cast is related if formulated as there 80-20% form then 0 else add as is..

:meow:

Michieru - Mar 4, 2013 16:27

All test I have made with official look the same as we have. I don't see any bug.

KyleZ - Mar 4, 2013 16:52

May I ask how did you test it?

You have to make variable CT=0 first, which is highly hard.
If those skills marked with 0 in cast_db still have cast progress bar, then you prove it right.

To make variable CT=0,
(1 - SQRT((Dex * 2 + Int) / 530))*(1-n%)*CT

you need 2 x Dex + INT>=530.

180Dex, 170Int is a valid combination, the problem is how to achieve this STAT.

(or you can make the latter part 0)

If you can't nil var CT, you'll always have cast progress bar. That can't explain anything.

This post has been edited by KyleZ on Mar 4, 2013 16:54

KyleZ - Mar 4, 2013 17:17

It seems that adding bVariableCastrate to 100 is relatively easier lol...

options are:

enchant spell4 ( max -10%
Imp_Card ( firebolt -25%[quote]
//-- MG_FIREBOLT
19,800:1200:1600:2000:2400:3600:4000:4400,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,0,0[/quote]
it happen to fit the criteria, so does coldbolt.
warlock radius ( -20%
MVP card..(-30%
Isilla_Card( when autobonus is active, -50%.

This post has been edited by KyleZ on Mar 4, 2013 17:20

malufett - Mar 4, 2013 17:41

most of this are tested using Yommy's amazing tool by getting the exact cast time the server sent to client..and by calculations all are accurate based on the formula,... that is how I formulated the cast time system for athena..and for the leak files we have I made test(also with items deal with casting) of it before adding to the svn files..and I test it in kRO when kRO client can be used with Yommy's tool but for now we can't due to themida...

:meow:

KyleZ - Mar 5, 2013 3:39

:P Mighty themida!

well, the question is when is the last time you tested it in kRO..........
Anyway, if we neither of us can test it right now. better leave it as is...

malufett - Mar 5, 2013 13:32

well there is no change last time(September/October 2012) and today just tested by using external application like timer,,,,..same as I contrast it with iRO...unless you have proof that there are changes...

:meow:

KyleZ - Mar 5, 2013 16:40

This started as more of a doubt.
And no, I can't prove anything..At least, not for now.

Leave it as is, until further proof comes around~

Kenpachi - Apr 29, 2013 19:15

Since this is a discussion which is related to internal mechanics I'll move this to the core section.