Patch 99 - April 23, 2009 - Last double digit patch.

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Faust
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Re: Patch 99 - April 23, 2009 - Last double digit patch.

Post by Faust »

I will finally leave my opinion on this matter after letting everyone get their opinions out there...

The structure of this change was definitely in the right direction. However, the problem with the change was ultimately the recovery delay. The delay will occur if you attempt to cast two spells in a row before the second spell if you do not wait 2.2 seconds after the first spell. This part of the patch is hundred percent concrete with a multitude number of articles to back it up. The problem ultimately with this patch was the recovery delay itself when the problem was ONLY the disrupt delay to begin with. The problem with adding a static disrupt delay is the fact that this requires you to interrupt spells later into the casting process to receive better results... However, we all were taught early on when playing this game that interrupting spells quickly as possible was the goal when interrupting spells not doing it as slowly as possible... This tells you right there that the problem was the disturb delay not the recovery delay. Disrupting a spell early on shouldn't be a reward to your opponent, but that holds true when you use a static delay.

Think about it this in the previous system using the default 0.75 delay...

If you hit someone casting a greater heal spell that sits at 1.25s long at 0.25s into the spell they would be able to cast again at 1.0 seconds. Add another 1.25s onto that and they can heal again in 2.25s. Now try doing the reversal using an interrupt that hits at 1.0 seconds instead of 0.25 seconds. Your opponent wouldn't be able to heal again until 3 seconds. This type of system using a static delay rewards those that get interrupted early on when it should be the complete opposite... That is totally wrong and incorrect.

The fix to this was simple instead of adding that HUGE delay to all spells... Keep the previous system but alter the disrupt delay with the addition of the processed spell when interrupted. I will show you some examples of someone casting greater heal while being interrupted below ...
Recovery Delay - 0.75 Seconds
- Interrupt a greater heal spell at 0.25 seconds early on into the spell.
- Take 1.25s(casting delay) and subtract the 0.25s processed time into the spell receiving a delay of 1 second long.
- You would add the time that was left over into the spell into the recovery delay of 0.75 seconds to receive an interruption delay of 1.75 seconds long.

- Interrupt a greater heal spell at 1.0 seconds later into the spell.
- Take 1.25s(casting delay) and subtract the 1.0s processed time into the spell receiving a delay of 0.25 seconds long.
- You would add the time that was left over into the spell into the recovery delay of 0.75 seconds to receive an interruption delay of 1.0 seconds long.
This rewards those that interrupt their opponents earlier into the spell casting process. The game always worked this way when casting, not the complete opposite... Having a static delay for spell interruptions simply harms the skill in pvp horribly. This has been one of the main reasons dexers fall short here when fighting too. Spell interruptions clearly has no reward here compared to the way that it was on the true OSI servers.
Last edited by Faust on Mon Apr 27, 2009 11:30 am, edited 1 time in total.

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Derrick
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Re: Patch 99 - April 23, 2009 - Last double digit patch.

Post by Derrick »

I think I jumped the gun on the suggestion of a revert, primarily because I didn't know when I might get a chance to do any coding. I agree with Cortez that taking a step backwards an this point isn't a very good idea.

I was able to make a modification this morning and am just now about to load it on test. Please remember when testing that the test server is kind of a laggy machine so the delays will seem a little longer than they will on live. Please also understand, that I wrote this quickly this morning in the hopes that it would be a step in the right direction, but not nessisarily correct or finished. I'm very anxious to hear the results of testing; maybe in a new thread?

Here's what's changed on test:
  • The standard recovery delay is decreased
    Recovery on disturb will be equal to the time that would otherwise have been required to complete the spell.

Orsi
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Re: Patch 99 - April 23, 2009 - Last double digit patch.

Post by Orsi »

The standard recovery delay is decreased
Recovery on disturb will be equal to the time that would otherwise have been required to complete the spell.
I'm gonna shit my pants if the interruption delay = the rest of the casting duration of the spell actually 'feels' right. I mentioned that like a year ago :).

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Re: Patch 99 - April 23, 2009 - Last double digit patch.

Post by malice-tg »

Faust wrote:I will finally leave my opinion on this matter after letting everyone get their opinions out there...

The structure of this change was definitely in the right direction. However, the problem with the change was ultimately the recovery delay. The delay will occur if you attempt to cast two spells in a row before the second spell if you do not wait 2.2 seconds after the first spell. This part of the patch is hundred percent concrete with a multitude number of articles to back it up. The problem ultimately with this patch was the recovery delay itself when the problem was ONLY the disrupt delay to begin with. The problem with adding a static disrupt delay is the fact that this requires you to interrupt spells later into the casting process to receive better results... However, we all were taught early on when playing this game that interrupting spells quickly as possible was the goal when interrupting spells not doing it as slowly as possible... This tells you right there that the problem was the disturb delay not the recovery delay. Disrupting a spell early on shouldn't be a reward to your opponent, but that holds true when you use a static delay.

Think about it this in the previous system using the default 0.75 delay...

If you hit someone casting a greater heal spell that sits at 1.25s long at 0.25s into the spell they would be able to cast again at 1.0 seconds. Add another 1.25s onto that and they can heal again in 2.25s. Now try doing the reversal using an interrupt that hits at 1.0 seconds instead of 0.25 seconds. Your opponent wouldn't be able to heal again until 3 seconds. This type of system using a static delay rewards those that get interrupted early on when it should be the complete opposite... That is totally wrong and incorrect.

The fix to this was simple instead of adding that HUGE delay to all spells... Keep the previous system but alter the disrupt delay with the addition of the processed spell when interrupted. I will show you some examples of someone casting greater heal while being interrupted below ...
Recovery Delay - 0.75 Seconds
- Interrupt a greater heal spell at 0.25 seconds early on into the spell.
- Take 1.25s(casting delay) and subtract the 0.25s processed time into the spell receiving a delay of 1 second long.
- You would add the time that was left over into the spell into the recovery delay of 0.75 seconds to receive an interruption delay of 1.75 seconds long.

- Interrupt a greater heal spell at 1.0 seconds later into the spell.
- Take 1.25s(casting delay) and subtract the 1.0s processed time into the spell receiving a delay of 0.25 seconds long.
- You would add the time that was left over into the spell into the recovery delay of 0.75 seconds to receive an interruption delay of 1.0 seconds long.
This rewards those that interrupt their opponents earlier into the spell casting process. The game always worked this way when casting, not the complete opposite... Having a static delay for spell interruptions simply harms the skill in pvp horribly. This has been one of the main reasons dexers fall short here when fighting too. Spell interruptions clearly has no reward here compared to the way that it was on the true OSI servers.
i agree with this interuption delay described by faust.

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Re: Patch 99 - April 23, 2009 - Last double digit patch.

Post by Fwerp »

The delays on the test center seem pretty darn good to me. They have the "feel" for sure. Try them out boys.

Mung
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Re: Patch 99 - April 23, 2009 - Last double digit patch.

Post by Mung »

I did my best to read this entire thread, and my opinion is thus:

I think this has been the closest recreation of T2A pvp, in all honesty T2A pvp was clanky and the disrupts and delays were a major factor who won fights. We have gone from 0 damage delay with 0 spell casting delay to a system that is .75s dmg delay and approx 1.0 seconds on recast delay. I think the issue that needs to be resolved is the delay being scaled to = the circle of the spell ie. (.2s for every circle) circle 6 being 1.2s circle 8 being 1.6s or so definately not exact science. I think that if delays were scaled like such it would really be a huge improvement to pvp, whatever pvp was to anyone else prior to this patch; to me it was crap because everyone was able to spam gheal or recall without being disrupted, now its easier to keep on disrupts but the problem lies in the fact that even with combo and fast cast eb 99% of players can get a gheal through before death, thus ending the offense of player 1 and player 2 to just repeat the scenario.

Another thing that needs to be mentioned and fixed before any more new implementations patched in. WW's are ENTIRELY TOO FAST I ping at less than 100 and on a horse with a new computer I cannot outrun a WW, no doubt i specifically remember a speed increase when dragon pets were in combat; there just is not a WW that should be able to move 2x faster then a silver serpent.

Also, is there something in RUNUO script that allows player to move faster than the original client allowed. (similar to Adrenaline built into razor?)

I like the changes to pvp and they seem more accurate they just need the quirks from T2A properly worked in.

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Faust
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Re: Patch 99 - April 23, 2009 - Last double digit patch.

Post by Faust »

Mung,

The timers that OSI used were something called "ticks" that are increments of 0.25 seconds. A formula being based off of ( 0.2 * circle ) simply could not exist. However, a formula that is ( 0.25 * circle ) is feesible. The only problem with recovery delays in this fashion is the fact that a non-fast casted ebolt would be hitting 1.25s after an explosion hit. I don't ever recall a non-fast casted explosion ebolt hitting that far apart. I am in no way suggesting that this wasn't a possibility, but if the recast delays included the recovery delay it would make some timers substantially larger than the 0.75 static delay. Also, this would allow mini heal to be casted two times faster than it can currently cast which isn't good at all. I just can't see either of these two side effects from a system like this being correct in all honesty.

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Re: Patch 99 - April 23, 2009 - Last double digit patch.

Post by Tronica »

The smaller delay seems much better. The disrupt delay feels about right too.

And about the arming of a wep to fizzle your own spells, it does add the disrupt delay to your next spell.

If you cast an FS and arm at the end of the cast, you are able to cast your next spell much sooner. If you interupt early on, you recieve a much longer delay.

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Re: Patch 99 - April 23, 2009 - Last double digit patch.

Post by Kraarug »

Faust wrote:Mung,

The timers that OSI used were something called "ticks" that are increments of 0.25 seconds. A formula being based off of ( 0.2 * circle ) simply could not exist. However, a formula that is ( 0.25 * circle ) is feesible. The only problem with recovery delays in this fashion is the fact that a non-fast casted ebolt would be hitting 1.25s after an explosion hit. I don't ever recall a non-fast casted explosion ebolt hitting that far apart. I am in no way suggesting that this wasn't a possibility, but if the recast delays included the recovery delay it would make some timers substantially larger than the 0.75 static delay. Also, this would allow mini heal to be casted two times faster than it can currently cast which isn't good at all. I just can't see either of these two side effects from a system like this being correct in all honesty.
Wasn't that part of the skill? I remember having to time it to have them hit just right and taking some time to learn the 'art' of a good combo.
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Re: Patch 99 - April 23, 2009 - Last double digit patch.

Post by Loathed »

i specifically remember casting summon daemon on osi and getting disrupted and not having to wait 5+ seconds to recast it again

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Re: Patch 99 - April 23, 2009 - Last double digit patch.

Post by Jiggo »

Loathed wrote:i specifically remember casting summon daemon on osi and getting disrupted and not having to wait 5+ seconds to recast it again

It would take the time of non-summoning 8th circle spells, like EV

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Re: Patch 99 - April 23, 2009 - Last double digit patch.

Post by Derrick »

Loathed wrote:i specifically remember casting summon daemon on osi and getting disrupted and not having to wait 5+ seconds to recast it again
Aye, this is currently in error on test and will be corrected.

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Re: Patch 99 - April 23, 2009 - Last double digit patch.

Post by Eulogy »

I haven't had the time to test out the new delays.

I remember a time when soneone knew how to fastcast, it gave them a definite advantage.

As in, Player A casts Exp EB without fastcasting and Player B casts Exp EB with fastcasting.
Player B will have a definite advantage as far as stacking damage than Player A has.

Player A's Exp EB will land nearly at the same time, while the fastcasted Player B's Ebolt will land much before the Exp. Usually if you did it right, you could cast Exp Harm Ebolt and make them hit all pretty much at the same time(maybe the ebolt was .5 seconds slower than the Exp Harm, it was still a viable combo)

Perhaps I'm thinking of UOR, but I am unaware of any casting time changes from T2A to UOR.
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Re: Patch 99 - April 23, 2009 - Last double digit patch.

Post by Faust »

http://www.uopowergamers.com/e-pvptapion.shtml

Article that explains fast casting.

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Re: Patch 99 - April 23, 2009 - Last double digit patch.

Post by ClowN »

Faust wrote:http://www.uopowergamers.com/e-pvptapion.shtml

Article that explains fast casting.

just to point out that article is refering to ren era PVP, not to t2a era. maybe the fastcast still applied in that era though, i do not know. but that article advises you to put inscription on your PVP mage as well, which is something no one would do during t2a.

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