Don't worry about it, no harm done. I really should have been more clear in general, it can just be extremely frustrating to feel like you're talking to a wall over and over.
Edit: To continue with the idea you presented, the biggest issue I'd see is really the situation wherein your melee round overlaps the end of the spell. Even if you simply cast the spell after the round went off (this is assuming that the Devs make sure to code for negative numbers in remaining cast time. Shouldn't be too hard, but important), you'd still have the 2.0338~ second post-action delay after the spell goes off, which would pause your attack rounds - resulting in a low net gain.
This is also assuming that the magic commands are sent in real-time rather than simply "When Time = Start Time + Adjusted Cast time, check for StartPosition==EndPosition and SpellInterrupted=False" or some variation therein. It would be more efficient for them to have the server calculate magic casting time at the beginning of the cast rather than having the client send both start and end packets. This would mean inserting a check for attack delay and delay status into the original "magic start" routine and adjusting the completion of the spell to be "When Time = Start Time + Adjusted Cast time + Attack round time", and would still miss taking into account whether or not the player is actually able to swing at something.
Christ, the more I think about it the less I want to be "that guy" on the Dev team that gets asked to look into something like this, lol.



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