From a programming perspective? Memory, normal attacks land, damage is calculated, and a value is spat out end of. DoTs is the same thing except it has to be stored, recalled and calculated everytime it ticks.Might be a stupid question, but why does Dots take so much more processing power than normal abilities?
If you put a dot on an enemy, how come it takes more processing to show a damage number every 3 seconds than just show a number from your normal attacks?
Just wondering, because makes no sense to me.
From a graphical perspective absolutely? none
It may, but it doesn't.
I doubt it... We are talking about DoT ticks here, does it really matter if it ticks more often or simply does more damage? I can't even see the small DoT damage flying text during fights, so I wouldn't even be able to tell...
If it was just a simple thing to do, then they might as well have made it tick more times, but it seems that is a much bigger change than you might think.
They wouldn't really be able to keep having the ticks go by the global clock, because it would be too complex I think. Also, there would be weird SS caps for getting an extra tick or something.
I'm no expert on this at all, but since they went with the global clock in the first place, there must be some reason they don't want to have individual clocks for every player(not sure what I'm talking about lol)
Last edited by Craiger; 04-03-2015 at 12:05 AM.
Don't all the dots follow a global tick timer? I feel like it would be harder to implement by speeding up different dots. Along with this, increasing the duration of ticks IMHO will make Sch's overpowered, probably won't scale really well with Smn and break Drg's and Mnk's rotations. (Probably Nin too)
If I had to guess given current info, I'd say its gonna be:
X amount of SS = casting times are reduced by Y% and DoT ticks deal Y% more damage.
Looking at how SE does things, it will require exorbitant amount of SpS before you see a significant increase in DoT damage.
DRG and Monk's safe-clip time is already dependent on exactly when within the global tick they started the DoT, or, if you want to consider it rotationally, both that offset and the ratio of their GCD rate to the global (tick) rate. A chance at an extra DoT near the very end of the duration won't especially make it any less safe, as a rule of thumb, to clip DoTs than it is now.Don't all the dots follow a global tick timer? I feel like it would be harder to implement by speeding up different dots. Along with this, increasing the duration of ticks IMHO will make Sch's overpowered, probably won't scale really well with Smn and break Drg's and Mnk's rotations. (Probably Nin too)
To clarify: There's no way to increase the duration of ticks. They're an interval. You can increase that interval, which would be a loss of speed and dps, or decrease it (i.e. increase frequency) for a plateau-ed increase in dps based on the chance that one more tick could appear within the original duration.
How it works now (iirc):
DoT applies at 0:00, will last until 0:18, based on 18-second duration. Started one second after / two seconds before global tick.
Ticks at:
0:02, 0:05, 0:08, 0:11, 0:14, 0:17, (0:20) - 6 ticks.
How it would work with 20% increased cast speed, in the same situation.
Ticks at:
0:01.4, 0:03.8, 0:06.2, 0:08.6, 0:11.0, 0:13.4, 0:15.8, (0:18.2). - If started .2-.3 seconds sooner, it would be 7 ticks.
[Edit: that being said, while this viewpoint is pertinent to finishing off enemies (only one DoT being applied), it's not the most useful in longterm dps, in which your only concern is neither missing a potential global tick (your debuff was not up to get x-potency credit for it) nor wasting a duration enough to cover a coming global tick on the prior debuff application.]
The real change would be if all DoTs were taken off the global tick system, allowing two things:
1. All initial ticks can go off at a certain time, or the duration until the initial tick can be carried over from a previous DoT history, changing SS's plateaued effect to a merely short-term concern, while linear in the long-term. (If your last DoT was .5 seconds from its next tick when it expired, your next DoT will start at .5 seconds until initial tick.)
2. Each DoT can potentially tick at a different rate, dependent on its duration, such that it requires the same SS to cause both Bio I (18s) and Bio II (30s) to have an extra tick in their duration. (Bio II ticks would tick 1.32x Bio I tick speeds.) In this way, SS would have the same equal effect across all DoT effect durations that Det and Crit have.
Also (3.) potentially simplifying global-matching tremendously.
Last edited by Shurrikhan; 04-04-2015 at 01:31 PM.
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