Results 1 to 10 of 103

Hybrid View

  1. #1
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 90
    It sounds like the Bane issue is not an animation lock or server latency issue but a DoT state check issue.

    From what I can gather on the way DoTs work in this game, the initial use of the ability tells the DoT to be applied to the target but the actual state of the DoT being active upon the target is tied to the DoT timer/ticks and so is not registered as the target having the DoT until the first tick at which point the DoT is "active", starts it's timer, does it's damage, etc. Therefore if you use an ability such as Bane that checks to see if a certain DoT is active before the tick has happened and the DoT is actually set as active, the check fails and the ability doesn't take that DoT into account even though the player has applied it.

    As far as fixing the issue, well in a ways that is just the way DoTs work in this game and so potential different solutions would have to be attempted.
    Off the top of my head the two solutions that I can think of are either add a delay into Bane so that a tick is guaranteed to have happened between the time the player activates the ability and it goes off, although this would likely make SMNers very unhappy, or possibly add a secondary hidden "debuff" aspect to DoT's that doesn't have any affect (or effects) that gets applied immediately, is independent of the DoT timer/ticks and acts solely as something for the "active" check to work off of instead. I'm not fully certain if the latter would actually work though since I'm not too familiar with their engine, dev tools and the limitations of them.
    (0)

  2. #2
    Player
    Berethos's Avatar
    Join Date
    Sep 2013
    Posts
    1,195
    Character
    Celie Lothaire
    World
    Maduin
    Main Class
    Paladin Lv 90
    Quote Originally Posted by TouchandFeel View Post
    It sounds like the Bane issue is not an animation lock or server latency issue but a DoT state check issue.
    It possibly is, and I think it comes down to how quickly it checks for and applies dots.

    It doesn't have to reach the doing damage stage, but the system does have to register that it applied - Miasma does pretty much immediately before you can actually activate Bane but also comes with two status debuffs (likely why it checks this one so fast), which may be why it can be triggered by Bane so quickly.

    Both Bio and Bio II have to show the +Bio/+Bio II combat text before they will spread when used with Bane.

    I find it to be an odd complaint though...the timing difference is literally less than a quarter a second. By the time you've activated another ogcd you've already passed the first moment Bane can successfully pass any current dots.
    (0)
    Last edited by Berethos; 04-27-2017 at 07:30 AM.