That probably won't happen. You'd gain 40 potency but the probability that you'll miss a turret AA because you dispatch it one second later after the penalty is over is very high and as soon as you lose that one AA, it becomes a dps loss.Don't forget the effect of Hypercharge causes the turret to place a 10sec debuff on the enemy with every auto-attack the turret makes. So you you should beable to Hypercharge, then right at the end of hypercharge you can use Overload and the damage being done by the Overload will be effected by Hypercharge, for a net gain in dps.
Edit: Fixing Typoes
I actually used a chronometer, with the function to get timers between 2 clicks I did for each hit. It was always closer to 3.2 than 3.0.
I'm not saying I was perfect or that the game should be this way, but it was still always around 3.2 and not around 3.0. And I did several tries, and just did it again to be sure.
So the total timer of 2m40s for 50 shots gives the result of 3.2sec and the "delay between 2 clicks" function always was around 3.2sec, so I believe what I see first.
And machinists don't have a 3.2 weapon skill delay, so I believe it doesn't change anything. According to the weapon you use, you have a delay of 2.48s (some rare weapons as Thordan, Licorn pvp weapon, legendary weapons) / 2.56s / 2.64s (the most used delay) / 2.72s (Mog weapon only) / 2.76s (Bismark weapon only) / 2.80s.
So I invite you to try on your side and tell us if you found a 3.0s delay the way I did. If you do, it means there is another bug.
Last edited by Fannah; 07-17-2017 at 07:54 PM.
You mean a stopwatch with a split lap function? Yes I used that too, and got a 3 second value. But don't take my word for it, the next step would be record some footage and measure it to your heart's content off there - anyone is welcome to try.
As for turrets not being affected by weapons nor skillspeed, this has been known since Heavensward, and nothing so far leads me to believe that has changed. I don't know why you're bringing weapons up at all.
If it is the case that turrets fire at a greater than 3 second interval, that can only be a good thing for Turret Overload, as the breakeven point assumes a 3 second interval (30s = 10 attacks @ 3s, 80 potency attacks = 800 potency). A longer default autoattack interval only increases the degree to which Turret Overload is a dps increase.
Last edited by Myon88; 07-17-2017 at 08:29 PM.
I believe we speak about the same function, yes, I just am not English native speaker and I never read or heard about this function in English until now (so, thx :3 )
Maybe a bug, or something due to some settings or power of my computer/screen, I dunno.
I just said the attack weapon delay of some weapons in the game is 3.2sec (like White mage melee auto attacks), and I found 3.2sec, so it wouldn't be surprising if they used such weird number as 3.2sec for the turret's auto attack delay (I only tried for the monotarget one). I never said weapon attack delay was impacting on the turret attack delay. The other one responding to my comment did.
Not really, it just lower the overall dps of the turret people expect from itIf it is the case that turrets fire at a greater than 3 second interval, that can only be a good thing for Turret Overload, as the breakeven point assumes a 3 second interval (30s = 10 attacks @ 3s, 80 potency attacks = 800 potency). A longer default autoattack interval only increases the degree to which Turret Overload is a dps increase.The fact it indirectly upgrade the efficiency of Overload is not relevant enough, we shouldn't use it randomly anyway.
Last edited by Fannah; 07-17-2017 at 08:49 PM.
Editrido. There is 3 seconds which you already knew and there is indeed some weird lag. Wicked.
Last edited by Elnidfse; 07-17-2017 at 09:11 PM.
Can you give me some figures? I know and I'm sure to have an average of 3.2sec. I'm wondering how you do, and what you do, let's assume I even count the very 1rst hit at 0sec, it would do a total of 51 attacks (the 1rst one at 0sec, and then the 50 ones after this one). And if I count 51 attacks, I would have an average of 159sec for the 51 hits (I don't know how it happened, but I once had 159 sec, so I take the best score I did). 159/51 = 3.12sec (which is mathematically wrong, but still closer to your results).
If it's only happening where I am, I am wondering what magic is making my own turret slower. And I hope you don't use old data of yours.
Last edited by Fannah; 07-17-2017 at 09:57 PM.
If you're counting the total amount of time it takes to deal, for example 50 hits, and then dividing the time you get by 50 to get to average interval between each hit, wouldn't your figure be skewed upwards by the bug where some autoattacks take 4 or 5 seconds for some reason? If we assume that 50 attacks are 'supposed' to take 150s, a handful of autoattacks taking a couple of seconds extra can easily explain the longer total time.
I assumed you avoided that if you were just using a stopwatch to check every interval one by one, but if you're taking the average from the total time, then the bug might apply to your findings.
Unfortunately no, I've been lucky on some tries and had 0 bug shots from the turret. And I actually added shots and removed the delay of those bug shots to make the average.
Is it possible that some 'bugged' shots were included and not culled from your results? (How would you do that anyway?) Like if you recorded 50 consecutive shots and determined that #37 was bugged, how do you remove the effect of it from the final result?
The difference between a 'normal' 3s shot and something like a 3.2s one can be quite imperceptible, and add up over many shots. The autoattack interval can randomly bug out, and it isn't always a very obvious jump to 5s or something, it can be a smaller delay at times.
Ultimately the best way would be to record it and look over the precise timestamps yourself. I won't say any more than that as we can't discuss such tools here.
I just recorded it with OBS and slowed it down to 25th of a second. Marked the time from the numbers appearing. Then did it again and marked the time from impact to impact. Then did it again and marked the time from blue ring to blue ring. Then did it again and marked the time from sound to sound. Then did it again with blue rings, but skipped to exactly 3 seconds ahead multiple times and the shots (generally) lined up excluding the delayed ones which timing fluctuates randomly.
It may be faster or slower by a few milliseconds, but in general it's 3 seconds. The outliers are in the shots that fail to go for longer periods of time. But in general we're exactly at 3 seconds using as precise timing as I can currently think of. On another topic I see why the average time for HC is 24 seconds and not 30
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