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 Post subject: Non-combat spells being lengthened on mood neutral?
PostPosted: Thu Aug 16, 2007 3:19 pm 
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Joined: Tue Aug 07, 2007 2:34 am
Posts: 300
I've been noticing that some spells such as gate, enchant, summon, etc seem to take longer than usual when on mood neutral, the same as if on mood defensive. When you set yourself to mood aggressive, they seem to be fine, but on mood neutral, sometimes they take the proper amount of time, sometimes longer (and its very noticeable too).

Anyone else experiencing similar problems? If so, we should get some sort of reproducible results for Dulrik.

If not, then I'm just a nutter-butter and do ignore.


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PostPosted: Thu Aug 16, 2007 4:09 pm 
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Joined: Fri Jul 01, 2005 10:55 pm
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I've been feeling like my spells were taking longer to cast, too. I thought I was just imagining it.


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PostPosted: Thu Aug 16, 2007 4:48 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
It's not consistent, but it's happening. I've noticed it most with gate, summon, and teleport.


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PostPosted: Thu Aug 16, 2007 5:11 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
The amount of time that defensive stance adds compared to the actual length of these very long spells should be practically unnoticeable. Are you sure this is even related to stance at all?


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PostPosted: Thu Aug 16, 2007 5:34 pm 
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Dulrik wrote:
The amount of time that defensive stance adds compared to the actual length of these very long spells should be practically unnoticeable. Are you sure this is even related to stance at all?


This has only been noticed since stuff changed with stances.

And, it's noticeable. Very, very noticeable.

You don't play the game as much as we do, so any mechanics change is pretty instantly 'felt', regardless of how small the numbers may appear top level. Not a jab, but just pointing out that playing the game as a game and having to rely on mental timing is very different than you looking at numbers in a string of code.

Something is definitely different though when it comes to mood neutral. Maybe it's a bug that causes additional time to be added? I don't know, but it somehow doesn't affect combat-oriented spells at all that I've noticed.


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PostPosted: Thu Aug 16, 2007 5:45 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
It's hit my casting time for color spray, but only once or twice. It's far more common with non-combat spells.


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PostPosted: Thu Aug 16, 2007 6:13 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
I have seen it happen with SH. I thought that it was just me not understanding it but I can't tell the difference in the casting time.


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PostPosted: Thu Aug 16, 2007 10:35 pm 
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Joined: Sun Dec 18, 2005 10:40 pm
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Are you sure it isn't tick lag?


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PostPosted: Thu Aug 16, 2007 10:37 pm 
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Joined: Sat Oct 01, 2005 11:32 pm
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I have been wondering about this a lot. I haven't paid attention to non combat spells but as for combat spells I noticed a bigger lag on nuetral and a fairly bigger one on defensive.

Hellfire I can time between rounds normally. Since the change its not firing right even if i start concentration at a normal place to put it between rounds. On nuetral it ends up at the end of the round comming. On defensive it is nearly two full rounds.

And I've also noticed it on some of the other spells that normally cast really fast like cause light and magic missile. I was getting 3-4 per round now 2-3 on nuetral is the norm.


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PostPosted: Fri Aug 17, 2007 5:34 am 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
thunder wrote:
Are you sure it isn't tick lag?


I am absolutely positive it isn't tick lag. In at least one instance I recall clearly from about two days ago, the tick happened immediately after the gate spell fired (meaning the gate disappeared), and it was one of the times the cast lagged on gate.


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