Thread Rating:
  • 1 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Major "Real Time" Processing Causes Issues
#2
with respect to reagents, the focus has been moved away from per-tick damage consistency. instead the system now has emphasis on doing a reliable amount of damage in a reliable timeframe. (example : X units of toxin will always proc Y units of damage in Z minutes, where in the old system this damage could come faster or slower depending on the server load)

for breath : i know there are some problems (that were also sort of related to realtime stuns), in which some numbers needed to be rebalanced to reflect the new timing. this is an ongoing effort and I've just pushed a handful of adjustments today.


Messages In This Thread
RE: "Real Time" Processing Causes Issues - by mbc - 04-04-2019, 02:03 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)