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  #1  
Old 10-22-2008, 01:01 AM
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trevius
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The odd thing is that he was able to test rampage with a normal weapon and not cause any large CPU spike or "crash", but using a procing weapon, it caused the problem right away and CPU went to 100%. Now, in his tests, he was using an AE procing weapon, which I can understand would cause a huge spike in CPU over a normal non-proc weapon when rampaging a huge pull. But, the rampage crashes on my server seem to happen with just normal procs, so maybe it is the proc process that is driving CPU Utilization up. I may have to do some more in-depth testing myself if I get time. If it is the proc process, maybe we can figure out what is causing it to be so much more CPU intensive than normal melee hits, because I don't think the formulas are any more complex.
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  #2  
Old 10-22-2008, 03:02 AM
paaco
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With a wep like he was using that has to be a massive amount of number crunching hitting all of those mobs. I don't know if it's much faster at crunching numbers but if anyone wants to test anything like this on my server just as a comparison I'll give you whatever items, skills, lvl you need. It would be awesome to fix rampage and AoE so they aren't crashing zones so bad. That is a nasty problem on Storm Haven, I like to train myself in Delve late at night and rampage for aa's. But every now and then I crash the zone. ( sorry! ) That is only using my 1.5 and the cog blaster wep in offhand.

my server runs 32 bit windows
Phenom 9850 Quad Core
4 gigs of ram
on a 10mbit down 2mbit up cable connection.

If anyone wants to test on it just gimme the word.
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  #3  
Old 10-22-2008, 03:14 AM
AndMetal
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Quote:
Originally Posted by paaco View Post
Phenom 9850 Quad Core
The processing power (2.5GHz x 4 cores) would be awesome, except the zones themselves don't support multithreading (at least on my Dual Xenon 3.2GHz machine). Otherwise, I'd want to see what happens

I think the main issue w/ the procs is that the spell code had a lot more that needs to be checked (resists, focuses, etc) vs just the melee code. Add it on top of each other, and things go crazy.

I mean, yeah, my example in SSeru is worse case scenario, but it's still dangerous for stability to use on more than a few mobs at once with a proccing weapon.

One thing that may be worth testing is the exact impact on a single proccing weapon vs an AE proccing weapon.
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  #4  
Old 10-22-2008, 04:03 AM
KLS
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Spell packets are also considerably larger than melee packets and there's more of them. Knowing procs cause it is a good place to start at least.
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  #5  
Old 10-23-2008, 10:34 AM
steve
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There seems to be already some form of limiting how many mobs come to agro on a player.

I use the spell Innoruuk's Wrath (http://lucy.allakhazam.com/spell.htm...19&source=Live) to pull NPCs in a zone and only so many come running to attack me. Once I Destroy (http://lucy.allakhazam.com/spell.htm...48&source=Live) them, more come running.
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  #6  
Old 10-23-2008, 10:44 AM
So_1337
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Is it possible they were initially aggro'd and just took that long to get to you? I found that even using the new #aggrozone command that it would take a considerable amount of time for all the enemies in a zone to get to me.
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  #7  
Old 11-01-2008, 07:40 AM
jax0rz
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From my testing it does seem a lot more stable if you are using a pure melee weapon instead of a proc weapon. My idea for a fix would be if you are calling function Attack via rampage, call TryWeaponProc once and save the calculation's it does for each hand if you are dual wielding. Then just apply that saved proc info on a flat rate based on the players dex until rampage is over. That way you are still proccing, but not spiking the CPU so badly doing the same calculation over and over.

I tried to code this, but I'm not the best coder and it seemed like a lot of work that would be best left to someone more expert with the current eqemu code.
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