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Spell Support Broken Spells? Want them Fixed? Request it here.

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  #1  
Old 03-02-2010, 02:56 PM
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pfyon
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Anyone know where the tick timer functions are defined in the code? I'd like to take a look.
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Old 03-05-2010, 02:38 AM
KLS
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That is how HoTs are designed to work and can't be easily changed.
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Old 03-07-2010, 11:12 PM
gaeorn
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Quote:
Originally Posted by KLS View Post
That is how HoTs are designed to work and can't be easily changed.
Do you mean this behavior matches live or just that is the way they are implemented in the emu code?

I played a cleric on live and I do not remember HoTs taking that long to do the first bit of healing. But I must admit, it has been enough years, I just may be misremembering. I do clearly remember that HoTs always did their full amount of healing, so there had to be some method of making sure the effect was for the proper number of ticks, regardless of when it started.
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  #4  
Old 03-08-2010, 03:52 PM
KLS
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Here's how buff tics work just based on how they work on the client:

The client has one buff tic timer that counts down the tics every 6 seconds. Each buff's timer is not independent of each others timer, they all tic down at the same time. Every time the client has no buffs the timer is turned off and set fresh when a new buff is applied.

If you're hotting someone who already has buffs on them the longest you'll have to wait is about 6 seconds, the shortest is a fraction of a second; averaging out in the middle of the two.

Given this observation from the client is how I implemented it on spell branch which is a little different than how it's implemented on trunk.
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